Some Background InfoI've stated quite a few times that I do not have much love for Super Mario Galaxy. I often point to it as the game that made me start losing touch with gaming. Up to that, every Mario game was a must-have and must play for me. After Super Mario Galaxy, I became a lot more lackadaisical in playing them. In fact, I didn't play any until about a year and a half a go, when I finally decided to finish it but my save seemed to have been deleted so I played the whole thing over from scratch. I finally collected all 120 stars and then I collected them all with Luigi and then got the 2 extras for the grand 242 total. Then I ejected the game and never touched it again. A month ago I sent my Wii to my brother along with my copy of Super Mario Galaxy for him to use. I knew I wasn't touching it anytime soon and I felt no qualms with it missing from my collection. I had more trouble parting with Kirby's Epic Yarn but I think that game needs to experienced by everyone so I let it go out a sense of duty and sharing some joy. Galaxy I sent hoping it didn't bore him or kill his interest in gaming.
But Super Mario Galaxy is a great game! It's got universal praise! It's so original and inventive. It reinvigorated the Mario franchise. It even got a sequel on the same Nintendo system. That hasn't happened since the Game Boy! (World and World 2 on the SNES are two different to be considered a true sequel and have branched into different franchises so I'm not counting that.)
Most of that may be true but I can't understand why. Now this site or the forums have a tendency to be negative at times and I try to avoid that and keep things more light or fun. I don't see the need for bashing and demonizing everything I don't like. Thus, I've avoiding digging too deep into my dislike for Galaxy but now that the match-up has occurred between Galaxy and Sunshine in the voting thread and ejamer's post in that thread to defend Sunshine or why it should be chosen over galaxy has me thinking there's probably no better time to finally just put my thoughts on these two games all out there and state why I do love the one but really dislike the other. Rather than start with a defensive piece for Sunshine, I thought I'd begin with the pre-emptive strike and launch the smear campaign against Galaxy first. More over, why must Sunshine lovers always defend their choice? It’s time the Galaxy lovers started taking a hard look at their game of choice and try to back up their decision when confronted with the awful truth by someone willing to expose it.
WARNING: This is a long, long post. When I threatened to do this awhile ago, I said I was going to breakdown this game a lot.
In The Beginning (My First Time Playing)When Galaxy was first announced and trailers shown for it at E3, it looked amazing and mind-bending. I had no idea how perspectives would play out in this game. Hoping from one world to the next with gravity shifting and pulling you in other directions. The game looked crazy and insane. I bought the game right away when it came out. I mean, it's Mario. Every console Mario game is a must play.
Playing it, I soon realized the game was not as wild as I imagined it. The levels were pretty linear and would automatically blast you from one area to the next. Still, there was a lot of charming things like feeding Star bits to the hungry Lumas, the Toad Brigade and Rosalina's Storybook. I was disappointed by the linearity of levels after the previous 3D Mario games allowed more exploration. I noted there was a repetitive nature for the bosses and some tasks. It was also the first time I noticed myself getting frustrated with the Wii Controller and just wishing the controls only consisted of buttons as the spin jump proved unreliable.
In Sunshine, if Mario jumps in the air and then you twist the joystick in a quick circle, he does a spin jump. No motion control required. But then, you encounter Bonefin or the music of Gusty Garden Galaxy or get the Red Star and can fly and you gloss over such things. I then beat Bowser in what seemed like an epic dual thanks to the music and staging. At this point, I did like Super Mario Galaxy. Then I went to collect the rest of the stars. As I did this, level designs began to get less appealing and more repetitive. And I just didn't like the motion control additions like the Stingray water levels. Somewhere along the way, I stopped playing because it just stopped being fun to me. Soon, I was discovering the joys of movies and giving myself a self-taught film education of which I'm still continuing to this day.
Flash Forward to Nov. 2012 (My second and thorough time playing the game)Although I was playing less and less games, I never stopped buying them. I decided to input them into Backloggery. Realizing what I had accumulated, I decided I needed to either start playing more or stop buying more. With my lack of playing, I had fallen out of discussing games much on this site since I just hadn't played most of them to participate in the discussions and avoided for potential spoilers. This resulted in people being surprised when I did participate like how Vudu once posted how shocked he was when I actually talked about my playing a game in the Rock Band 2 thread. It just didn't happen that much.
To tackle the backlog, I thought I'd begin by finishing some games that I had beat but hadn't completed. And maybe, after 3, or was it now 4, years of distance from my first time of playing, Super Mario Galaxy seemed like the perfect place to start. Maybe forgetting some of it and playing it over would open my eyes and I'd see all the great things about it that people seem to love it for. Spoiler:
It didn't happen.Realizing very soon into it that I did not like it anymore than when I last stopped playing it, I started making a mental note of everything in order to prove why my view was right. It's been awhile but I still remember a lot of what bugged me and, using some sites to remind me of other levels, I’m ready to break this game down.
Game Opening and the Main HubThe game starts out with an impressive looking little village and a celebration going on. You just run along a path, trigger Bowser’s attack, go to the castle and start some more of the story. On a planet, you chase some bunnies until they start to tire and slow down after awhile. Meet Rosalina, get a spin attack via motion control (Nooooooo) and then you get to learn some of the basic mechanics of the game. Shake to shoot out from star launchers, collect 5 star triangles to make a star launcher on a small planet, spin to break crystals, spin to knock over enemies, just a whole lot of spinning. Already, you can begin to notice a bit of disorientation with not being able control the camera. As you start running under a planet and the screen looks like it is upside down while you are jumping to attack a Goomba who is coming at you in another direction, you suddenly realize that jumping is going to be more tricky with having an odd perspective and there is no way to really right the screen or adjust the camera like in Sunshine. Anyways, go in a pipe, hit some flip-switches and it is off to the main hub, Roaslina’s Spaceship/Home.
Find stars to bring more power to the main hub and unlock new levels to get to Bowser. Standard enough fare and the way 3D Mario games have always operated. Now, as far as the opening goes, it does its job well enough. It goes through a quick story, gets you into some action showing what this game will be like and now lets you at it. I probably don’t really need to dwell too much on it. Still, when I think about it and the games that came before it, it just seems smaller and less original. That sounds nuts, right?
Well, let’s look at the other 2 games before it. Mario 64. All you get is a note from Peach to come to the castle. You chase a bunny in the castle grounds. Get some camera instructions from Lakitu and then a quick info dump from Toad stating Peach has been kidnapped and you can enter pictures and collect stars. That’s it. Not really much of story compared to the cinematics and action of Galaxy. And yet, in the end, both are effectively the same thing. One just explains why you are jumping into pictures and playing levels and the other explains why you are playing in space. Oh, and Bowser is going to reshape the galaxy/universe or something in the latter game but we never really see how or any sign of what that would mean for that point to be of significance and chances are you’ve forgotten it anyways and just think the mission is to help Rosalina and save Peach so why did the developers even bother to mention it.
Why would I like Super Mario 64 more? Maybe it has to do with the fact that the game recognizes it is about collecting and doesn’t need any real story. Even though the Castle Gardens is a big empty place for the most part, I love that the game just starts there and lets you just start exploring on your own. Walking up hills, climbing trees, diving into the moat, bouncing off walls. You were able to just experience the 3D space and move about at your own pace. The bunnies you have to chase in this game required a bit of a skill, you had to trap them and dive at the right moment. Not chase them until they began to sweat and slow down.
Super Mario 64 just basically lets you start playing right away. It takes very little time to begin the game and get to the first level. Truthfully, I had to look up and see what happens from the time Bowser captures Peach to when you arrive at Rosalina’s ship. I thought it happened right away the beginning is so forgettable.
With Sunshine, you are shown in the opening that Mario’s going on vacation, there’s even a little tease of the levels to come on a Delfino promotional video with Peach noticing a mysterious figure and then you start the game. You land on the air strip and that is your intro level. You are confronted with the mysterious paint goop. You have a bit of freedom to move around. You get the FLUDD device. Practice a bit with it and then fight the Paint Piranha and grab a shine. From there, the story unfolds some more. There is a mysterious shadow Mario defacing the Island. Who is the figure and why is he doing this and can you restore Delfino? Moreover, Peach isn't kidnapped at first. It gives the game a bit of mystery.
From there, you are launched into the main hub. What a difference this hub is compared to 64 or Galaxy. The Delfino hub is alive with activity and secrets. In some ways, it is almost a level of its own. The castle in 64 is pretty barren but at least it had some secrets to it. Still, I loved the size of it and the look and layout. The Galaxy hub only has the levels connected to it. There are no secrets except for the 1-up mushrooms you can find. Sure there are some Lumas and the Toad Brigade around but they stay pretty still and inactive compared to the movement and activity that goes on in the Delfino Hub. Moreover, it just looks nonsensical, ugly and smaller than the previous 2 game hubs. Right away, this game gives an impression of being a step back.
Good Egg Galaxy
Now, I am going to thoroughly going through the game's first world/galaxy as it brings up many of the issues I have with this game. Here we go!
Dino PiranhaThe first time I played this, I’ll admit it was a thrilling and yet contradictory thing to do when you walked off the edge of a level only for the gravity to keep holding you to it so that you could walk all around and underneath it. However, that feeling soon wore off the first time I played this game and playing it a second time never brought it back. So, what's left? Let's look at how the level breaks down.
You go underneath the level to the dark scary part and go to a sling star which shoots you to the next little planet in the galaxy. This little planet has some rocks rolling around on it and you have to collect 5 triangle pieces again. SPOILER: It won’t be the last time you have to do this task. Once you've created another sling star from those triangles, you go to a smaller piece of planet where you kill a piranha plant to create a vine which you swirl to another planet. On this planet, you kill a piranha plant to create a vine to swing to the next. But this time, you do it by swinging some kind of ball plant into it so it’s different! (And it foreshadows what you’ll have to do at the upcoming boss!).
Anyways, on the next little planet/hunk of rock you get to from that second vine, you climb a bit of a block tower and break a crystal to reveal a sling star and shoot yourself off to the next planet where you fight Dino Piranha swinging at his tale to knock it back to him. 3 times and done. Since it is a first level, I can't really criticise it for being repetitive just because I've played the whole game and know what the other levels consist of. Judging this in a vacuum, it is basically showing a lot of original ideas and tasks during a level's progression. So, I'll move on having set-up this baseline.
Snack of Cosmic ProportionsOnce again, go underneath the opening planet but this time you will leave it from a different point. This will be the first time you use the blue stars to pull Mario along a path from one to the next. But it sadly will not be the last. Pull Mario along to a sling star to go to the next little planet. Why’d you have to pull Mario on the blue stars to it instead of just skipping that and having the sling star shoot him in the first place? More fun? Maybe the first couple times but that idea soon dies. I realize this is something that could become very inflammatory and seem like I’m nitpicking. I mean, why not just start a game and immediately face the final boss instead of having to play through a whole bunch of levels? Isn’t that pointless too, Khushrenada? And other such kinds of responses.
The answer to those types of responses is obviously not. But for whatever reason, things like the blue stars and triangle pieces just came off as tedious after the 4th or 5th time of encountering them and seemed like a cheap way to lengthen a level. I can’t explain it any other way except to say I just stopped finding them appealing nor did I find them challenging. They would become a task that just had to be performed to keep moving on.
Now continuing on with the level, after activating the sling star, you end up on another small little planet. And now a quiz: Can you describe what planet I’m on? What does it look like? What sort of enemies are on it? Is it green, grey, brown, red? Can’t remember? That’s because so many of these small rocks are so non-descript and boring that the mind sees absolutely no reason to remember them.
Now let’s try a test. Lethal Lava Land, Shifting Sand Land, Tiny-Huge Island, all 64 Levels. Can you immediately picture what they looked like? Can you picture exactly how to get to different stars in the levels? I can. Ricco Harbor, Pinna Park, Pianta Village. Remember what they looked like? Can you remember some of the ways you had to get different shines in them? I can do so easily for this as well. Space Junk Galaxy, Dusty Dune Galaxy, Deep Dark Galaxy. Can you remember what these levels looked like? I can recall some things about them. For example, having to collect 100 purple coins a few times in Dusty Dune means there’s a portion of the level I remember. Can you recall how to progress and get stars in those galaxies? I can’t. I can remember the ending task I had to do to get a couple of them but there is nothing else that sticks out in my mind about the progression.
This is another of the huge faults that drive me nuts about this game. Many times it is just this constant rocketing from one tiny piece of land that takes 30 seconds to look over to the next small planet on which you will do the same actions over and over until you get to the last planet with the star. It gets to be so very boring! People complain that the level design in Sunshine was lackluster but that is insanity to me. Maybe you think that taking different paths in Galaxy is a great idea but so many of these paths are unmemorable and, as will be shown further on, these galaxies are full of repetition that it is no different as playing a level over and over like 64 and Sunshine where the star/shine is in a different spot. At least the levels seem to stick out more in my mind in those games than nearly all in Galaxy.
But let’s get back to the level now. So, on this unexciting small rock, you have to break a crystal containing a sling star! Ooooo. Now, at this point, the level will allow you to shoot around to other tiny planets to get star bits so that you can feed 100 of them to a hungry Luma. The first couple of times you feed a Luma who gets excited from Snacky Happiness is cute and appeals to my Kirby sensibilities. But how is it that all the people who moan about having to find 30 Blue coins in a level in Sunshine have no problem with the collectathon of star bits this game requires? If you want to unlock other hidden galaxies in the main hub, you have to collect thousands of these things. Are people wagging the remote at the screen to collect so many star bits that it isn’t an issue? Scouring every part of a planet for star bits to keep banking them up? That’s what I did but I’ll be lying if I thought it was great fun or made a great addition to the game.
I am a compulsive collector in games so I "always be grabbin’ star bits" in levels and didn’t have much problem there. But I did grow so tired of collecting star bits. It was just a semi-conscious or automatic thing I’d do. And this is from a guy who has beat Donkey Kong 64 on 201% 4 times over. I have more fun collecting the assorted knick-knacks and crap in that game than collecting thousands of star bits in this game. Go figure. Maybe because they are more challenging whereas star bits are just everywhere and only about quantity with no challenge to them.
Alright, the hungry Luma/star bit complaint has been made. Let’s continue on with the level. We now get blasted to a new planet created by the Luma. This one requires the player jump up a few of its sides to another sling star where you are blasted to something interesting for once! The glass capsule which has you do a bit of platforming by jumping between different gravity pulls. And then you get to a sling star and go to another type of planet. But finally, this is the end of the level! It is a 5 pointed hollow star with 5 little triangles you must collect which will create some blue stars to pull you to the level’s star. Am I saying star a lot? Or you can just long jump to it. Whatever works best for you. Level over. Once again, though, the task here was just to collect little triangles to make a star something you did already in the intro.
King Kaliente’s Battle FleetSo, from the starting planet again, you can go under the planet through a pipe to get to the house on top or just jump up on the top with advanced jumping techniques. On the top of the house, you get a sling star which blasts you to another small planet. Once again, I ask, can you remember and describe what kind of a planet it is? Swinging some coconuts into a spiky plant reveals a launching star to go to the next small planet. On this planet, you swing coconuts into Pokey to defeat him and reveal another sling star. This is original?
If you are still with me and reading this, have you not noticed how repetitive I sound in describing these levels? You could say I’m doing it on purpose but how would you describe them? There’s not much else to say about them and the only thing they do is present a task/requirement for you to fulfill to move on to the next task/requirement. In this case, having killed Pokey you've now been shot to a small barren planet with 2 chain chomps rolling around. You can either just blast off from this planet with the readily available sling star or you can go in a pipe, become invincible and then destroy the chain chomps for star bits and then use the readily available sling star. What else is there to say?
Leaving the chomp planet, we arrive on a bit of a bigger planet, for once, with a few more enemies than usual. Get to the up side of the planet and then get on top of the Bullet Bill gun to break a crystal with a star sling inside and launch yourself to a wooden airship. From here, you will knock back coconuts shot at you by some enemy octos on another ship. This lowers a bridge and you can cross to it. Climb to the back of it (I don’t know my nautical terms

) and break the crystal with the star sling and finally get launched to the boss which is an octopus you defeat by slinging the coconuts it shoots at you back to it. 3 hits and you get a star.
Which brings me to another complaint. The constant 3 hit and done aspect of bosses. I know it's long been a practice to have that with bosses since SMB2 but surely it doesn't have to be this way with every single boss. SMW2 had you hitting a boss until his pants fell down, hitting away at the uvula of a frog inside it's belly or bashing away at blocks to make them disappear from under a boss's feet because he was invincible himself. Yes, there were other bosses that took 3 hits to be done with but at least there were creative ones mixed in with these different objectives. And Galaxy seems to love it's bosses. You'll have to fight them all twice at least. Some 3 times over. They don't get better each time you face them. Rather, each encounter becomes more soulless and fun-draining as you play through the repetitive patterns and boss strategy over and over. Next level!
Dino Piranha Speed Run (Speedy Comet)Play the first level over again but finish it in 4 minutes. This is better how?
Purple Coin Omelet (Purple Comet)
I never hear anyone really complain about having to collect 100 coins for a star in Mario 64 or Sunshine. Why is that? Is it because it is viewed as a legitimate challenge but collecting all 30 blue coins in a level is not? Is it because of our trained sensibilities of collecting coins in 2D Mario games that we view coins as important and are glad they’ve found a way to be of value in 3D games?
For this star, as you may recall or not, it reuses a portion from the Snack of Cosmic Proportions level. It is the area with the three to four planets where you can jump back and forth between them to get 100 star bits for the hungry Luma. This time, there are 100 purple coins in the area. Just collect them all. It’s great to be able to spend more time on these small rocks again. They were such a blast the first time.
Luigi on the RoofThis time, I don’t even have to leave the starting planet. So refreshing. Now, surprisingly, I’ve got something nice to say. I wish they had done more Luigi hide and seek in this game. I liked that. But the developers didn’t because they were too busy making you collect 5 more triangles in a level to make another sling star.
Well, that’s the first great galaxy in this game. 14 more to go! But lucky for you, dear reader, although I had planned to go through every level and galaxy of this game to show just how it is not that original, innovative, compelling or fun, doing it this way is almost like playing the game again for me and I do not relish that prospect nor do I feel like typing a vague underwritten walkthrough out of this. Plus, I feel I have well illustrated many of the issues I have with this game from this one galaxy alone. Therefore, I shall now just use bullet points to run through the rest of the game to highlight a few more things.
HoneyHive GalaxyOverall impression:
I feel like this is one of the better galaxies in the game actually. Maybe it helps that it is a large landmass so there is actually more real platforming to perform in it. But I still think it is weaker than any world in Sunshine or Mario 64 so there.
Bee Mario Takes Flight-The Bee Suit! It’s sort of like FLUDD’S hovering in Sunshine except you lose it when it gets wet. Don’t tell Ian Sane or he’ll think it is an example of Nintendo not knowing what to do with a franchise and shoehorning in an unnecessary gimmick.
-Some actual platforming to be done. No real complaints with this level although wouldn’t you know it? To help the Queen Bee you have to collect 5 triangles on her body to make another sling star.
Trouble on the TowerA bit of platforming mixed with some useless planet hopping. Nothing to really praise and I've already criticized useless small planets.
Big Bad Bugaboom-Get to the queen bee and then get launched to the Bugaboom boss. Like so many bosses, rather easy, 3 hits, and is just a larger version of the small enemies. Nothing here that makes me want to come back for more.
Honeyhive Cosmic Mario RaceMuch like racing the Koopa Troopa in 64 or Il Piantissimo in Sunshine, you race a Shadow Mario to a certain point in a level. Nothing innovative here.
The Honeyhive's Purple Coins (Purple Comet)Some actual platforming and collecting. I like that! More of a challenge than the Good seed Galaxy's 100 coins.
Luigi in the Honeyhive KingdomAs mentioned before, I liked the Hide and Seek of Luigi. I’m sure the developers did too because then they didn’t have to put much more effort into making the levels bigger or more interesting. Oh. A compliment and then a slam! Boo-yah!
Space Junk GalaxyOverall Impression:
It is another example of the Good seed Galaxy design of small task planets which leave no lasting impression. The name though could be used to describe the whole game.
It's funny 'cause it's true!Pull Star Path
-That’s what the blue stars are called. Pull Stars! I will adjust the rest of this criticism accordingly. Obviously there are many pull stars in this level which I’m told is fun but I actually know it's not.
-You will have to collect 5 triangles called Star Chips(!) as you progress through this level which is cool because that has only been done 6(?) times now. I will now adjust the rest of the criticism accordingly. Good thing I had to start looking up Galaxy information since so much of the game is forgettable.
-You unlock the Toad Brigade here. They really don’t do much but show up in levels for you to talk with.
- While I like how the path appears and disappears on you at the end, you can just move slow and be fine. And to get the star, you have to collect 5 silver stars. That’s doesn’t sound like anything that’s been done in this game already. After all, they’re silver stars not triangles!
Kamella's Airship AttackJust moving from wooden airship to wooden airship. The Kamella boss was a bit more tricky because it required some aiming. Honestly forgot about this level being in this galaxy. You'd think I'd remember a boss where you have to grab an item they through and you and you have to throw it back to them.
Tarantox's Tangled Web-Sling Pods are introduced! It’s sort of like a cannon in Mario 64 where you have to aim to correctly blast Mario to the next location although Galaxy has cannons also so this is clearly a totally different idea. I don’t think Sunshine bothered with anything like this. Maybe that’s what it was missing and why people criticize it. Sling pods are fun because you have to hold A and aim the Wii Remote but can’t adjust your camera angle to make the aiming easier. Of course, I think holding A and aiming with a joystick might have worked a bit better but I’m probably just a bitter old man at this point.
- I did like that Tarantox was more unique of a boss in the method to fight him and his attacks. Just wish my sling pod aiming was more precise at times.
Pull Star Path Speed Run (Speedy Comet)Play the first level again but in under 4 minutes. What’s that? You already could the first time? Just shut up, and take another star for doing it again.
Purple Coin Spacewalk (Purple Comet)Whoa?! A bit of a challenge for once? Nice. Sure you are just playing in the end section of the first level AGAIN but at least it is finally utilized in a challenging manner.
Yoshi's Unexpected Appearance-Play the third level again but this time feed another Hungry Luma along the way to the boss so collect those star bits. Why is this game always praised as fresh when so much of its levels are repeated? It's no different than the other 3D games.
- The ol' kill all enemies on a planet trick
Battlerock GalaxyOverall impression:
It sounds cool. It’s got some “on a mission” music. Unfortunately, it will break your heart like the rest of the game and has one of the worst of the worst parts in this game in one of its levels.
Battlerock Barrage-Collect 5 star chips on five small metallic saucers with no individuality to create a line of pull stars to take you to a sling star. Again, I bang my head on my desk and wonder, why does no else see the monotony in this game?
- The ol’ shake the controller to turn a screw trick
- I do like the cannon dodging part of this level. Being able to run above and below the platform gives it a sort of Matrix cool. Mario is the One. Why couldn’t this have been the whole level?
- The ol’ make Bullet Bill chase you and lead him into a cage to blow up trick. Unfortunately, like so many things in this game it won’t be the last time you do that as the game will use this over and over again.
Breaking into the Battlerock
- The ol’ make Bullet Bill chase you and lead him into a cage to blow up trick. (I told you we’d see it again.)
- Pull star minefield! Not really challenging, not really fun!
- Hey! I had just talked about cannons a few levels ago and here they are. Use your aiming skill to get a star.
Topmaniac and the Topman Tribe- This level has a 2D section where you can keep changing the gravity of the room. I like that. Of all the things to repeat over and over, why not more of this?
- This level seems awfully long to get to the bossfight. Then again, most of the game seems to suffer from an uneven pace and with the many other problems it has, why would I expect the pacing to be any good?
- Topmaniac is like Kaliente. Not that different from the regular smaller sized enemies. Thus, not that interesting to fight.
Battlerock's Garbage DumpOh goodness! Who likes this level? Who?! Identify yourself if you do so you can be publicly shamed for having poor taste. I’ve yet to hear anyone bring it up in civilized conversation about this games "great" qualities because I think (and would hope) that even fans of this game recognize this task/idea was a flaming turd. So, so, so moving on.
Topmaniac's Daredevil Run (Daredevil Comet)Why is it that when I first face a boss and even buy a Life Mushroom, I’ll perfectly defeat him but when I play the boss again in a comet run, I’ll die a couple times first? Why couldn’t it count the first time I did it?
Purple Coins on the Battlerock (Purple Comet)So-so level. Playing the platform portion of the first level again where you dodge the cannonballs is nice and it is a bit more challenging but it just further adds to the repetitiveness of the game for me since I already went through it before.
Luigi under the Saucer-Hey! One more Hide N Seek. But this time, you have to play the whole first level over through to the end. How quaint.
-The ol’ make bullet bill chase you and lead him into a cage to blow up trick. (It only got old the second time you had to do it.)
Well, I’ve written over 5,439 words on this game in what equates to 10 pages in a word document. But I’m calling it a night on this Anti-Galaxy Manifesto. So consider yourselves lucky. I don’t think I could be much clearer at this point at how this game is sadly very tedious and uninspired. And this is coming from a guy who got all A-Ranks in Sonic Adventure 2 just to unlock the lousy Green Hill Zone and complete the game. And yet, I have fonder memories of that broken game and the tedious Chao upgrading than I do of Super Mario Galaxy. I just don’t see how anyone at this point can make a case for Galaxy being one of the all-time greatest games let alone even a top Mario game. But if you think can, come at me bro.
Super Mario Galaxy – 3/10