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Wii

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Super Mario Galaxy

by Aaron Kaluszka - November 12, 2007, 8:55 pm EST
Total comments: 37

10

A game light-years above the rest. Careful: minor spoilers ahead.

It’s evident right from the beginning just how much effort was put into the reinvention of Mario, a task of galactic proportions. The game looks amazing, sounds incredible, and is a true joy to play. Super Mario Galaxy’s presentation easily surpasses anything available on the Wii system. For starters, Mario Galaxy includes more cinema scenes than previous games, beginning with the Mushroom Kingdom’s Star Festival and Bowser’s subsequent Doomship attack. The scope of Bowser’s plans is much bigger in this game. He doesn’t just want to rule the Mushroom Kingdom; he wants the whole universe, with Peach at his side. The sinister Koopa king bombs the Mushroom People with fire and ice and employs a UFO to carve out Peach’s entire castle with a laser and lifts it into space.

After a failed rescue attempt, Mario wakes up on a small planetoid high above the Mushroom World where he soon meets a mysterious woman named Rosalina, who is in charge of the mobile Comet Observatory and is accompanied by numerous star-shaped creatures called Luma. Rosalina tasks Mario with recovering Power Stars to repower her Observatory in order to travel to the center of the universe to stop Bowser and recover Peach. Rosalina gives Mario one of the Luma, which grants him the power to spin (by shaking the Remote). Besides this power, Mario has the same abilities as previous 3-D games, with the only other notable additions being the amusing ability to walk while crouching and the ability to skate on icy surfaces. However, the game also includes a star pointer, which is controlled by the Wii Remote and can be used to interact with the environment independent of Mario.

Mario Galaxy loosely follows the structure of previous Mario games with multiple stars found in various stages. However, there are fewer stars per stage, or galaxy, which range from just one to as many as seven. Galaxies are accessed from various observatories found on Rosalina’s sprawling spaceship. Galaxies vary widely in size, and some are made up of sets of planetoids linked by launch stars, while others include much larger landmasses, along the lines of a traditional Mario level. Unlike its predecessors, the large majority of the game’s 120-plus stars require the completion of unique challenges that span scores of galaxies. Even when stages are revisited, a completely different path is taken the majority of the time, so they could essentially be considered separate stages. Later in the game, players are challenged to revisit the major galaxies where the rules of the level have been altered.

The game still maintains the tradition of secret stars, which can be found along unconventional paths, providing an incentive for exploration even along the more directed stages. Some of these stars even open up secret stages. What Mario Galaxy sheds is a 3-D platformers’ tendency to devolve into a collect-a-thon. This is perhaps because the pseudo-linearity, aided by the automatic camera, makes it possible for the game to go back to its 2-D platforming roots rather than the wide-open, but less interesting seek-and-find nature of prior games. Occasionally, a handful of Star Shards must be collected to progress, but there is nothing approaching the tediousness of the blue coin collecting in Super Mario Sunshine. Players will absolutely want to collect all of the Power Stars.

Even regular gold coin collection takes a backseat and coins are primarily only used as a means of recovering health. Star Bits, on the other hand, are found everywhere, and several thousand of them are necessary to unlock certain stages by feeding them to hungry Luma, which form new planets and galaxies. The rainbow-colored Star Bits double as an attack, targeted independently with the Remote. Star Bits can also be collected by passing over them with the Remote pointer, unlike coins. The dual-use is an interesting idea, though their plentifulness negates nearly all of the strategy involved in collecting and using them.

The space environment is perfect for a Mario game for several reasons. First of all, it allows for an unchecked range of environments with no need to tie them together in a logical fashion. Mario Galaxy pushes the bar on what can be expected from a platforming stage, and really anything goes. Yet, as nonsensical as the stage elements may be, they don’t feel contrived and are simply fun to play on. The Alice in Wonderland-inspired sense of ordered zaniness is more prevalent here than ever before. Stages incorporate a wide assortment of classic elements such as fire, ice, water, and desert; but there are also galaxies made up of giant toy robots or baked goods. The variety found in Mario Galaxy evokes a sense of freedom from the strictly-themed worlds of previous games. Less serious stages are full of retro Mario references and music, yet everything is carefully polished so that nothing feels arbitrarily thrown together.

Super Mario Galaxy introduces a new automatic camera system that works well, but is far from perfect. It smoothly tries to position itself in the proper perspective, a sort of compromise between 2-D and 3-D gameplay, and usually does this well. At times, the game even shifts to a strict 2-D view. In the previous 3-D Mario games, I often found myself repositioning the camera behind Mario due to the camera’s natural poor positioning. In Galaxy, this is usually impossible. The camera follows a defined view, and though the C button can re-center the camera, it usually has no effect and rarely repositions in the space you’d like it to. You can use the D-pad to enter a first-person perspective, but I never used it, instead adapting to the new perspective of playing, which is still far superior to Mario’s other 3-D outings. The camera’s biggest flaw was that it adapts slowly to rapid movement, and didn’t always change perspective when I wanted it to, which made navigating Mario around objects more troublesome. This was especially true when trying to swim or fly—you really have to fight the camera to get going in the intended direction, and it is easy to get disoriented.

Spawning from the spherical world concept first unveiled in the Mario 128 demo, the key new gameplay element in the game is gravity. The game fully explores variations in this theme, which breaks all preconceived notions of how platformers are supposed to work. Obviously, on spherical planetoids, Mario can run over the entire surface without falling off, but even on oddly-shaped objects, Mario can run right off of the edge, but instead of falling to his doom, he continues to stick to the surface, sometimes finding a completely new environment on the underside. With some skill, Mario can slingshot around and among various floating objects. To make up for the lack of customary bottomless pits, menacing black holes are used. This means that rather than worrying about falling off the bottom of the stage, players can be sucked to their doom in any direction.

In some stages, gravity fields dictate where Mario’s feet will plant. Jump into another field and you might find yourself walking on what you thought was the roof or walls. Many of these levels take the form of 2-D sub-stages, complete with moving platforms and firebars introduced all the way back in 1985. It’s 2007 now though, and Mario will find himself running, jumping, and dodging up, down, left, and right at any given moment. Gravity-generating pull stars are generally found in groups and represent yet another appealing use of gravity. These stars pull Mario towards themselves when activated with the pointer and can be used to slingshot Mario through space debris to collect bonuses or reach new areas.

Mario Galaxy contains a number of influences from other games, and not just ideas from standard platformers. Some of the concepts, coincidentally or not, borrow from games as obscure as Mario Clash and Bubble Ghost, as well as more modern games like WaveRace and I-Ninja, while adding Wii motion control. There are surf racing stages that take place on impossibly suspended tracks of rough water. These courses are navigated by tilting a horizontally-held Remote and pressing A to accelerate. The choppy water and lack of walls make for bigger challenges than they first appear. Other stages put Mario in a bubble where the pointer takes the form of a nozzle that blows air at the bubble, which is used to navigate Mario around spiky obstacles. In yet another stage, Mario climbs atop a ball controlled by a vertical Remote-tilting scheme, and must roll to the goal without falling off of the stage.

Some of Galaxy’s stages are extremely inventive and include elements that you might not expect to see outside of a Star Trek episode. One example is the concept of “dark matter," which dissolve any normal matter, including Mario. The patches of space create ever-changing holes in objects. In another stage, the opposite is true. Matter phases in and out of existence and platforms appear and disappear. This might not sound new, but we’re not talking about whole objects here, just regions of space that may include temporarily solid ground, and is one of many unique gameplay ideas that you’ll have to experience for yourself.

Mario has several new power-ups at his disposal. Unfortunately, nearly all of the power-ups are limited in some way, and rather than rewarding the player by making the game easier, power-ups are used to create new challenges. Joining the return of the classic Fire Flower is the Ice Flower, which turns Mario to ice, allowing him to freeze the surface of water by walking on it. To throw fireballs with the Fire Flower, players jolt the Wii remote as if they are throwing the balls of flame themselves. Both flower types, like the invincibility-granting Rainbow Star, are annoyingly time-limited, with levels designed to provide just enough time to use them, provided you go in the right direction.

Galaxy also introduces four new mushroom types, each granting Mario a special suit or ability. The Bee Suit allows Mario to hover for a short period of time (indicated by a meter). He can also stick to honey in honeycombs and walk on the surface of flowers without destroying them. However, he can’t touch water or he will lose the power. The Boo Suit turns Mario into a Boo with the ability to pass through certain walls, much like the Vanish Cap in Mario 64, but with the added ability to float. However, like a Boo, he can’t be touched by beams of light, and other Boos instantly fall in love and pursue him. The Spring Suit is one of the most maddening “power-ups" ever created. Mario is wrapped by a giant spring, which makes him bounce erratically. Pressing A at the instant that Mario is compressed against the ground will make him bounce higher, which is necessary to reach high platforms, but a control nightmare otherwise. The star-covered Mushroom grants Mario three extra hit points. However, if Mario goes below four hit points, he will revert to the standard three-hit-point maximum. There is one additional power-up, which will remain nameless.

Mario Galaxy has no qualms about handing out death, and Mario only has three hit points. On the other hand, it also has no problem handing out extra lives. This means that even though some levels may take ten or twenty tries to complete, you likely won’t have to worry about seeing the Game Over screen. Not that this matters much. Levels have unmarked checkpoints, so the only thing you’d lose by losing all of your lives is the ability to start at the last checkpoint. Speaking of death, Mario has a range of death animations a little more extreme than you might expect from the generally happy nature of the game. For example, when electrocuted, his flesh burns off and his skeleton falls to the ground. When he drowns in quicksand you can see a hand reach up from the ground, accompanied with muffled suffocation.

Super Mario Galaxy pays attention to detail in some of the smallest ways. Besides the little graphical elements like butterflies, the game looks to the original 2D games and keeps things consistent such as the fact that holding a shell allows you to swim faster in Super Mario World. In Galaxy, this idea is made more logical by giving the shell an apparent motor along with a headlamp and brake lights. In a few bonus rooms a stream of notes pops out. Collecting these notes plays one of several classic Mario tunes, each note playing a beat in the track. Question blocks make a return and in general, many elements from the 2-D Mario games are artfully meshed with components from the 3-D games.

Many characters return from previous Mario games spanning the entire series from Goombas, Koopas, and Bob-ombs, to oft -forgotten characters like Rocky Wrench. Water and fire nozzles found through the game are comically based on the design of FLUDD. The Toad Brigade is more active this time around, actually building spaceships and traveling into space to battle with the Koopa army. However, they’re still cowards at heart, and stop short of actually attacking, leaving the dirty work to our hero. The penguins and bunnies are back and ready to race. There are also plenty of new characters, many of which have big goofy eyes more in line with a Rare-developed game. Even Luigi plays a somewhat prominent role in the game, setting off to collect Power Stars himself and invariably getting stuck, requiring multiple rescues by his brother.

The game also includes a large number of mini-bosses, most of which follow the traditional pattern of requiring three hits. Bosses are as diverse as the environments, including Dino Piranhas, Magikoopas, giant angry moles, sea monsters, giant spiders, and mechanical beasts, to name a few. Each boss requires a different strategy. While some enemies are attacked directly, others require resourcefulness in figuring out how to make the bosses hurt themselves. The Bowser stages were some of the most fun stages platforming-wise, and never before has battling Bowser been this intense and engaging.

The only portion of the game that feels out of place is the odd inclusion of storybook chapters, which provide the background of the space-faring characters. As these chapters are unlocked, Mario can enter the library where Rosalina will read the story to an audience of Lumas.

A two-player pseudo-cooperative mode is introduced in Galaxy known as Co-Star Mode. The second player controls a secondary star pointer, which can interact with the world in much the same way as the primary player’s Remote. The second player can also make Mario spin and jump while pointing to him and interfere with some enemies. Finally, Mario can perform a super jump with the carefully combined combination of actions from both Remotes. While perhaps not as interesting as true co-op play, it does add a level of interactivity to what would normally be a single-player experience. The game doesn’t include online features, but it does allow players to take snapshots of their score summary screen. These shots appear as JPEG attachments on the Wii Message Board where they can be sent to friends or copied onto SD card.

Super Mario Galaxy is more than just a new Mario game; it’s a giant leap for the platforming genre. Freed from the shackles of traditional 3-D platforming, the game is much more than just Mario 64 set in space. I never thought I’d describe a Mario game as “epic," but that’s exactly what it is. Despite showing a bit of a darker side, Super Mario Galaxy is still full of happy-go-lucky attitude and bright characters, and the magic of Mario is as strong as ever.

Score

Graphics Sound Control Gameplay Lastability Final
10 10 8 9.5 9 10
Graphics
10

When Super Mario Galaxy was unveiled at E3 2006, it was far and away the best-looking game on Wii. Over a year later, thing have not changed and Galaxy’s stunning graphics put nearly everything else on the system to shame. Super Mario Galaxy’s levels are vibrantly animated, and include a ton of advanced lighting and reflection effects that prove the Wii has more untapped power than many people thought. The game’s space setting provides many interesting opportunities for special environmental effects such as planetary atmosphere, but even the more standard water, fire, and ice effects are dazzling, all running at a smooth 60Hz with slowdown experienced in only a few isolated incidents.

Sound
10

One of the criticisms that Zelda has often received was that it used sequenced rather than fully-orchestrated music. Koji Kondo’s reason for this choice was that MIDI-based music allowed him to create music that changed with the environment, something first used in Super Mario World. In Super Mario Galaxy, they’ve finally figured out how to do both, utilizing complex layers of dynamic music even while using a full orchestra. The effect on the atmosphere is amazing, setting the epic mood of the game. This point was driven home in a big way when the choir started singing while I battled Bowser for the first time. Sadly, Koji Kondo did not compose all of the music, and the difference between his compositions and the other composer is plainly obvious. The other composer’s pieces are strangely reminiscent of Rare music, and while not bad, they do not carry the memorable melodies of Kondo’s arrangements. As for voice and sound effects, they’re pretty much in line with previous 3D Mario games, with very little dialog voiced and a very vocal Mario during gameplay.

Control
8

Nintendo took a gamble with their new automatic camera system. Though they essentially defined the 3D platformer and its corresponding camera control in Super Mario 64, they take that away in Galaxy. To its credit, the camera works much better than it did in either 64 or Sunshine, but it’s not perfect. Often the camera will move to an awkward position or fail to adjust as quickly as Mario is moving, which makes the proper direction of motion ambiguous. Motion control adds little to the game, most of which would have been served at least as well with standard controls.

Gameplay
9.5

To just describe Galaxy as a platformer would be a disservice. The game takes elements from a wide variety of games, both 2D and 3D, including some from other genres, such as racing games. The exploration element introduced in Super Mario 64 is still present, but its influence is reduced in favor of a more linear get-to-the-end-of-the-level mentality. The game is diverse, but some types of gameplay are more fun than others. Super Mario Galaxy has its challenging moments, which increase in number as the game progresses, but overall the difficulty is on the easy side.

Lastability
9

If you reach the game’s ending at the earliest possible opportunity, the game is only halfway over. Overall, Mario Galaxy should provide at least a couple dozen hours of absolutely solid gameplay. Though players may opt to revisit levels just to explore the gorgeous environments or re-engage the boss characters, a handful of racing levels and coin total score recording provide a quantitative challenge. There’s also a 120-star bonus that should keep players going even longer. Six full save slots provides an opportunity for friends and family to play concurrently.

Final
10

Super Mario Galaxy is at least an order of magnitude better than its 3-D predecessors. It’s as though Nintendo figured out what made 2-D gameplay fun compared to 3-D and tried to incorporate as many of those ideas in as they could while still retaining the character of the 3-D games. The game’s diversity coupled with the astounding production values and polish easily make Super Mario Galaxy the preeminent 3-D platforming experience.

Summary

Pros
  • Absolutely stunning graphics
  • Dynamic and immersive orchestrated soundtrack
  • Incorporates and extends many of the elements that made 2D platformers so fun
  • Large variety of stages
Cons
  • Automatic camera can still cause control problems
  • New power-ups all come with caveats
Review Page 2: Conclusion

Talkback

Infernal MonkeyNovember 12, 2007

Only 10/10? What a let down.

wulffman04November 12, 2007

Woohoo!!!!

GoldenPhoenixNovember 12, 2007

Hey Aaron, if you are reading this, how is the difficulty? I didn't read your whole review because of spoiler fears so if you mentioned it I am sorry for not seeing it!

Shift KeyNovember 12, 2007

Waiting on people who complain about not knowing what a "caveat" means.

I'll read the review after the shitstorm dies down.

GoldenPhoenixNovember 12, 2007

Where is my 12/10!

MarioAllStarNovember 12, 2007

I am picking this game up tomorrow, but the only sad thing is that its main genre-redefining features only really work (or make sense) in an outer-space environment. Will future Mario games, or platformers in general, be able to use and build upon this formula or will Super Mario Galaxy stand as a game so unique that its brilliance can not be adapted to other games?

I share that concern for the reasons that you named as well as others.

GoldenPhoenixNovember 12, 2007

Quote

Originally posted by: MarioAllStar
I am picking this game up tomorrow, but the only sad thing is that its main genre-redefining features only really work (or make sense) in an outer-space environment. Will future Mario games, or platformers in general, be able to use and build upon this formula or will Super Mario Galaxy stand as a game so unique that its brilliance can not be adapted to other games?


Now I haven't played the game before, but I would think the interaction between the Wiimote and traditional gameplay could really shape things to come.

IceColdNovember 12, 2007

I don't think I can wait any longer!

ShyGuyNovember 12, 2007

Wow, this is good timing.

RizeDavid Trammell, Staff AlumnusNovember 12, 2007

Quote

Originally posted by: MarioAllStar
I am picking this game up tomorrow, but the only sad thing is that its main genre-redefining features only really work (or make sense) in an outer-space environment. Will future Mario games, or platformers in general, be able to use and build upon this formula or will Super Mario Galaxy stand as a game so unique that its brilliance can not be adapted to other games?


Galaxy will be good because it is fresh. Ripping it off defeats the purpose, unless it is only done for a small portion of someone else's game.

Quote

Originally posted by: MarioAllStar
I am picking this game up tomorrow, but the only sad thing is that its main genre-redefining features only really work (or make sense) in an outer-space environment. Will future Mario games, or platformers in general, be able to use and build upon this formula or will Super Mario Galaxy stand as a game so unique that its brilliance can not be adapted to other games?


This is a sad thing to be worried about. Future games can bring their own innovations. Clones of Super Mario 64 plagued the N64; if Galaxy is copy-proof, which I doubt, that's a good thing.

GoldenPhoenixNovember 12, 2007

Quote

Originally posted by: Jonnyboy117
Quote

Originally posted by: MarioAllStar
I am picking this game up tomorrow, but the only sad thing is that its main genre-redefining features only really work (or make sense) in an outer-space environment. Will future Mario games, or platformers in general, be able to use and build upon this formula or will Super Mario Galaxy stand as a game so unique that its brilliance can not be adapted to other games?


This is a sad thing to be worried about. Future games can bring their own innovations. Clones of Super Mario 64 plagued the N64; if Galaxy is copy-proof, which I doubt, that's a good thing.


You better not be talking about the Banjo games!

RizeDavid Trammell, Staff AlumnusNovember 12, 2007

Banjo Games weren't quite what Mario 64 was, but they brought their own goodness to the table in droves. I personally loved the first one. The second one got a little too ambitious for the hardware honestly, but it wasn't a bad follow up. Even today I think I'd rather replay Banjo Kazooie than Mario 64, mostly on the strength of the music, art and dialogue.

GoldenPhoenixNovember 12, 2007

One other aspect I think will be borrowed from SMG, one I think will be GREAT thing, is a gameplay template that allows for almost limitless creativity. What is most likely making SMG so great is that its setting wasn't restrictive, the developers could come up with any zany idea and it would fit.

The TravellerNovember 12, 2007

Although they didnt have to set it in space to be as zany as they wanted. Lots of people are saying this, but they could have made the levels just as insane and crazy without the space setting. Its Mario you dont need to explain it.

wanderingNovember 12, 2007

I didn't read the review (for fear of spoilers), but I did catch this:

Quote

One of the criticisms that Zelda has often received was that it used sequenced rather than fully-orchestrated music. Koji Kondo’s reason for this choice was that MIDI-based music allowed him to create music that changed with the environment, something first used in Super Mario World. In Super Mario Galaxy, they’ve finally figured out how to do both, utilizing complex layers of dynamic music even while using a full orchestra. The effect on the atmosphere is amazing, setting the epic mood of the game.

FINALLY. I'm very glad Nintendo has stopped ignoring the importance of music. (No, I don't buy their excuse. I'm sure they could've made orchestrated music dynamic before now. They didn't because they're cheap.) Now if only Nintendo would get on board with voice acting....

FoldMeTwiceNovember 12, 2007

I agree with the traveller.. we're just too spoiled by riding our saddled dinosaurs through valleys of choclate with hills watching our every step, jumping on walking mushrooms every now and then. On the other hand.. the first thing that comes to ones mind when thinking about space, galaxies and the like IS freedom.. together with the fascination of the limitless unknown. Maybe these associations broke some restrictions in the heads of the designers .. oh I so wish I had the money to finally get a Wii *cry*

CalibanNovember 12, 2007

I'm getting the game today, woohoo it's a me not Mario!

stedamanNovember 13, 2007

A good review....A definate 10...this is GOTY.

I reackon controls 9...just small issues with camera only on rare ocassions...the controls gamewise are perfect.

anyone with a wiii simply must buy this game.

planetidiotNovember 13, 2007

Good game, but 10? I'm sorry, if there's anything at all wrong with the game, it shouldn't be a ten. And there are some things wrong with the game.

A 10 doesn't mean perfect. No game is perfect.

nickmitchNovember 13, 2007

There was an RFN podcast about what makes a game a 10/10. You should give it a listen.

IceColdNovember 13, 2007

Quote

FINALLY. I'm very glad Nintendo has stopped ignoring the importance of music. (No, I don't buy their excuse. I'm sure they could've made orchestrated music dynamic before now. They didn't because they're cheap.) Now if only Nintendo would get on board with voice acting....
If you read the "Iwata Asks" segment on orchestrated music, you'd see that the cost was only one small issue - it definitely wasn't the main one.

EDIT:
Quote

Good game, but 10? I'm sorry, if there's anything at all wrong with the game, it shouldn't be a ten. And there are some things wrong with the game.
I posted this in another thread, but here's the NWR definition of a 10. I like it a lot, and it should be used by other sites.
Quote

10 - We don't believe any game can actually be "perfect." But some can get pretty close. We give our highest grade to games which are the best of the best. Games that aren't necessarily "generation-defining" can still be given top marks for this reason; if a game is all it can be and stands out among those like it, it can get high marks, too.

GoldenPhoenixNovember 13, 2007

Quote

Originally posted by: The Traveller
Although they didnt have to set it in space to be as zany as they wanted. Lots of people are saying this, but they could have made the levels just as insane and crazy without the space setting. Its Mario you dont need to explain it.


Actually I think this is untrue, with the space setting they could make big or small worlds. It gave them a tremendous amount of creative freedom because not everything has to be an elaborate stage. A designer could say "I want to create this world, it is small but I think it would be neat".

comfortboyNovember 13, 2007

Quote

Originally posted by: planetidiot
Good game, but 10? I'm sorry, if there's anything at all wrong with the game, it shouldn't be a ten. And there are some things wrong with the game.


Karl and Evan Talked about this on Radio Free Nintendo. I completely disagree with your logic. A 10 shouldn't get a -.5 every time a reviewer finds something that irks them. Like they said in a perfect reviewers world there would be no out of 10 score. But until these meta-review dependent people start reading the reviews and understanding why a game that had something that slightly detracted from the experience could still get a 10.

GoldenPhoenixNovember 13, 2007

I think it all depends what you put more value on, the fun you get out of the game vs the design of the game.

wulffman04November 13, 2007

Quote

Originally posted by: comfortboy
Quote

Originally posted by: planetidiot
Good game, but 10? I'm sorry, if there's anything at all wrong with the game, it shouldn't be a ten. And there are some things wrong with the game.


Karl and Evan Talked about this on Radio Free Nintendo. I completely disagree with your logic. A 10 shouldn't get a -.5 every time a reviewer finds something that irks them. Like they said in a perfect reviewers world there would be no out of 10 score. But until these meta-review dependent people start reading the reviews and understanding why a game that had something that slightly detracted from the experience could still get a 10.


Yeah, you don't deserve an opinion! We're going to have Karl and Evan argue this point until your ears bleed!

comfortboyNovember 13, 2007

Quote

Originally posted by: wulffman04
Quote

Originally posted by: comfortboy
Quote

Originally posted by: planetidiot
Good game, but 10? I'm sorry, if there's anything at all wrong with the game, it shouldn't be a ten. And there are some things wrong with the game.


Karl and Evan Talked about this on Radio Free Nintendo. I completely disagree with your logic. A 10 shouldn't get a -.5 every time a reviewer finds something that irks them. Like they said in a perfect reviewers world there would be no out of 10 score. But until these meta-review dependent people start reading the reviews and understanding why a game that had something that slightly detracted from the experience could still get a 10.


Yeah, you don't deserve an opinion! We're going to have Karl and Evan argue this point until your ears bleed!


fair enough-walks away-

KnowsNothingNovember 13, 2007

This and Brawl are really the only games coming out now or in the immediate future that even keep me interested in gaming in general. Otherwise it's looking pretty grim. That's why I love Nintendo.

Unfortunately I have recently encountered some unexpected monetary loss ;__;

If there is a god, tell him I hate him.

peacefulwarNovember 13, 2007

I appreciate the review. But what I don't understand is NO ONE so far has EVER mentioned that MetalStorm for NES is the first game to ever feature gravity controls. This is even way more advanced than anything Mario Galaxy has in it, which is much more akin to Gravity Man's stage in MM5. In MetalStorm, pushing UP+A or DOWN+A would flip not only the player, but all the enemies as well! An amazingly excellent game mechanic. *Sigh* Kids these days, don't know a damn thing about the greats....

RizeDavid Trammell, Staff AlumnusNovember 13, 2007

Metal Storm wasn't that great. I played it back in the day, and thought it was kinda cool. I tried it again much more recently and it's seriously lacking in polish.

GoldenPhoenixNovember 13, 2007

Are people seriously comparing 2D games to 3D games now?

Quote

Originally posted by: GoldenPhoenix
Are people seriously comparing 2D games to 3D games now?


Well, we have to compare Mario Galaxy to something now don't we?

NinGurl69 *hugglesNovember 13, 2007

I PICKED UP THE GAME THIS MORNING AT GAMESTOP, AND I DIDN'T FEEL ANY MAGICK ABOUT THE SITUATION AT ALL.

NINTENDO FAILS ONCE AGAIN.

RizeDavid Trammell, Staff AlumnusNovember 13, 2007

Well, I have played about 15 stars and this game is incredible.

GoldenPhoenixNovember 13, 2007

Quote

Originally posted by: Kairon
Quote

Originally posted by: GoldenPhoenix
Are people seriously comparing 2D games to 3D games now?


Well, we have to compare Mario Galaxy to something now don't we?


Well I've never played Metal Storm, but I seriously doubt it has nearly the inventiveness Mario Galaxy has, not to mention variety. These stages get CRAZY.

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Super Mario Galaxy Box Art

Genre Action
Developer Nintendo
Players1 - 2

Worldwide Releases

na: Super Mario Galaxy
Release Nov 12, 2007
PublisherNintendo
RatingEveryone
jpn: Super Mario Galaxy
Release Nov 01, 2007
PublisherNintendo
RatingAll Ages
eu: Super Mario Galaxy
Release Nov 16, 2007
PublisherNintendo
Rating3+
aus: Super Mario Galaxy
Release Nov 29, 2007
PublisherNintendo
RatingGeneral

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