Super Mario Galaxy is the most beautiful game that has ever disappointed me.

I should make it clear that I didn't always feel this way about this game. I'd never owned the game until the unfortunate 3D All-Stars collection, but it was always around me with an air of wonder to it: some of my first memories on the Internet include watching pre-release footage of this game and getting absolutely stunned that video games had the capacity to be so breathtaking; the few times I was able to play it at friends' houses was nothing short of magical, and as an early teenager who unfortunately refused to listen to anything but video game music, the Super Mario Galaxy soundtrack was a mainstay on my music library.
This isn't my first time playing this game. I emulated it back in 2015 alongside Super Mario Sunshine and enjoyed my experience enough, but the more I've thought about it ever since, especially with the release of Super Mario Odyssey, I've found my feelings on it shifting around in somewhat cynical ways.

But that's enough trying to force parallels out with my Super Mario Odyssey review. It's true that I feel that Odyssey and Galaxy are mirror images of each other, most of their strengths being the other's shortcomings and vice versa, but Super Mario Galaxy deserves a slightly different approach. It may be my least favorite 3D Mario game in the series; it may be close to being farthest removed from the formula that Super Mario 64, the video game of all time, one that's time and time again defined my entire relationship with video games, had established... but that could have been its strength.

So let's not start with the controls. Let's not start with the game progression or pacing. Instead, let's talk about the single galaxy in the game that I understand the least:

And that's Buoy Base Galaxy. It's a pretty unique galaxy, with a fully orchestrated theme unique to it, complete with an underwater variant that brings out a pipe organ, with a really intense atmosphere to it that's only rivalled by a few other galaxies in the game. It also only has two Power Stars to it, oddly enough.
Have you ever stopped to think about why it exists before? Have you ever thought about why this galaxy only houses two Stars?

I've come up with two different interpretations of this Galaxy, if you'd care to let me speculate. The first is that as an old, unused fortress, it makes sense that there's not a lot of missions left to do in this place. Its stories have already been taken place long ago, its battles already fought, and Mario is visiting a relic of the past, a constant reminder of the battles that continue to go on in the world, and the vigilance he ought to maintain in a time of current conflict, just as Buoy Base continues to be maintained in the slight chance that it may be important in battle again one day.
The other interpretation is that the developers intended it to be a full-sized galaxy with six full stars (which the Super Mario Wiki also believes), but backed out, maybe because its tone was a little too intense, to focus more on more conventionally themed galaxies like the Sea Slide, Dusty Dune and Gold Leaf Galaxies.

I assume my intent in bringing this up should be pretty apparent: Buoy Base is a perfect metaphor for the dichotomy I feel Super Mario Galaxy suffers from, its Two Big Ideas that are completely at odds with each other in the specific way Galaxy goes about executing them.

So let's get a bit more direct as we explore the First Big Idea. In its best moments, Super Mario Galaxy has some of the most interesting concepts, tones and themes ever explored in the Super Mario games.
If you really like thinking about this game, you may have watched a video titled The Quiet Sadness of Super Mario Galaxy: it's a fantastic, sentimental essay that gushes about one of (in my opinion) the best parts of Super Mario Galaxy, and watching it will undoubtedly help in understanding what I mean here, but I'll provide an interpretation of my own, using a quote from the long-time Super Mario composer, Koji Kondo:

"I try to evoke something in the silence, in the absence of sound. Rest notes are very important to me, and the connecting space between sounds." - 2001 interview from Game Maestro, translated by shmuplations

Let's think back to the opening of Super Mario Galaxy. The assault on Peach's Castle is easily the most exciting, cinematic intro to any Mario game ever, and the stakes have never been higher, with the castle uplifted far out of reach, and Mario flung out into the reaches of space - all hope seems lost.
It's at this moment Super Mario Galaxy takes a moment to breathe, to take a step back and zoom out from the Gateway into showing a vast space encircling it. Constellations and stars visible in the distance but very much currently out of Mario's reach represent a sort of Mu (無) that I think is best represented by a quote from One with Nothing:
"When nothing remains, everything is equally possible."

This sense of space between sounds, space between sensations is something that pops up every now and again in Super Mario Galaxy. Space Junk Galaxy, better known as Stardust Road in Japan, is a standout example of this, serving as a bit of a comma in the game's pacing and somehow making the idea of random objects strung together in space into something beautiful, almost introspective. Rosalina's Library can serve this purpose as well, but there's more thematic cohesion to it than just this aspect that I'd like to bring up later.

This sense of space is perhaps more important to Super Mario Galaxy than it might be for any other Mario game if only because of the intensity that's spaced apart by these moments of quietness. Super Mario Galaxy is quite maximalist in its louder moments, with an odd emphasis of war and battle; warships are common imagery within this game more than any other in the series, boss battles are found in almost every major galaxy and many minor galaxies, Bowser and Bowser Jr are fought six times compared to 64's three and Odyssey's two, and the Battlerock and Dreadnought Galaxies serve as mascots of this aspect of the game, representing the almost sci-fi militaristic aesthetic that the game adopts every now and then. The contrast makes for a very interesting tonal balance that I wish was explored in more depth, and more consistently.

I've ended up doing a lot more reading for the purpose of analyzing Super Mario Galaxy's themes than I'd expected to, going into this review. A specific Japanese idea that I've found that I feel Galaxy uniquely tackles unlike the other games in the series is mono no aware: (物の哀れ) treasuring the ephemeral, seeing beauty in the transience of everything, accepting change and letting go, but simultaneously holding those memories of the past close to your heart.
Rosalina exemplifies this idea through and through, in both her backstory, and in the ending. The storybook is one of a small (but growing) list of video game moments I've cried to, and I can't really do it justice except by saying it represents these ideas very well.
The ending literally sees the end of the universe as we had known it for the entire duration of the game, and lets it go, embracing elements of it in every new galaxy created from the ashes of the old one, accepting that this is the true purpose of stars and lumas, to constantly undergo growth, change, evolution and rebirth.

There's a lot of really fascinating ideas reflected in Super Mario Galaxy that I admire very much, themes that mean so much to me represented in such an approachable fashion. With all this said, you'd think I would adore Galaxy just as much as the other 3D Mario games, elevated just as high as Super Mario 64 and Sunshine, wouldn't you?

But transitioning into the Second Big Idea, Super Mario Galaxy came at a slightly tumultuous time in Nintendo and Mario history, after Super Mario Sunshine failed to live up to expectations, and the GameCube itself landed in third place behind the PlayStation 2 and even the Xbox. Nintendo needed the Wii's new Mario to be a solid, indisputable win, one that didn't suffer from the excess complexity that the late Satoru Iwata speculated was a contributor to Sunshine's failings. Super Mario Galaxy, a game that so far aimed to subvert Super Mario, now also needed to define it, be completely identifiable as what people envisioned a Super Mario game to be while also presenting something beyond what Super Mario had done. So what did they do?
They compromised.

I'd started talking about Super Mario Galaxy's themes by highlighting a couple of fantastic galaxies that emphasize the game's biggest strengths, so I'll start by talking about a galaxy. One that's my absolute least favorite course in the entire franchise that is Super Mario, in fact. I look at it, and I question why on earth Nintendo saw fit to include this in the same game as the Battlerock.

And that's Toy Time Galaxy.

Toy Time Galaxy feels like a personal insult, the representation of the tragic compromise found in Super Mario Galaxy's vision. The part that stings more than any other is its music: an ironic echo of the Super Mario Bros. Ground Theme plays, stripped of all its stylistic context, its original latin, reggae and jazz fusion-inspired roots, recontextualized into something offensively juvenile as Mario jumps across a pixellated version of himself collecting Silver Stars, as though the developers are saying "Yeah! Isn't this the Mario you remember from the good old days?"

And, well, no. It's not. Super Mario Galaxy drenches itself in Mario iconography (particularly that from Super Mario Bros. 3) to keep itself grounded - digging up the airships last seen in Super Mario World complete with a fantastic orchestration of their Super Mario Bros. 3 music, resuscitating the same game's athletic theme, bringing Fire Mario into 3D for the first time, and even constructing parallels between it and Super Mario 64's Bowser courses by using the Koopa's Road music once again - all for the sake of doing something the series had rarely done quite so blatantly up to that point: appealing to nostalgia.

I'm okay with nostalgia, don't get me wrong. After all, I am a Kirby fan, and that series likes to bring up connections between and across each and every game almost as much as Pokémon does. But I find it so dryly amusing that this careless self-referential attitude makes for the most ironic imagery in the franchise, such as a moment in Good Egg Galaxy's Battle Fleet where some of the most raw depictions of an open battlefield that Super Mario would allow is juxtaposed by the bolted block platforms from Super Mario Bros. 3 thrown around haphazardly all around the field.

It's moments like that that make it clear that Super Mario Galaxy felt obligated to be a video game, and especially a Super Mario game. Cliched locations like Beach Bowl, Melty Molten and Ghostly Galaxies feel like Super Mario Galaxy checking off a list of things that it contractually needs; its star-based structure seems taken from Super Mario 64 and Sunshine without really understanding what they did for the games' design, and musical moments like Bunny Chasing and Ball Rolling just feel embarrassing to be in the same game as the rest of Super Mario Galaxy's soundtrack, which often borrows harmonies and musical language from the deeply sentimental French world of musical impressionism like no other Super Mario game had really done before or since.

Maybe I'd be okay with this if it at least was a good game, one just as solid as Sunshine and 64 in its design when stripped of its thematic elements. But I'm sorry, I just don't think it is.

It's finally time. Let's start with the controls. Where Super Mario Odyssey gave Mario an extremely streamlined moveset that's almost too smooth and optimized to trivialize the platforming it throws at the player, Super Mario Galaxy's controls are by contrast a bit too fixed, with momentum all but missing, the spin serving as a one-dimensional extension to Mario's jump and most moves having zero synergy with each other except for the wall jump and spin.
It's streamlined, but in an opposite direction; there's very little depth to Super Mario Galaxy's movement, and the level design ends up being built around it to a fault. I know this is from the sequel, but think about the Throwback Galaxy for a second, and how much less interesting of an experience it is now that Mario can no longer dive all around and play around with the momentum that the slopes give him compared to Super Mario 64.
If Super Mario Odyssey makes Mario feel like a fat guy with a hat, Super Mario Galaxy just has that fat guy, and... I'm sorry, I'm just not a fan of it.

The controls were probably streamlined for the sake of the spherical, gravity-based platforming, and I feel like that's a case of compromising your game to force it around an ill-fated gimmick. Although I don't think the Course Clear-style of level design was inherently bad, the planetoid aspect messes with my sense of depth and spatial awareness far more than any other Mario game does, and the camera angles that are even more limited than Super Mario 64 (how do people defend this, again?) absolutely do not help in that regard.

Certain stars can be done in courses out of order again, but at a deadly price: only three out of six stars in each major galaxy is a properly story mission akin to Super Mario Sunshine's eight episodes per course, and the rest involve a single hidden star each that are sometimes found through clever exploration, but far too often handled through a painfully conspicuously-placed Luma that demands your Star Bits, and two Comet-based stars that you can't really predict when you'll have access to.

This throws any capacity for detailed, long-form environmental storytelling that Super Mario Sunshine had right out of the window, and the missions are instead distinguished specifically by mechanical changes and sometimes just sending you to different planetoids altogether and removing the last bit of possibility Super Mario Galaxy had of showing how its worlds would change with time.

And honestly, much of the comet stars are flat-out padding. I concede that some of the missions, mainly the Cosmic Mario races, can be interesting, but redoing certain missions again but faster? Collecting a hundred Purple Coins all thrown about an unnecessarily large map? No damage runs of certain sections of levels without any checkpoints whatsoever? Count me out.
People complain that Sunshine is full of padding and red coins, but honestly - Galaxy is no better in this regard whatsoever, and I'm sick of putting up with this hypocrisy, the blindness people seem to have about this aspect of Galaxy just because... I don't even know, honestly.

I could go on. I think 100% completing Super Mario Galaxy is a tedious experience, especially doing it a second time with Luigi and fighting the final Bowser fight a total of four times; the Grande Finale Galaxy is another example of Super Mario Galaxy choosing function over form by ignoring the fact that there's no way it could canonically take place, since the Toad Brigade being promoted to Royal Guards would have no reason to happen in the New Galaxy welcomed at the end of Super Mario Galaxy; I hate Star Bits, having to make sure I have enough to give Lumas both within galaxies and in the Comet Observatory, especially using the Switch Lite's touch controls; Super Mario Galaxy has an extremely bizarre conflict on how much it wants to be function-over-form, and vice versa... but I've taken up so much of your time already, and I've taken up so much of my own time in writing and researching for this, (preparing for this review involved an entire re-read of The Little Prince for example, and I never actually ended up directly referencing any of it in this review... though there are some slight aesthetic and tonal parallels) and I don't wish to keep the both of us here much longer.

After all, we need to move on. Isn't that something this game was talking about?
I want to make it clear that I don't think Super Mario Galaxy is by any means a bad game. It's far more interesting than many other platformers I've seen and played; it's not even as confused in its gameplay progression as Super Mario Odyssey was.
Super Mario Galaxy has provided me with some of my favorite ideas in video games, and has influenced me significantly as a musician and as a creative in general. Its best musical moments are some of my favorites from the series, even if the Bunny Chasing theme will make me cringe any day of the week.

Super Mario Galaxy's thematic vision is easily the best in the Super Mario series, but it's undermined by the dichotomy it created for itself, and ends up with a very diluted focus that I wish had really gone so much farther than it had the freedom to go. This might be the only Super Mario game whose biggest problem I would consider is that it had to be a Mario game. I want it to go harder on the themes it introduced, series image be damned.
But this might also be the first game where Super Mario found itself unconfident, and glossed over it with a shiny, cinematic aesthetic while it figured out where the series was to go next, just like Super Mario Odyssey would find itself doing exactly ten years after it.

It's... it's just a little misdirected. It's stuck between subverting Super Mario, and defining Super Mario, and didn't quite know how to commit, in an almost mirror image of Super Mario Odyssey's fatal flaw. It doesn't land quite as well as any of the games that committed, for better or for worse (my list would include 64, Sunshine, Galaxy 2, 3D Land and 3D World), but I want to see Nintendo revisit these ideas. Odyssey tried in some ways and played it safe in others, but maybe we might be getting close. I'll maintain hope for the future.

But now, it's truly time to move on.

Farewell, Super Mario Galaxy.

Reviewed on May 12, 2021


1 Comment


8 months ago

"The part that stings more than any other is its music: an ironic echo of the Super Mario Bros. Ground Theme plays, stripped of all its stylistic context, its original latin, reggae and jazz fusion-inspired roots, recontextualized into something offensively juvenile"

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