
Shoot for the Golden Stars
I’ve always loved Mario games. From the colorful, cheery art styles to the depth of the movement mechanics to the sheer creativity displayed in the games, Mario is the undisputed king of video games. But there are still major gaps in my experiences with his games. I never had a Gamecube growing up so I missed out on Sunshine and The Thousand-Year Door until recently. While I had a Wii as a teenager, I didn’t really play it all that much. This means I also missed out on Super Mario Galaxy, the debut 3D Mario game on the system released in 2007, still widely considered to be one of the best games in the series, until the recent rerelease of the game in the Super Mario 3D Allstars on the Switch.
The core game of Galaxy appears to be untouched with its port to the Switch, but what has changed are the controls. Since the game was made to be the marquee 3D Mario title of the Wii, Galaxy was designed to be a showcase of the new Wiimote and its features. The pointer was used to collect Star Bits, grab blue stars to pull Mario to them, and sometimes even an air horn looking fan that blows Mario in a bubble. Motion controls were utilized too, of course. Wagging the Wiimote made Mario do a spin attack and specific levels, like the manta ray racing and ball rolling levels, have unique controls that all involve twisting the Wiimote around. The Switch port allows the player to substitute the motion controls for standard button and analogue stick controls, but offers the player two options for how to control the pointer. In handheld mode, you use the Switch’s touch screen to guide the pointer. In menus or simpler levels, this works fine, but in long Pull Star sections, you will find your hand blocking most of the screen, making it impossible to see what’s coming up ahead. In docked mode with detached Joy Cons, you can use the right controller to aim the pointer and this is how I would recommend playing the game. Since the Joy Con uses gyro motion instead of infrared sensors like the Wiimote, you will have to recenter the pointer often, but this is easily done with a quick press of the R button and is never a hassle.

I wanted to mention the differences in controls because that’s the only major difference in the version of the game I played. Besides those, Super Mario Galaxy is the same game at its planetary core. After Bowser steals Peach along with her entire castle and a short tutorial level, Mario finds himself on the Planet Observatory, newcomer Rosalina’s intergalactic vessel. As a hub world, the Planet Observatory is not my favorite. There are nice aspects to it, like how more instruments get added to the theme that plays and the more livelier it feels as you progress through the game, and I appreciate how contained and focused it feels. However, there’s not much to do there—no secrets or extra levels to find and all rewards like extra lives are in plain sight. I think I would have preferred a simple level select or world map instead because the act of climbing all the way up the Observatory for late game levels takes a little too long, and that’s time taken out of playing the wonderful levels.
The incredible amount of creativity and variety on display in Super Mario Galaxy cannot be understated. There are forty-two levels in the game and, besides a few common themes and a few outright reskins near the end, each has mechanics and challenges differing from the rest. Sometimes you will be running under little planets as the camera tries to follow you. Other times you will be in a side scrolling type section with arrows on the walls dictating which direction gravity will pull you. There are launch star pieces to collect, blue switch pads to hit, lasers to avoid, cages to blow up with Bullet Bills, Star Bits to gather to feed to hungry Lumas for power up and additional routes in levels and even additional levels themselves! The whole game feels like you are a kid adrift in Toy Time Galaxy.
Forty-two levels is a massive increase to Mario 64’s fifteen stages and Sunshine’s nine (even Odyssey’s sixteen later), but there is the same amount of Stars to collect in all three games. This is because Galaxy’s levels are much smaller and usually more linear than the other 3D games in the series. Most levels have only three Stars to get with maybe a secret Star or Prankster Comet Star (a remixed challenge of a previous Star) to grab. This leads to the designs on the levels having a more mission based, get-to-point-B objective to them instead of 64 and Sunshine’s sandbox approach to level design. You see the Star’s location and a general route in the initial flyover of the level and then it’s just completing the challenges in the way to grab it. This would get repetitive having to do the same challenges three times, but luckily Galaxy’s levels have a lot of bits and pieces that are swapped in and out for different stars like building different things from the same set of Legos. It’s a little disappointing that players can’t decide or make their own path through levels like you can in other 3D Mario games, but with most of them being composed of small planets, with each having their own unique goal to accomplish, I understand why. The levels you create from hungry Luma’s themselves are just one-off challenges with a single Star to collect.
The whole game feels sadly limiting to the player—almost to the point where it feels more like a 2D game in the series as opposed to a 3D one. Mario has all his acrobatics of Super Mario 64 and that means a long list of moves that can be performed; the long jump, the triple long, slide somersault, and backflip are all tools like your plumber overall to pull out and use at any moment. Unfortunately, the game doesn’t give you much reason to ever use them in creative ways. I didn’t see anywhere I could take a shortcut by making tricky jumps like in 64 or Sunshine or any hard to reach nooks hiding secrets and collectables like the later 3D World and Odyssey offered. I may have missed them since it was my first time playing the game and it didn’t rather bother me that much in the end. With level design this stellar, it is not actually much of a problem that they are more linear because they are still incredibly fun to go through, but it did clash with how I expect a 3D Mario game to feel and that it was a little jarring.
The more I played Galaxy, the more it struck me how much of a transitory game between the older sandbox designed games in the series like 64 and Sunshine and the more linear 3D games of 3D Land and 3D World that took inspiration from Mario’s 2D roots. Oddly enough, this thought came to me most when thinking about the power-ups in the game. There’s a good handful of power-ups on display in Galaxy—more so than any other 3D game of the series at that point. The Fire Flower makes its debut in 3D, the Ice Flower creates ice under Mario’s feet and lets him slide across water, Bee Mario can fly for a short time and climb on certain surfaces, Spring Mario hops everywhere and is terrible, and the spooky Boo Mario can become intangible to phase through walls. All these power-ups are great fun to use, so it’s disappointing that they are as situational as the power-ups in 64 and some F.L.U.D.D. upgrades in Sunshine. Most are on a timer (including the Fire Flower which has always been an upgrade until the player was hit) and are used for specific challenges that must be completed with them. There is no way to take a power-up from the level you find it in and bring it to another for creative and experimental uses like would be possible in 3D World, there didn’t seem to be any chances to even bring them to different parts of the level to find secrets like you can with the Captures in Odyssey—you have to use them only for the specific challenge right in front of you. I get having more limited challenges help curate a more focused game, but it led to a nagging sense of inorganicness in the back of my head.
These are the things that came to my head when sitting down to write this review—the more linear, but still incredibly designed, fun, and creative levels, the disappointing situational requirements of the power-ups that had so much more potential, and the lack of utilization of Mario’s acrobatic movement, his greatest feature. But none of this is a deal break at all. Super Mario Galaxy is still an incredibly fun and rewarding game and very much deserves to be played today. I won’t say that I wasn’t disappointed with it because I was, but only slightly. After years of hearing how it’s possibly the greatest game ever, after countless reviews lauding its praises, and after playing Super Mario Odyssey—easily the best Mario game to me and possibly even one of the best games Nintendo has ever made—Galaxy had no chance other than to disappoint do to my in the clouds expectations and that is not the game’s fault. That’s the poison of hype, folks: it leaves you satisfied with even the greatest of games.