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Understanding The Fun of Super Mario Galaxy
 
 
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Features
  Understanding The Fun of Super Mario Galaxy
by David Sirlin
11 comments
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February 1, 2008 Article Start Previous Page 3 of 4 Next
 

Craftmanship

There's a few pet issues I'd like to point out that Mario Galaxy does right.

Opening Sequence

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The opening sequence is only a few seconds long, before you get to actually move around. Compare this to over 15 minutes in the excruciating opening of Paper Mario. The original God of War has an opening sequence of less than 60 seconds, showing that there are better ways of conveying story than forcing the player to watch a long cut-scene before a game starts.

Mario Galaxy conveys some of its story simply by showing speech bubbles over NPCs as you run by. You also unlock chapters of an in-game storybook as you progress through the game and you can read them whenever you want or not at all.

Inertial Frames

When you jump straight up while riding a train in real life, you do not slam into the back of the train; you land on the same spot as you jumped from. Physicists say that you are in the same inertial frame as the train, meaning that you're moving with it and your walking or jumping is relative to it.

You all know this instinctively and yet almost no platform games know this. I remember actually being shocked in the game Spider-Man 2 when my Spider-Man was on top of a car and I jumped straight up and landed on the car. "Wow, they know about inertial frames!" I said. At long last, Mario Galaxy knows about them too. You can finally jump straight up while riding a moving platform and land on the platform without worrying about it moving out from under your feet.

Wall Jumping

This is a small thing, but points to an important idea. In Mario 64, the wall jump move required good timing. You had to press jump just as Mario touched the wall, no sooner and no later. In Mario Sunshine, The New Super Mario Brothers, and Mario Galaxy, it no longer requires timing. When Mario touches the wall, he starts to slide down and you can press jump at any point during the slide to activate a wall jump.

Someone might say that the original harder wall jump was better because it "required skill." No one actually says that, though. Being able to do your moves is fun, and Nintendo realizes that making a move hard to do is a bad way to add challenge. Even when it's easy to execute a wall jump, there can be plenty of difficulty coming from the level or the situation you're in.

Maybe you have a time limit, or maybe there are some flame jets you have to wall jump past, or a hundred other things. Incidentally, this is the same logic I'm using in making the moves easier to perform in Super Street Fighter II: HD Remix. The moves themselves aren't meant to be the source of challenge, it's how and when you use those moves in the context of the game that's challenging.

Camera

I used to think that moving the camera around while you are in the middle of platforming was part of the game in Mario 64. I was good at this, and I considered it one of the skills the game was all about. Mario Galaxy removes this "skill" almost entirely because it has an amazingly good camera system. Almost all the time, the camera is pretty much where you want it to be. This is a similar concept to the wall jump mentioned above, in that the game is much better off creating difficulty in other places than wall jump execution or camera fiddling.

Mario Galaxy's camera is actually an amazing accomplishment. I saw a GDC lecture one year about camera systems in games from the guy who did the camera for Metroid Prime. That game also has excellent camera handling (and the best mini-map ever). You might say, "But it's a first-person shooter! There is nothing to the camera."

What you don't realize is that Metroid Prime has over 20 camera modes. When you're in an open area, it's a regular first-person camera. When Samus rolls into a ball, it's third person. Some ball-rolling areas have a side-view camera and basically turn the game into 2D gameplay. Going through a tunnel has a special camera, and some boss fights have another camera.

A Mario-style third person platform game has even more demanding camera needs than Metroid Prime. In 1996, I would have not even been able to imagine a camera for a 3D Mario game that was basically in the right place almost all the time.

When you consider that Mario Galaxy presents far more challenges to camera design than any other 3D platform game ever, it's that much more impressive that it succeeds. No matter which way gravity is going or which kind of crazy thing you're jumping around on, the camera seems to know where it should be. This is undoubtedly the result of endless hours of hand-tweaking of camera paths and some very smart logic to boot.

 
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Comments

L.B. Jeffries
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Great article! I liked your criticisms of the game as well and had the exact same reaction. After the third or so act, the wow factor started to phase a bit.

The game almost seems to suffer from being too refined. That whole idea from 'The Matrix' where Agent Smith explains that people lost interest in the original artificial world because it was too perfect seemed to ring true with this game. Everything was so smooth, clearly labeled, and neatly packaged that it just started to become...unsurprising? I don't mean to insult such an incredible game, but its perfection does seem to come at the cost of having 'Agent Smith' syndrome.

Kale Menges
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Galaxy was the "Game of the Month" here at Gearbox last month. We all loved it to death, but I think those of us who are decidedly more "hard-core" gamers agreed that the "purple coin" missions in the game were the weakest component in the entire game. The article's comparison with Symphony of the Night is an intelligent analysis. Galaxy is a hard game to "rip" on, in a legitimate fashion, making the game itself difficult analyze simply because it is so well put together. I think I'd disagree about the intro to the game, though. Most of us here felt it was entirely too long and probably could have been somehow broken up into smaller, spaced out sequences. Either way, Super Mario Galaxy is one of the most amazing games of the last decade and reaffirms Shigeru Miyamoto's label of Greatest Game Designer of All Time.

David McGraw
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What a great write-up. This is an absolutely amazing game and even though it is not perfect (what is?), it was a great experience to go through.

Steve Gaynor
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re: Kale, I'd like to point out that Yoshiaki Koizumi was the lead designer of Super Mario Galaxy.

John Smith
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I agree wholeheartedly that the co-op mode is very carefully designed and executed. You missed one point however, and that is that the 2'nd player can hold up rocks and other enemies. This makes passing a bunch of rolling rocks alot easier and gives a great sense of accomplishment for the "girlfriend"-player (which, in my case, it was). Being able to hold rocks was originally planned as a feature for P1 also, but they later decided on really diferentiating the two modes. Removing it for P1 also takes away some of the pressure to perform optimally that atleast I can sometimes feel when I know that there are many powerful features and skills to perform. What remains is a PERFECT system for letting a bystander join in and leave at will, sucking them in to perhaps even play the game on their own. Multiplayer for singleplayer.

/reallyjoel

Abe Froman
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How it could have been (even) better:

1. Make the prankster comets actually cycle through the galaxies. Maybe I want do the Daredevil comet in Deep Dark Galaxy, but maybe next time I want to do the Fast Foe or Speedster. I was quite disappointed when I discovered the comets didn’t ever change, even on subsequent play-throughs. In fact, if the game wasn’t so wonderful, I would accuse Nintendo of bait-and-switch when it came to this feature. They sure hyped it as if the comet challenge in galaxies would be a changing experience…

2. Fill in some of the bare spots. There are quite a few levels where there is too much emptiness. For instance, the beginning of Deep Dark Galaxy has a ring of water around a beach with almost nothing in it. A couple fish school sprites and one chest with a 1up in it. Maybe I would have been distracted from the emptiness if they used something other than the blank concrete texture. I remember exploring it for the first time and being disappointed at how barren it seemed. If you’re going to make it empty, at least make it pretty. No one complained about the castle grounds in SM64 because there were just enough trees to keep it interesting. Now the top of the castle was another story. Couldn’t we get a couple of tiers or a balcony or something to give us somewhere to go with that wing cap??

3. Give me more hidden extras. Coconuts to watermelons at 9999 star bits is a nice touch, but how about do stuff like that in 10 more places? Would it have been so hard to let me play as Peach and Toad and let me try to get all 120 stars with their play characteristics? Let me answer that for you – no it wouldn’t and it would have made complete sense in the storyline and would have pushed epic to uber-epic. How about completing purple coin challenges open up red stars in each of the galaxies? I’ve got all the stars – why not let me fly around?!? Oh, and not letting me cross the drawbridge in the Grand Finale Galaxy was just cruel.

4. Expanding on a point in #3, why couldn’t we fly around in the main galaxies? I wanted to fly from planetoid to planetoid without the aid of the launch stars! I wanted to fly under the haunted house or buoy base! Maybe there is some game mechanic that hides the fact that the planetoids are not actually in a continuous area of 3D space, but I hope not. I hope to someday play a hacked version of SMG that lets me enter New Egg Galaxy and fly to whatever rock I want. Call me a dreamer…

Anonymous
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Pretty good article, though it feels a bit "fluffy" compared to some of Sirlin's other work that I've read.

Personally, I think the purple coin missions were just fine (better than the equivalent in SM64, where you had to collect 100 coins for a Star, because here the purple coins are usually placed in a specific area of the level so as to be more interesting to collect). All in all, I thought the difficulty curve was one of the best I've ever seen, and didn't feel that it got monotonous towards the end at all.

Regarding camera, I did eventually get used to it but this was really my biggest gripe with the game -- most of the challenge is quite simply depth perception-based. I often felt very 'cramped', being so used to a free-roaming camera in the likes of Ratchet & Clank. Again, I ultimately got used to the camera system here (and am impressed at how well it *often* works), but I don't think this was one of its greatest accomplishments by any means.

Also, it's funny that you mention the castle flip in SotN, because this game actually does have something similar when you collect 120 Stars...

P.S. Why do all the Feature contributors squeeze in a reference to the project they're working on? :-P

Anonymous
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re: Steve Gaynor, regardless of the titular Lead Designer I'm pretty sure the basic idea of running around on planets in space was Shigeru's.

A Hsiung
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It's not that most games don't know about inertial frames - it's that a game design decision was made to not have inertial frames. There are game physics, and there are realistic physics. Depending on the type of game, both can be fun to play. Anyone who's had experience actually making games would understand this. For instance, in most platform games, including the Super Mario games, you can change your velocity in mid-air, which is physically impossible. However, if you couldn't do this, the game might be infuriating to play. There are a myriad of other examples, but ultimately, it boils down to what is suitable and fun for that specific game.

Carlos Mijares
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I liked the purple coins. Considering it's a platformer with 120 different "stages," it's understandable if some of them feature the platform-popular collection-based goal. Since the Purple Comet often shows up towards the later part of the game, they're correctly placed for only those players that want every single star.

Chris Proctor
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You know about the "big reveal" in Super Mario Galaxy when you get to 120 stars, right (as Anonymous mentioned)?

Not quite of the same order as Castlevania, but still a whole new set of challenges for the player to overcome, and a reward for the players who don't shelve the game when they get the required 61 stars.


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