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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 4 of 4
 

Even More Excellent?

It's a real jerky thing to take an excellent game and say, "I'm knocking it because it wasn't excellent in some other area that it didn't even attempt." I already cringe at that being done to me someday, so I apologize in advance for this, but I do wish Mario Galaxy were even more excellent.

Before I say what that is, I'll tell you what I think is one of the best surprises in a video game. I already said this in my previous article, The Power of Pacing (Game Developer Magazine, August 2006), and I'm about to say the same spoiler now, for Castlevania: Symphony of the Night.

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When you beat that game (which only takes about 10 hours), you are lead to believe that you really reached the end. The game has been showing you what percentage of the map you've uncovered and it gets closer and closer to 100% as you work your way toward the final boss.

After you defeat him, the big reveal is that the entire castle where the game takes place turns upside down, and you have as much more gameplay ahead of you as lay behind. This isn't some cheapy "play the entire game again and get the pink weapon" trick like Ghosts 'n Goblins uses, though. All the stairs and chandeliers and everything else are now upside down, creating all-new puzzles even though the territory is familiar. The enemies are also all replaced by harder enemies. It's surprising and amazing that it works.

Back to Mario Galaxy. It has plenty of surprises of its own, but those take place within each of the many levels. If you take a zoomed out view of the game and just look at the structure of it, it's incredibly predictable. You very quickly realize that each world has 5 galaxies (levels). You realize how many worlds there are from the way the blank spots are arranged on the map.

Even though particular levels are surprising, the overall exercise on the most zoomed-out level becomes monotonous. I played probably the last third of the game on low volume while I watched reruns of Frasier and The Golden Girls on a second TV. (A less honest writer would not have admitted that!)

Mario Galaxy's purple coin missions were especially boring and tedious, even though some of them were very difficult. These missions have you return to familiar levels, but this time the levels have 100 purple coins in them that you must collect.

It's like a 25 cent version of the Castlevania's upside-down castle gold standard. I really wanted Mario Galaxy to break out of its own formula and surprise me on the macro level as much as it surprised me on the micro level. If a big, paradigm-shifting surprise belonged in any game, I think it's this one.

In some strange synchronicity, note that even this very article took a completely different direction than it started on. You expected it to be sheer glowing praise all the way through, then I started giving you may strange fantasies about what the game might have been. Nonetheless, as I mentioned earlier, Super Mario Galaxy iterates on its core mechanics in some of the most clever, polished, and beautiful ways possible.

 
Article Start Previous Page 4 of 4
 
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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