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Super Mario Galaxy

From Wikipedia, in a visual modern way
Super Mario Galaxy
The game's cover art shows Mario flying through space alongside a Luma, a small star-shaped creature.
Developer(s)Nintendo EAD Tokyo[a]
Publisher(s)Nintendo
Director(s)Yoshiaki Koizumi
Producer(s)
Designer(s)
  • Yoshiaki Koizumi
  • Shigeru Miyamoto (concept)
Programmer(s)
  • Naoki Koga
  • Takeshi Hayakawa
Artist(s)Kenta Motokura
Writer(s)
  • Takayuki Ikkaku
  • Yoshiaki Koizumi[2]
Composer(s)
SeriesSuper Mario
Platform(s)Wii
Release
  • JP: 1 November 2007[1]
  • NA: 12 November 2007[1]
  • EU: 16 November 2007[1]
  • AU: 29 November 2007
Genre(s)Platform, action-adventure
Mode(s)Single-player, multiplayer

Super Mario Galaxy[b] is a 2007 platform game developed and published by Nintendo for the Wii. It is the third 3D game in the Super Mario series. As Mario, the player embarks on a quest to rescue Princess Peach, save the universe from Bowser, and collect 120 Power Stars, after which the player can play the game as Luigi for a more difficult experience. The levels consist of galaxies filled with minor planets and worlds, with different variations of gravity, the central element of gameplay. The player character is controlled using the Wii Remote and Nunchuk and completes missions, fights bosses, and reaches certain areas to collect Power Stars. Certain levels use the motion-based Wii Remote functions.

Nintendo EAD Tokyo began developing Super Mario Galaxy after the release of Donkey Kong Jungle Beat in late 2004, when Shigeru Miyamoto suggested that Nintendo commission a large-scale Mario game. The concept of spherical platforms originated from Super Mario 128, a GameCube tech demo shown at Nintendo Space World in 2000. Nintendo aimed to make the game appeal to players of all ages, and the team had more freedom in designing it compared to other Super Mario games because of the outer space setting. The game was directed by Yoshiaki Koizumi and soundtrack was composed by Mahito Yokota and Koji Kondo, using a symphony orchestra for the first time in the series.

Super Mario Galaxy was a critical and commercial success, hailed as one of the best games in the series and one of the greatest video games of all time. At the time of its closure in 2019, Super Mario Galaxy was the highest-rated game of all time on review-aggregating site GameRankings. It received outstanding critical acclaim, with the game's graphics, gravity mechanics, level design, soundtrack, setting, and story all receiving high praise. It won several awards from top gaming publications, including multiple "Game of the Year" titles, and became the first Nintendo title to win the BAFTA Award for Best Game. The game is the ninth best-selling Wii game worldwide with sales of 12.80 million. The game was released as a Nintendo Selects title in 2011, as a download via the Wii U's eShop in 2015, on the Nvidia Shield in China in 2018, and as part of the Super Mario 3D All-Stars collection for the Nintendo Switch in 2020. A sequel, Super Mario Galaxy 2, was released for the Wii in 2010.

Discover more about Super Mario Galaxy related topics

Bowser

Bowser

Bowser , or King Koopa, is a fictional character, the main antagonist in Nintendo's Mario franchise. In Japan, the character bears the title of Daimaō . Depicted as the arch-nemesis of the portly plumber Mario, Bowser is the leader of the turtle-like Koopa race. His ultimate goals are to kidnap Princess Peach and conquer the Mushroom Kingdom. Bowser's defining traits are his monstrous appearance with dragon-like elements, full-throated roar, fire-breathing abilities and tyrannical personality.

Luigi

Luigi

Luigi is a fictional character featured in video games and related media released by Nintendo. Created by Japanese video game designer Shigeru Miyamoto, Luigi is portrayed as the younger fraternal twin brother and sidekick of Mario. Defined by his kind-hearted, yet cowardly demeanor, Luigi appears in many games throughout the Mario franchise, oftentimes accompanying his brother.

Galaxy

Galaxy

A galaxy is a system of stars, stellar remnants, interstellar gas, dust, dark matter, bound together by gravity. The word is derived from the Greek galaxias (γαλαξίας), literally 'milky', a reference to the Milky Way galaxy that contains the Solar System. Galaxies, averaging an estimated 100 million stars, range in size from dwarfs with less than a hundred million stars, to the largest galaxies known – supergiants with one hundred trillion stars, each orbiting its galaxy's center of mass. Most of the mass in a typical galaxy is in the form of dark matter, with only a few percent of that mass visible in the form of stars and nebulae. Supermassive black holes are a common feature at the centres of galaxies.

Gravity

Gravity

In physics, gravity (from Latin gravitas 'weight') is a fundamental interaction which causes mutual attraction between all things with mass or energy. Gravity is, by far, the weakest of the four fundamental interactions, approximately 1038 times weaker than the strong interaction, 1036 times weaker than the electromagnetic force and 1029 times weaker than the weak interaction. As a result, it has no significant influence at the level of subatomic particles. However, gravity is the most significant interaction between objects at the macroscopic scale, and it determines the motion of planets, stars, galaxies, and even light.

Donkey Kong Jungle Beat

Donkey Kong Jungle Beat

Donkey Kong Jungle Beat is a 2004 platform and score-attack game developed and published by Nintendo for the GameCube. It follows the gorilla Donkey Kong as he sets out to defeat a series of evil kings and conquer the jungle. Jungle Beat is designed for use with the DK Bongos, a bongo drum-style GameCube controller created for the Donkey Konga (2003) rhythm game. The player controls Donkey Kong through various side-scrolling levels as he collects bananas, swings on vines, chains combos, rides animals, and defeats enemies and bosses.

GameCube

GameCube

The GameCube is a home video game console developed and released by Nintendo in Japan on September 14, 2001, in North America on November 18, 2001, and in PAL territories in 2002. It is the successor to the Nintendo 64 (1996), and predecessor of the Wii (2006). In the sixth generation of video game consoles, the GameCube competed with Sony's PlayStation 2 and Microsoft's Xbox. Flagship games include Super Smash Bros. Melee, Luigi's Mansion, Super Mario Sunshine, Metroid Prime, Mario Kart: Double Dash, Pikmin, Pikmin 2, The Legend of Zelda: The Wind Waker, Chibi-Robo!, and the original Animal Crossing.

Koji Kondo

Koji Kondo

Koji Kondo is a Japanese music composer, pianist, sound designer, sound director and music director who works for the video game company Nintendo. He is best known for his numerous contributions to the Super Mario and The Legend of Zelda series of video games, among others produced by the company. Kondo was hired by Nintendo in 1984, becoming the first person hired by them to specialize in video game music. His work in the Mario and Zelda series have been cited as among the most memorable in video games, such as the Super Mario Bros. overworld theme.

List of video games considered the best

List of video games considered the best

This is a list of video games that multiple reputable video game journalists or magazines have considered to be among the best of all time. The games listed here are included on at least six separate "best/greatest of all time" lists from different publications, as chosen by their editorial staffs.

GameRankings

GameRankings

GameRankings was a video gaming review aggregator that was founded in 1999 and owned by CBS Interactive. It indexed over 315,000 articles relating to more than 14,500 video games. GameRankings was discontinued in December 2019, with its staff being merged with the similar aggregator Metacritic.

Game mechanics

Game mechanics

In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it.

British Academy Games Award for Best Game

British Academy Games Award for Best Game

The British Academy Video Games Award for Best Game is an award presented annually by the British Academy of Film and Television Arts (BAFTA). It is given in honor of "the best game of the year, across all genres and platforms". The 1st British Academy Video Games Awards ceremony was held in 2004, with Infinity Ward and Activision's game Call of Duty receiving the award. The award was originally known as Game of the Year – The Year's Best Game for the 2004 ceremony.

List of best-selling Wii video games

List of best-selling Wii video games

This is a list of video games for the Wii video game console that have sold or shipped at least one million copies. The best-selling game on the Wii is Wii Sports. First released in North America on November 19, 2006, it was a launch title for the system and was bundled with the Wii console in all regions except Japan and South Korea. The game went on to sell nearly 83 million units worldwide making it the fourth-best-selling video game of all time and is also the best-selling game released on a single console. Mario Kart Wii is the second-best-selling game on the platform with sales of 37.38 million units, it is the second best-selling iteration in the Mario Kart series, behind Mario Kart 8 Deluxe. The third-best-selling game is Wii Sports Resort, a sequel to Wii Sports, with sales of 33.14 million units. The console's top five is rounded out by New Super Mario Bros. Wii, which sold 30.32 million units and Wii Play, which sold just over 28 million units worldwide.

Gameplay

Premise and setting

Mario running across a planetoid. The game's gravity mechanics allow Mario to fully circumnavigate round or irregular objects.
Mario running across a planetoid. The game's gravity mechanics allow Mario to fully circumnavigate round or irregular objects.

Super Mario Galaxy is set in outer space,[3][4] where Mario travels through different galaxies to collect Power Stars, earned by completing missions, defeating a boss, or reaching a particular area.[3][5] Each galaxy contains planetoids and orbiting structures for the player to explore.[3] Each astronomical object has its own gravitational force, allowing the player to completely circumnavigate the planetoids, walking sideways or upside down.[6][7] The player can usually jump from one independent object and fall towards another one nearby. Although the main gameplay is in 3D, there are several areas in the game in which the player's movements are restricted to a two-dimensional plane.[8]

The game's main hub is the Comet Observatory, a spaceship which contains six domes that provide access to most of the game's 42 available galaxies, with each dome except one holding five.[5] Five domes end with a boss level in which the objective is to defeat Bowser or Bowser Jr. and earn a special Power Star, known as a Grand Star, that gives the player access to the next dome.[5] The player only has access to one galaxy when they begin the game; as more Power Stars are collected, more galaxies and Stars become available. The player is awarded the ability to play as Luigi after collecting 120 Power Stars as Mario. Once 120 Power Stars are collected with both characters, the player is rewarded one further challenge which, upon completion, awards the player with the final two stars, and two commemorative pictures of the characters that can be sent to the Wii Message Board.

Controls

The player-character is controlled via the Wii Remote and Nunchuk.[9] While most of Mario's abilities are taken directly from Super Mario 64, such as the long jump, wall jumps, and a variety of somersaults, a new feature called the Star Pointer that uses the Wii Remote's motion sensor is included. It is a small blue cursor that appears when the Wii Remote pointer is pointed at the screen.[10] The Star Pointer is used to pick up special konpeito-shaped objects called "Star Bits", which can then be shot to stun enemies, manipulate obstacles, or feed Hungry Lumas (star-shaped sentient beings).[3][11] The pointer can also latch onto small blue objects called "Pull Stars", which can pull Mario through space.[12] In certain levels that encase the player in a floating bubble, the Star Pointer is used to blow wind and maneuver the bubble.[13]

Early in the game, the player learns a new ability known as the "Spin" technique, which has appeared in varying forms throughout the Super Mario franchise.[14] In Super Mario Galaxy, the "spin" is primarily used for melee attacks to stun enemies and shatter objects,[11] as well as triggering special propellers called "Sling Stars" or "Launch Stars" that launch Mario across large distances through space.[11][15] The "spin" utility is also used for climbing vines, ice skating, flipping switches, unscrewing bolts, and for activating several power-ups. Other Wii Remote functions are available for smaller quests, such as surfing aboard a manta ray or balancing atop a large ball and rolling it through an obstacle course.[16][17]

Power-ups and lives

From left to right clockwise; the interface displays number of Power Stars, life meter, number of coins and Star Bits, and number of lives.
From left to right clockwise; the interface displays number of Power Stars, life meter, number of coins and Star Bits, and number of lives.

Nine power-ups grant Mario temporary abilities. For example, special mushrooms bestow the player with a Bee, Boo, or Spring Mushroom.[18] The Bee Mushroom allows Mario to hover through the air, climb on honeycombs, and walk on clouds and flowers; the Boo Mushroom allows him to float through the air, become transparent, and move through certain obstacles;[19] and the Spring Mushroom allows him to jump to high areas that would be otherwise inaccessible.[20] The Fire Flower allows Mario to throw fireballs at enemies, and the Ice Flower grants flame attack immunity and allows Mario to create hexagonal ice tiles to cover any liquid surface he walks on.[20] The Rainbow Star grants Mario invincibility and lets him run faster.[19]

Mario's health consists of a three-piece health meter,[21] which is depleted through contact with enemies and hazards.[11] When swimming underwater, Mario has an air supply meter, which quickly depletes his main health meter if it runs out.[3] Mario's health and air supply can be restored by collecting coins, or through touching bubbles if underwater.[17] When the health meter becomes empty, the player loses a life and must go back to a predetermined checkpoint.[16] The health meter can temporarily expand to six units through the use of a Life Mushroom.[15] Instant death can occur by being swallowed by quicksand or dark matter, by being crushed by hazards, or by falling into black holes or other bottomless pits.[3] The player can obtain extra lives by collecting 1-Up Mushrooms, 50 coins without losing a life, or 50 Star Bits.[10]

Multiplayer

Super Mario Galaxy has a co-operative two-player option called "Co-Star" mode, in which one player controls Mario while the other uses only the Wii Remote to control a second Star Pointer on-screen to gather Star Bits and shoot them at enemies.[22][23] The second player can also make Mario jump, and the height of Mario's jump can be increased if the first and second player press the A button at the same time. The second player can prevent some enemies from moving by aiming the pointer star at them and holding the A button.[24]

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Mario

Mario

Mario is a character created by Japanese video game designer Shigeru Miyamoto. He is the title character of the video game franchise of the same name and the mascot of Japanese video game company Nintendo. Mario has appeared in over 200 video games since his creation. Depicted as a short, pudgy, Italian plumber who resides in the Mushroom Kingdom, his adventures generally center on rescuing Princess Peach from the Koopa villain Bowser. Mario has access to a variety of power-ups that give him different abilities. Mario's brother is Luigi.

Minor planet

Minor planet

According to the International Astronomical Union (IAU), a minor planet is an astronomical object in direct orbit around the Sun that is exclusively classified as neither a planet nor a comet. Before 2006, the IAU officially used the term minor planet, but that year's meeting reclassified minor planets and comets into dwarf planets and small Solar System bodies (SSSBs).

Game mechanics

Game mechanics

In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it.

Outer space

Outer space

Outer space, commonly shortened to space, is the expanse that exists beyond Earth and its atmosphere and between celestial bodies. Outer space is not completely empty; it is a near-perfect vacuum containing a low density of particles, predominantly a plasma of hydrogen and helium, as well as electromagnetic radiation, magnetic fields, neutrinos, dust, and cosmic rays. The baseline temperature of outer space, as set by the background radiation from the Big Bang, is 2.7 kelvins.

Astronomical object

Astronomical object

An astronomical object, celestial object, stellar object or heavenly body is a naturally occurring physical entity, association, or structure that exists within the observable universe. In astronomy, the terms object and body are often used interchangeably. However, an astronomical body or celestial body is a single, tightly bound, contiguous entity, while an astronomical or celestial object is a complex, less cohesively bound structure, which may consist of multiple bodies or even other objects with substructures.

Gravity

Gravity

In physics, gravity (from Latin gravitas 'weight') is a fundamental interaction which causes mutual attraction between all things with mass or energy. Gravity is, by far, the weakest of the four fundamental interactions, approximately 1038 times weaker than the strong interaction, 1036 times weaker than the electromagnetic force and 1029 times weaker than the weak interaction. As a result, it has no significant influence at the level of subatomic particles. However, gravity is the most significant interaction between objects at the macroscopic scale, and it determines the motion of planets, stars, galaxies, and even light.

3D computer graphics

3D computer graphics

3D computer graphics, sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.

Side-scrolling video game

Side-scrolling video game

A side-scrolling video game is a game viewed from a side-view camera angle where the screen follows the player as they move left or right. The jump from single-screen or flip-screen graphics to scrolling graphics during the golden age of arcade games was a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation.

Spacecraft

Spacecraft

A spacecraft is a vehicle or machine designed to fly in outer space. A type of artificial satellite, spacecraft are used for a variety of purposes, including communications, Earth observation, meteorology, navigation, space colonization, planetary exploration, and transportation of humans and cargo. All spacecraft except single-stage-to-orbit vehicles cannot get into space on their own, and require a launch vehicle.

Bowser

Bowser

Bowser , or King Koopa, is a fictional character, the main antagonist in Nintendo's Mario franchise. In Japan, the character bears the title of Daimaō . Depicted as the arch-nemesis of the portly plumber Mario, Bowser is the leader of the turtle-like Koopa race. His ultimate goals are to kidnap Princess Peach and conquer the Mushroom Kingdom. Bowser's defining traits are his monstrous appearance with dragon-like elements, full-throated roar, fire-breathing abilities and tyrannical personality.

Bowser Jr.

Bowser Jr.

Bowser Jr. is a fictional character who appears in Nintendo's Mario franchise as an antagonist. He is the son of the series' main antagonist, Bowser. Since his debut in Super Mario Sunshine in 2002, Bowser Jr. has been a recurring character in the Mario series and has been made playable in several spin-offs, such as Mario Superstar Baseball, Mario Strikers Charged, Super Smash Bros. for Nintendo 3DS and Wii U, and Super Smash Bros. Ultimate among many others. He often helps his father to kidnap Princess Peach and defeat Mario, but in the end wants nothing more than to impress his father. Bowser Jr.’s defining traits are his striking resemblance to his father, his energetic and driven personality, his expertise in mechanics and technology, his heavy uses of his Junior Clown Car and Magic Paintbrush, and the bib-like bandana he wears.

Luigi

Luigi

Luigi is a fictional character featured in video games and related media released by Nintendo. Created by Japanese video game designer Shigeru Miyamoto, Luigi is portrayed as the younger fraternal twin brother and sidekick of Mario. Defined by his kind-hearted, yet cowardly demeanor, Luigi appears in many games throughout the Mario franchise, oftentimes accompanying his brother.

Plot

The centennial Star Festival is held to watch a comet in the Mushroom Kingdom. On the night of the Star Festival, Princess Peach discovers a star-shaped creature called a Luma and invites Mario to come to the festival to see the Luma she discovered. Just as Mario arrives at the town, Bowser invades the Mushroom Kingdom in a fleet of airships, littering the landscape with fireballs and petrifying its citizens in crystals. He invites Peach to his creation of his galaxy and removes Peach's castle from its foundations using a giant flying saucer, and lifts it into outer space.[25] Kamek, one of Bowser's minions, launches Mario, who tried to rescue Princess Peach, into space and onto a small planet with his magic while the Luma escapes from her hands. On the planet, Mario wakes up after being knocked unconscious and meets the Luma which Peach found earlier, along with the space Princess Rosalina and her star-shaped companions, the Lumas. Rosalina describes herself as a watcher of the stars who uses the Comet Observatory to travel across the universe. However, Bowser has stolen all of the Power Stars that act as the Observatory's power source, rendering it immobile. Bestowed with the power to travel through space through one of the Lumas, Mario sets off on a journey across the universe to reclaim the Power Stars and restore power to Rosalina's observatory. Along the way, he finds friends from the Mushroom Kingdom such as Luigi and the Toads while fighting Bowser and Bowser Jr. at certain points.[26]

Upon collecting enough Power Stars, the Comet Observatory flies to the center of the universe, where Bowser is holding Peach captive. While confronting Bowser, Mario learns that he plans to rule the entire universe with Peach at his side. Mario defeats Bowser and frees Peach, but one of the galaxy's planets collapses on itself, becoming a supermassive black hole that begins consuming the entire universe. The Lumas sacrifice themselves and jump into the black hole to destroy it, causing the black hole to collapse into a singularity and the universe is recreated entirely as the singularity explodes in a huge supernova. Rosalina appears to Mario, revealing that dying stars are later reborn as new stars. When the universe is recreated, Mario awakens in the Mushroom Kingdom, which was recreated in the supernova, alongside Peach and Bowser, and he celebrates the new galaxy that has emerged in the skies. If the player collects 120 stars, Rosalina will thank the player and, with the reborn Lumas, leave aboard the Comet Observatory to travel the cosmos again.

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Mushroom Kingdom

Mushroom Kingdom

The Mushroom Kingdom is a fictional kingdom in Nintendo's Mario series. It is the setting of most of the main-series Mario games, though with an inconsistent presentation. There is no established canon regarding the topography of the Mario universe, and many related areas are not certain to be part of the Mushroom Kingdom.

Princess Peach

Princess Peach

Princess Peach Toadstool is a recurring fictional character in Nintendo's Mario franchise, created by Shigeru Miyamoto and introduced in the 1985 original Super Mario Bros. installment. She is the princess regnant and ruler of the Mushroom Kingdom, where she resides in her castle along with Toads.

Mario

Mario

Mario is a character created by Japanese video game designer Shigeru Miyamoto. He is the title character of the video game franchise of the same name and the mascot of Japanese video game company Nintendo. Mario has appeared in over 200 video games since his creation. Depicted as a short, pudgy, Italian plumber who resides in the Mushroom Kingdom, his adventures generally center on rescuing Princess Peach from the Koopa villain Bowser. Mario has access to a variety of power-ups that give him different abilities. Mario's brother is Luigi.

Bowser

Bowser

Bowser , or King Koopa, is a fictional character, the main antagonist in Nintendo's Mario franchise. In Japan, the character bears the title of Daimaō . Depicted as the arch-nemesis of the portly plumber Mario, Bowser is the leader of the turtle-like Koopa race. His ultimate goals are to kidnap Princess Peach and conquer the Mushroom Kingdom. Bowser's defining traits are his monstrous appearance with dragon-like elements, full-throated roar, fire-breathing abilities and tyrannical personality.

Flying saucer

Flying saucer

A flying saucer is a descriptive term for a type of flying craft having a disc or saucer-shaped body, commonly used generically to refer to an anomalous flying object. The term was coined in 1947 but has generally been supplanted since 1952 by the United States Air Force term unidentified flying objects. Early reported sightings of unknown "flying saucers" usually described them as silver or metallic, sometimes reported as covered with navigation lights or surrounded with a glowing light, hovering or moving rapidly, either alone or in tight formations with other similar craft, and exhibiting high maneuverability.

Outer space

Outer space

Outer space, commonly shortened to space, is the expanse that exists beyond Earth and its atmosphere and between celestial bodies. Outer space is not completely empty; it is a near-perfect vacuum containing a low density of particles, predominantly a plasma of hydrogen and helium, as well as electromagnetic radiation, magnetic fields, neutrinos, dust, and cosmic rays. The baseline temperature of outer space, as set by the background radiation from the Big Bang, is 2.7 kelvins.

Luigi

Luigi

Luigi is a fictional character featured in video games and related media released by Nintendo. Created by Japanese video game designer Shigeru Miyamoto, Luigi is portrayed as the younger fraternal twin brother and sidekick of Mario. Defined by his kind-hearted, yet cowardly demeanor, Luigi appears in many games throughout the Mario franchise, oftentimes accompanying his brother.

Toad (Nintendo)

Toad (Nintendo)

Toad, known in Japan as Kinopio, is a fictional character who primarily appears in Nintendo's Mario franchise. A humanoid with a mushroom-like head, Toad was created by Japanese video game designer Shigeru Miyamoto, and is portrayed as a citizen of the Mushroom Kingdom and is one of Princess Peach's most loyal attendants, constantly working on her behalf. They are usually seen as a non-player character who provides assistance to Mario and his friends in most games, but there are times when Toad takes center stage and appears as a protagonist, as seen in Super Mario Bros. 2, Wario's Woods and Super Mario 3D World.

Supermassive black hole

Supermassive black hole

A supermassive black hole is the largest type of black hole, with its mass being on the order of hundreds of thousands, or millions to billions of times the mass of the Sun (M☉). Black holes are a class of astronomical objects that have undergone gravitational collapse, leaving behind spheroidal regions of space from which nothing can escape, not even light. Observational evidence indicates that almost every large galaxy has a supermassive black hole at its center. For example, the Milky Way has a supermassive black hole in its Galactic Center, corresponding to the radio source Sagittarius A*. Accretion of interstellar gas onto supermassive black holes is the process responsible for powering active galactic nuclei (AGNs) and quasars.

Gravitational singularity

Gravitational singularity

A gravitational singularity, spacetime singularity or simply singularity is a condition in which gravity is predicted to be so intense that spacetime itself would break down catastrophically. As such, a singularity is by definition no longer part of the regular spacetime and cannot be determined by "where" or "when". Gravitational singularities exist at a junction between general relativity and quantum mechanics; therefore, the properties of the singularity cannot be described without an established theory of quantum gravity. Trying to find a complete and precise definition of singularities in the theory of general relativity, the current best theory of gravity, remains a difficult problem. A singularity in general relativity can be defined by the scalar invariant curvature becoming infinite or, better, by a geodesic being incomplete.

Supernova

Supernova

A supernova is a powerful and luminous explosion of a star. A supernova occurs during the last evolutionary stages of a massive star or when a white dwarf is triggered into runaway nuclear fusion. The original object, called the progenitor, either collapses to a neutron star or black hole, or is completely destroyed to form a diffuse nebula. The peak optical luminosity of a supernova can be comparable to that of an entire galaxy before fading over several weeks or months.

Development

Yoshiaki Koizumi, director and designer of Super Mario Galaxy, had the idea to incorporate abilities shown in a technology demonstration for the Nintendo Space World in 2000.
Yoshiaki Koizumi, director and designer of Super Mario Galaxy, had the idea to incorporate abilities shown in a technology demonstration for the Nintendo Space World in 2000.

The concept for Super Mario Galaxy's gameplay originated from ideas taken from Super Mario 128, a technology demonstration shown at Nintendo Space World in 2000 to exemplify the processing power of the GameCube.[27][28] The demonstration's director (and future director of Super Mario Galaxy), Yoshiaki Koizumi, desired that one of its distinguishing features, spherical-based platforms, should be used in a future game, but was held back in belief that such a feature would be impossible for technical reasons.[29] Super Mario creator Shigeru Miyamoto suggested to work on the next large-scale Mario game after Nintendo EAD Tokyo finished development on Donkey Kong Jungle Beat in late 2004,[29][30] pushing for the spherical platform concept to be realised.[29] A prototype of the game's physics system took three months to build, where it was decided that the game's use of spherical platforms would best be suited to planetoids in an outer space environment, with the concept of gravity as a major feature.[29] During development, the designers would often exchange ideas with Miyamoto from his office in Kyoto, where he would make suggestions to the game design.[29] According to Koizumi, many ideas were conceived before development of the Wii console itself begun.[28]

The idea for Mario to have a "spin" attack came during the early stages of development,[28] when it was decided that jumping on enemies on a spherical map would be difficult for some players – at one point, Koizumi remarked that making characters jump in a 3D environment was "absurd".[14] Takeo Shimizu, the game's producer and programmer, noted that the most basic action in a 3D action game was to simply run, and concluded that the easiest way to attack was to "spin", not jump. Prior to the development team shifting focus on the Wii and realising the potential of its different controls, the "spin" attack was originally planned to be executed by swivelling the analogue stick on the GameCube controller.[28] The "spin" was initially activated via rotation of the Nunchuk's control stick, but after motion sensing was confirmed to be implemented in the Wii Remote, the "spin" was changed to be activated through shaking the latter. Nintendo president Satoru Iwata wanted to prioritise the game's "fun factor" by giving the player a sense of achievement after they have completed a difficult task; Iwata noted an increasing number of consumers giving up during a video game and thus wanted Super Mario Galaxy to appeal to that audience. In response, the development team created a co-operative mode which allowed one player to control Mario whilst the other controlled the pointer with the Wii Remote, therefore enabling lesser experienced players to enjoy themselves in the game.[14]

The development team wanted the game to be enjoyed from the ages of "5 to 95", so during early stages of development, they took steps to ensure that the player would adjust to the game without difficulty. However, Miyamoto thought that it was too easy and lacked insensitivity, asserting that a game loses its excitement when it is made unchallenging.[21] To balance out the difficulty, Koizumi suggested that Mario's health meter should have a maximum capacity of three instead of eight, but at the same time more 1-Up Mushrooms and checkpoints would be placed in the game. Koizumi said that he wanted to alter the game's "intensity factor" by limiting the number of hits the player could take to three, as opposed to Super Mario 64 and Super Mario Sunshine, which featured eight. Retrospectively, Iwata added that decreasing the health meter to three from eight is "representative of the things that players do not notice that actually changes the gameplay dramatically".[21]

With the concept of gravity and spherical platforms being the central elements of gameplay, the development team drafted several ideas on how to implement them into the game.[7] Koichi Hayashida, a co-designer of the game, initially expressed scepticism of incorporating a spherical playing field into a jump-based platform game, stating that it would be "a bad match". Shimizu also had a negative reaction to the idea, with his main concern being that the implementation of spherical platforms would be impossible to achieve due to technical reasons, and "felt a sense of danger" when the plan was eventually approved. However, once Shimizu started debugging the game he realised that the experience felt "totally fresh" and thought that he was "playing a game like nothing that's come before it".[7] Futoshi Shirai, the game's level designer, stated that unlike Hayashida and Shimizu, he had a positive impression of the new gameplay elements. Shirai liked the idea of being able to run on different types of planetoids, and came up with designs such as planets in the shape of ice cream and apples.[7] Because the game was in outer space, the team could devise ideas that would have otherwise been hard to implement in other Super Mario games. Shirai said that the benefit of working with a spherical-shaped world was that they could design and discover new things, with Kenta Motokura, the game's artist, similarly stating that the player would be continuously enjoying their adventure by travelling to new planets.[7] Koizumi appreciated the "free and open" feel of developing the game, saying that it enabled the team to make the game more fun for the player.[28]

Throughout development, staff members enjoyed the level of freedom the game offered, in particular the transforming abilities of Mario.[31] Iwata noted that Mario's Bee Suit was popular with women, and also stated that the titular character's other suits were designed to add variations to the gameplay. According to Hayashida, the idea to include transformations in the game came from Koizumi. One of the female members of staff who worked on Super Mario Galaxy wrote a note saying "I want a Bee Mario" when asked by Koizumi what they wanted to transform Mario into. Shirai stated that the development team always discussed their ideas together, and devised ways to incorporate an idea into the game and make it more entertaining. Iwata concluded that having the game take place in space was advantageous, as it was flexible enough to accommodate a wide range of ideas.[31]

After development was finished, the team reflected that the fundamental part of a Super Mario game was to make the player think about how "fun" it was to play the game itself, rather than simply finishing it.[21] To accomplish this, Koizumi made sure that there were certain areas of the game which could be enjoyed by all types of people, including children. Shimizu added that Super Mario Galaxy's ulterior motive was to have everybody "gather around the TV", as he felt that a game starring Mario was not necessarily something which could be enjoyed by playing alone. The game was made to support six different save files – Shimizu liked the idea of one player looking at the progress of another player and seeing how they compared against their own.[21] Iwata stated that when the first Super Mario game was released, there used to be "many more" people gathering around the television who would enjoy watching the gameplay experience. Iwata asserted that well-made video games were more enjoyable to spectate, and hoped that Super Mario Galaxy's co-operative mode would tempt someone who does not usually play video games to join.[21]

Music

During development, Mahito Yokota, who was in charge of the musical direction, originally wanted Super Mario Galaxy to have a Latin American style of music; and even had composed 28 tracks in that style.[32] Latin American percussion instruments had already been featured in previous Super Mario installments, such as steelpans, bongo drums, and congas.[33] For Super Mario Galaxy's theme, Yokota used Latin American instruments and a synthesiser to replicate the sounds featured in old science fiction films. The composition was approved by Yoshiaki Koizumi, the game's director and designer, but when Yokota presented it to the game's sound supervisor, Koji Kondo,[34] he stated that it was "no good".[33] When asked why his music was rejected, Kondo responded: "if somewhere in your mind you have an image that Mario is cute, please get rid of it". Incensed by the rejection, Yokota almost resigned from his job, but Kondo implied that Mario's character was "cool" and instructed him to try again.[33]

According to Yokota, he was under the impression that Mario was suited for children, causing him to create "cute" music that would appeal to the targeted audience.[33] The game's director, Yoshiaki Koizumi, after Yokota's music was rejected, later complimented him telling him "It wasn't so bad".[33] Three months later, Yokota presented three different styles of music to Miyamoto: one piece had an orchestral sound, the other had pop music, and the last featured a mix of both orchestral and pop music.[35] Miyamoto chose the orchestral piece, as it sounded the most "space-like". Yokota stated that Miyamoto chose the piece without knowing that Kondo actually wrote it.[28][35] In a retrospective interview, Satoru Iwata said that Miyamoto chose the music that sounded "space-like" because he was looking for a sound that would express the game, in contrast to the tropical sounds of Super Mario Bros. Yokota revealed that he initially struggled to create music that sounded like a Super Mario game, but as time progressed he declared that the songs he made for the game had "become natural".[35]

To create a sense of variety with the soundtrack, Yokota and Kondo wrote pieces individually; Kondo composed four pieces for the game whereas Yokota composed the rest. Kondo composed the pieces that Yokota specifically requested, as he thought that the game's soundtrack would "end up all sounding the same" if it were composed by one person.[35] The game originally heavily utilised the Wii Remote speaker for "all sorts of sound [effects]", but Masafumi Kawamura, the game's sound director, decided they were redundant when played in tandem with those from the television. Kawamura decided to restrict Wii Remote sound effects to those triggered by Mario's actions, such as hitting an enemy, feeling that it better immersed the player.[36]

The game's soundtrack features 28 orchestral songs performed by a 50-person symphony orchestra.[34][37] Yokota initially had concerns whether or not orchestral music would fit in with the rhythm of a Mario game, but thought that such music would make the scale of the game "seem more epic". Kondo, on the other hand, believed if orchestral music were used the player would be "obligated to play the game in time to the music".[32] To synchronise the soundtrack to gameplay, Kawamura utilised similar techniques he used to synchronise sound effects in The Legend of Zelda: Wind Waker and Donkey Kong Jungle Beat — in which the game synchronises MIDI data with streaming data, resulting in sound effects playing at the same time as background music. To make synchronisation possible, the audio team requested the orchestra to perform at different tempos set with a metronome.[32]

The official soundtrack was released on 24 January 2008. It was initially an exclusive to Club Nintendo subscribers in Japan,[38] although the soundtrack became available to European Club Nintendo members in November 2008.[39] The soundtrack was released in two versions: the Original Soundtrack, which only contains 28 tracks from the game, and the Platinum Edition, which contains another 53 tracks on a second disc for a total of 81 tracks.[39] In North America, the Original Soundtrack was included in a black Wii Family Edition console bundle alongside New Super Mario Bros. Wii in 2011.[40]

Discover more about Development related topics

Nintendo Space World

Nintendo Space World

Nintendo Space World, formerly named Shoshinkai and Famicom Space World, was an annual video game trade show hosted by Nintendo from 1989 to 2001. Its three days of high-energy party atmosphere was the primary venue for Nintendo and its licensees to announce and demonstrate new consoles and games. Anticipated and dissected each year with hype and exclusivity, it was a destination for the international video game press, with detailed developer interviews and technology demos.

Super Mario 128

Super Mario 128

Super Mario 128 was a codename for two different development projects at Nintendo. The name was first used in 1997 for a sequel to Super Mario 64 for the 64DD, which was canceled. The name was reused for a GameCube tech demo at the Nintendo Space World trade show in 2000. Nintendo gradually incorporated the demonstrated graphics and physics concepts into the rapid object generation of Pikmin (2001), the physics of Metroid Prime (2002), and the sphere walking technology of The Legend of Zelda: Twilight Princess (2006) and Super Mario Galaxy (2007). The Super Mario 128 demo led to widespread analysis, rumors, and anticipation in the media throughout the 2000s.

Technology demonstration

Technology demonstration

A technology demonstration, also known as demonstrator model, is a prototype, rough example or an otherwise incomplete version of a conceivable product or future system, put together as proof of concept with the primary purpose of showcasing the possible applications, feasibility, performance and method of an idea for a new technology. They can be used as demonstrations to the investors, partners, journalists or even to potential customers in order to convince them of the viability of the chosen approach, or to test them on ordinary users.

GameCube

GameCube

The GameCube is a home video game console developed and released by Nintendo in Japan on September 14, 2001, in North America on November 18, 2001, and in PAL territories in 2002. It is the successor to the Nintendo 64 (1996), and predecessor of the Wii (2006). In the sixth generation of video game consoles, the GameCube competed with Sony's PlayStation 2 and Microsoft's Xbox. Flagship games include Super Smash Bros. Melee, Luigi's Mansion, Super Mario Sunshine, Metroid Prime, Mario Kart: Double Dash, Pikmin, Pikmin 2, The Legend of Zelda: The Wind Waker, Chibi-Robo!, and the original Animal Crossing.

Sphere

Sphere

A sphere is a geometrical object that is a three-dimensional analogue to a two-dimensional circle. A sphere is the set of points that are all at the same distance r from a given point in three-dimensional space. That given point is the centre of the sphere, and r is the sphere's radius. The earliest known mentions of spheres appear in the work of the ancient Greek mathematicians.

Shigeru Miyamoto

Shigeru Miyamoto

Shigeru Miyamoto is a Japanese video game designer, producer and game director at Nintendo, where he serves as one of its representative directors. Widely regarded as one of the most accomplished and influential designers in the history of video games, he is the creator of some of the most acclaimed and best-selling game franchises of all time, including Mario, The Legend of Zelda, Donkey Kong, Star Fox and Pikmin.

Donkey Kong Jungle Beat

Donkey Kong Jungle Beat

Donkey Kong Jungle Beat is a 2004 platform and score-attack game developed and published by Nintendo for the GameCube. It follows the gorilla Donkey Kong as he sets out to defeat a series of evil kings and conquer the jungle. Jungle Beat is designed for use with the DK Bongos, a bongo drum-style GameCube controller created for the Donkey Konga (2003) rhythm game. The player controls Donkey Kong through various side-scrolling levels as he collects bananas, swings on vines, chains combos, rides animals, and defeats enemies and bosses.

Software prototyping

Software prototyping

Software prototyping is the activity of creating prototypes of software applications, i.e., incomplete versions of the software program being developed. It is an activity that can occur in software development and is comparable to prototyping as known from other fields, such as mechanical engineering or manufacturing.

Kyoto

Kyoto

Kyoto, officially Kyoto City , is the capital city of Kyoto Prefecture in Japan. Located in the Kansai region on the island of Honshu, Kyoto forms a part of the Keihanshin metropolitan area along with Osaka and Kobe. As of 2020, the city had a population of 1.46 million. The city is the cultural anchor of a substantially larger metropolitan area known as Greater Kyoto, a metropolitan statistical area (MSA) home to a census-estimated 3.8 million people.

Satoru Iwata

Satoru Iwata

Satoru Iwata was a Japanese businessman, video game programmer, video game designer, and producer. He was the fourth president and chief executive officer (CEO) of Nintendo from 2002 until his death in 2015. He was a major contributor in broadening the appeal of video games by focusing on novel and entertaining games rather than top-of-the-line hardware.

Super Mario Sunshine

Super Mario Sunshine

Super Mario Sunshine is a 2002 platform game developed and published by Nintendo for the GameCube. It is the second 3D game in the Super Mario series, following Super Mario 64 (1996). The game was directed by Yoshiaki Koizumi and Kenta Usui, produced by series creators Shigeru Miyamoto and Takashi Tezuka, written by Makoto Wada, and scored by Koji Kondo and Shinobu Tanaka.

Mahito Yokota

Mahito Yokota

Mahito Yokota is a Japanese music composer and orchestrator who works for the video game development company Nintendo. He is most known for his collaborations with Koji Kondo in the Super Mario Galaxy series, along with Super Mario 3D World. Yokota served as an audio director at Koei prior to joining Nintendo in 2003.

Reception

Super Mario Galaxy has received critical acclaim, becoming the sixth-highest-rated game of all time on review aggregator Metacritic with an aggregate score of 97 out of 100 based on 73 reviews.[64][42] On review-aggregate website GameRankings, it is the highest-rated game with at least 20 reviews,[65] having a 97.64% ranking based on 78 reviews.

The visuals and presentation were the most praised aspects of the game. Chris Scullion of the Official Nintendo Magazine asserted that the graphics pushed the Wii to its full potential, and stated that its visual effects and large playing areas would constantly astound the player.[66] Jeremy Parish from 1UP.com noted that despite the Wii's limitations, the visuals were "absolutely impressive", especially when modified at a higher resolution.[43] Computer and Video Games's Andrew Robinson opined that Nintendo favored gameplay over graphics, but thought Super Mario Galaxy "got both perfect".[44] Margaret Robertson of Eurogamer called the visuals an "explosion of inventiveness", stating that the game's detail is only matched by its mission design ingenuity.[16] Andrew Reiner of Game Informer approved of the game's portrayal of water and particle effects, but noted the visuals were in similar detail to Super Mario Sunshine.[49] Patrick Shaw from GamePro opined that the game takes full advantage of the Wii's capabilities, both in terms of presentation and control schemes.[50]

Regarding the presentation, Game Revolution's Chris Hudak thought that Super Mario Galaxy was a "next-gen reincarnation" of Super Mario 64, stating the game was polished, engaging and evocative.[51] Alex Navarro of GameSpot commended the colourful and vibrant level details, animations and character designs, saying that "there simply isn't a better-looking Wii game available". Furthermore, Navarro praised the game engine's ability of keeping frame rate drops to "infrequent bouts".[52] Bryn Williams of GameSpy asserted that the game had the best visuals on the Wii, saying that the graphics "are out of this world" and that its wide range of colours produces "better-than-expected" texturing.[53] A reviewer from GamesRadar stated that "words simply can't describe" the game's visual concepts.[54] Louis Bedigan from GameZone thought the visualisations from Super Mario Galaxy contrast from the blocky characters of previous Super Mario games, praising the planet designs as beautiful and everything else as "pure eye candy".[55] Matt Casamassina of IGN thought Super Mario Galaxy was the only game that pushed the Wii console, stating it combines "great art" with "great tech", resulting in what he described to be "stunning results".[3] David Halverson of Play opined that the game was "supremely" polished and featured "gorgeous next-gen" graphics.[57]

The gameplay, in particular the gravity mechanics and use of the Wii Remote, was also praised. A reviewer from Famitsu commented on the game's tempo, believing it was "abnormally good" and that the different variations in level design and difficulty gradually "builds things up".[48] A reviewer from Edge praised the game's use of the Wii Remote, stating the control schemes were more subtle and persuasive as opposed to the "vigorous literalism" of The Legend of Zelda: Twilight Princess.[47] Scullion was initially sceptical about using the Wii Remote as a pointer, but admitted that "within mere minutes it felt like we'd been doing this since the days of Mario 64". Scullion also thought that the game's strongest aspect was the "incomparable" gameplay.[56] Parish praised the fluctuating gravity that was featured in the game, stating that it "makes even the wildest challenge feel almost second nature".[43] Robinson similarly commended the gravity, saying that the different uses of the game's gravitational pulls allows the scale to grow to "genuinely draw-dropping proportions".[44] Robertson regarded the use of gravity as an "explosion of inventiveness".[16] Reiner thought that the game reinvented the platform genre for the seventh generation of video game consoles, stating that Super Mario Galaxy was both nostalgic and new by breaking the laws of physics.[49]

Shaw asserted that the new gameplay mechanics reinvigorated the Super Mario franchise, and summarised by saying it was the best title since Super Mario 64.[50] Similarly, Hudak thought that the game was a reincarnation of Super Mario 64, whilst stating that the variety of gameplay had a "signature Miyamoto style".[51] Navarro said that the level designs were "top flight in every regard" and also praised the game's introduction of suits, adding that they brought a "great dimension" to gameplay.[52] Williams opined that the game's "shallow" two-player mode did not add anything to the overall experience. He did praise the various gameplay components and the use of both the Wii Remote and Nunchuck, stating that the setup was "pinpoint accurate".[53] A reviewer from GamesRadar thought that the control scheme had a fluid response that improved over the controls of its predecessor, Super Mario Sunshine.[54] Regarding the controls and world designs, Bedigan stated that both aspects are "close to perfection as a game can get".[55] Casamassina found the gameplay mechanics, in particular varying physics, as "ridiculously entertaining". He also regarded the motion control as being well implemented, stating that the player would appreciate the change of pace that the levels offer.[3] Halverson particularly commended the innovative controls, saying the Wii Remote and Nunchuck was "at its finest" and that it was difficult to imagine playing it in another fashion.[57]

The soundtrack and audio were well received by critics. Scullion believed it to be the best out of any Super Mario game, declaring that each track matches the environments featured throughout the game.[67] Parish considered the orchestrated music superior to the visuals, saying that the dynamic sounds were "quintessentially Mario" yet uncharacteristically sophisticated.[43] Reiner stated that the orchestrated soundtrack was beautiful as well as nostalgic,[49] with Robinson similarly citing it as "amazing".[44] Navarro praised the modernised orchestrated soundtrack, stating that it was both excellent and "top-notch".[52] Williams thought the game featured the best sound on the Wii, stating that original soundtrack would "go down in history" as Nintendo's best first-party effort.[53] A reviewer from GamesRadar stated that Super Mario Galaxy featured the finest orchestral bombast ever heard in a game.[54] Bedigan asserted that the soundtrack was "another step forward" in video game music, praising the music as moving and breathtaking.[55] Casamassina judged the game's music "so exceptional" and "absolutely superb", summarising that it had the best music out of any Nintendo game to date.[3] Hudak criticised the "traditional Mario-esque" lack of voice acting, despite admitting that if the game did feature voice acting it would "probably seem lame and wrong".[51]

Sales

Super Mario Galaxy has been a commercial success, selling 350,000 units in Japan within its first few weeks of sale.[68] In the United States, the game sold 500,000 units within its first week of release, earning it the highest first-week sales for a Mario game in the country at the time.[69] The NPD Group reported that 1.4 million copies of the game were sold in the US in December 2007, making it the highest-selling game of the month, and that the game had become the fifth bestselling game of 2007 with 2.52 million units having been sold since its release.[70] After 13 months, it had sold 7.66 million copies worldwide.[71] By January 2010, the game had sold 4.1 million units in the US,[72] and by February it had become one of nine Wii titles to surpass 5 million unit sales in the country.[73][74] By the end of March 2020, Nintendo had sold 12.80 million copies of the game worldwide, making it the third bestselling non-bundled Wii game and the ninth bestselling Nintendo-published game for the Wii.[75]

Awards

Super Mario Galaxy received Game of the Year 2007 awards from IGN,[60] GameSpot,[59] Nintendo Power,[61] Kotaku,[62] and Yahoo! Games.[63] The game was also perceived as the highest ranking title in 2007 according to the review aggregator GameRankings.[76] In February 2008, Super Mario Galaxy received the "Adventure Game of the Year" award from the Academy of Interactive Arts & Sciences at the 11th Annual Interactive Achievement Awards (now known as the D.I.C.E. Awards); it was also nominated for "Overall Game of the Year", "Console Game of the Year", "Outstanding Achievement in Game Design", "Outstanding Achievement in Gameplay Engineering" and "Outstanding Innovation in Gaming".[77][78] Super Mario Galaxy placed third in the Official Nintendo Magazine's "100 greatest Nintendo games of all time" list.[79] In 2009, the game won the "Game of the Year" BAFTA at the 5th British Academy Games Awards, surpassing Call of Duty 4: Modern Warfare[58][80] and becoming the first Nintendo game to win this award,[81] whilst in the same year, Super Mario Galaxy was named the number one Wii game by IGN.[82] It was also named by Eurogamer and IGN as the "Game of the Generation".[83][84] In 2015, the game placed 11th on USgamer's "15 Best Games Since 2000" list.[85] Guinness World Records ranked Super Mario Galaxy 29th in their list of top 50 console games of all time based on initial impact and lasting legacy.[86] In their final issue, the Official Nintendo Magazine ranked Super Mario Galaxy as the greatest Nintendo game of all time.[87] The soundtrack also won the "Best Design in Audio" award from Edge.[88]

Discover more about Reception related topics

GameRankings

GameRankings

GameRankings was a video gaming review aggregator that was founded in 1999 and owned by CBS Interactive. It indexed over 315,000 articles relating to more than 14,500 video games. GameRankings was discontinued in December 2019, with its staff being merged with the similar aggregator Metacritic.

Computer and Video Games

Computer and Video Games

Computer and Video Games was a UK-based video game magazine, published in its original form between 1981 and 2004. Its offshoot website was launched in 1999 and closed in February 2015. CVG was the longest-running video game media brand in the world.

Edge (magazine)

Edge (magazine)

Edge is a multi-format video game magazine published by Future plc. It is a UK-based magazine and publishes 13 issues annually. The magazine was launched by Steve Jarratt. It has also released foreign editions in Australia, Brazil, France, Germany, Italy, and Spain.

Eurogamer

Eurogamer

Eurogamer is a British video game journalism website launched in 1999 and owned by alongside formed company Gamer Network.

Famitsu

Famitsu

Famitsu, formerly Famicom Tsūshin, is a line of Japanese video game magazines published by Kadokawa Game Linkage, a subsidiary of Kadokawa. Famitsu is published in both weekly and monthly formats as well as in the form of special topical issues devoted to only one console, video game company, or other theme. Shūkan Famitsū, the original Famitsu publication, is considered the most widely read and respected video game news magazine in Japan. From October 28, 2011, the company began releasing the digital version of the magazine exclusively on BookWalker weekly.

Game Informer

Game Informer

Game Informer is an American monthly video game magazine featuring articles, news, strategy, and reviews of video games and associated consoles. It debuted in August 1991 when video game retailer FuncoLand started publishing an in-house newsletter. The publication is now owned and published by GameStop, who bought FuncoLand in 2000. Due to this, a large amount of promotion is done in-store, which has contributed to the success of the magazine. As of June 2017, it is the 5th most popular magazine by copies circulated.

GamePro

GamePro

Gamepro.com is an international multiplatform video game magazine media company that covers the video game industry, video game hardware and video game software in countries such as Germany and France. The publication, GamePro, was originally launched as an American online and print content video game magazine. The magazine featured content on various video game consoles, PC computers and mobile devices. GamePro Media properties included GamePro magazine and their website. The company was also a part subsidiary of the privately held International Data Group (IDG), a media, events and research technology group. The magazine and its parent publication printing the magazine went defunct in 2011, but is outlasted by Gamepro.com.

GameRevolution

GameRevolution

GameRevolution is a gaming website created in 1996. Based in Berkeley, California, the site includes reviews, previews, a gaming download area, cheats, and a merchandise store, as well as webcomics, screenshots, and videos. Their features pages include articles satirizing Jack Thompson, E³, the hype surrounding the next-generation consoles, and the video game controversy. Cameo writing appearances include Brian Clevinger of 8-Bit Theatre and Scott Ramsoomair of VG Cats. The website has also participated in marketing campaigns for video games, including Gauntlet: Seven Sorrows.

GameSpot

GameSpot

GameSpot is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition to the information produced by GameSpot staff, the site also allows users to write their own reviews, blogs, and post on the site's forums. It has been owned by Fandom, Inc. since October 2022.

GameSpy

GameSpy

GameSpy was an American provider of online multiplayer and matchmaking middleware for video games founded in 1996 by Mark Surfas. After the release of a multiplayer server browser for the game, QSpy, Surfas licensed the software under the GameSpy brand to other video game publishers through a newly established company, GameSpy Industries, which also incorporated his Planet Network of video game news and information websites, and GameSpy.com.

GamesRadar+

GamesRadar+

GamesRadar+ is an entertainment website for video game-related news, previews, and reviews. It is owned by Future plc. In late 2014, Future Publishing-owned sites Total Film, SFX, Edge and Computer and Video Games were merged into GamesRadar, with the resulting, expanded website being renamed GamesRadar+ in November that year.

IGN

IGN

IGN is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former editor-in-chief, Peer Schneider. The IGN website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. It focuses on games, films, anime, television, comics, technology, and other media. Originally a network of desktop websites, IGN is also distributed on mobile platforms, console programs on the Xbox and PlayStation, FireTV, Roku, and via YouTube, Twitch, Hulu, and Snapchat.

Legacy

In the 1,000th issue of Famitsu, Miyamoto expressed his interest in making a sequel to Super Mario Galaxy.[89] The game was originally called "Super Mario Galaxy More" during development, and was initially going to feature variations of planets featured in Super Mario Galaxy. Over time, new elements and ideas were brought into the game, and it was decided that the game would be a full sequel.[90] Super Mario Galaxy 2 was announced during the Nintendo conference at E3 2009 held in Los Angeles.[91][92] It was released on 23 May 2010 in North America, 27 May 2010 in Japan and on 11 June 2010 in Europe.[93] The sequel has been met with as much critical acclaim as its predecessor,[94][95] and has sold 6.36 million copies worldwide as of April 2011.[96]

Super Mario Galaxy, as well as several other Wii games, was rereleased for Nvidia's Shield Tablet in China on 22 March 2018 as the result of a partnership between Nintendo, Nvidia and iQiyi.[97] The game runs on the Shield via an emulator, but has interface and control modifications, and support for 1080p resolution.[98] Due to the lack of motion controls on the Shield, some controls are remapped; for example, the on-screen pointer is remapped to the right analogue stick and the button to choose a Galaxy is remapped to the right trigger.[99]

The game is included alongside Super Mario 64 and Super Mario Sunshine in the Super Mario 3D All-Stars collection on Nintendo Switch. It was released on 18 September 2020.[100]

Discover more about Legacy related topics

Super Mario Galaxy 2

Super Mario Galaxy 2

Super Mario Galaxy 2 is a 2010 platform video game developed and published by Nintendo for the Wii. It was first announced at E3 2009 and is the sequel to 2007's Super Mario Galaxy. It was released worldwide in 2010. Much like the first game, the story follows Mario as he pursues the Koopa King, Bowser, into outer space, where he has imprisoned Princess Peach and taken control of the universe using Power Stars and Grand Stars. Mario must travel across various galaxies to recover the Power Stars in order to travel to the center of the universe and rescue Princess Peach.

E3 2009

E3 2009

The Electronic Entertainment Expo 2009 was the 15th E3 held. The event took place at the Los Angeles Convention Center in Los Angeles, California. It began on June 2, 2009, and ended on June 4, 2009, with 41,000 total attendees.

Los Angeles

Los Angeles

Los Angeles, often referred to by its initials L.A., is the commercial, financial, and cultural center of Southern California. Los Angeles is the largest city in the state of California, the second most populous city in the United States after New York City, and one of the world's most populous megacities. With a population of roughly 3.9 million residents within the city limits as of 2020, Los Angeles is known for its Mediterranean climate, ethnic and cultural diversity, being the home of the Hollywood film industry, and its sprawling metropolitan area. The majority of the city proper lies in a basin in Southern California adjacent to the Pacific Ocean in the west and extending partly through the Santa Monica Mountains and north into the San Fernando Valley, with the city bordering the San Gabriel Valley to its east. It covers about 469 square miles (1,210 km2), and is the county seat of Los Angeles County, which is the most populous county in the United States with an estimated 9.86 million residents as of 2022.

Nvidia

Nvidia

Nvidia Corporation is an American multinational technology company incorporated in Delaware and based in Santa Clara, California. It is a software and fabless company which designs graphics processing units (GPUs), application programming interface (APIs) for data science and high-performance computing as well as system on a chip units (SoCs) for the mobile computing and automotive market. Nvidia is a dominant supplier of artificial intelligence hardware and software. Its professional line of GPUs are used in workstations for applications in such fields as architecture, engineering and construction, media and entertainment, automotive, scientific research, and manufacturing design.

Emulator

Emulator

In computing, an emulator is hardware or software that enables one computer system to behave like another computer system. An emulator typically enables the host system to run software or use peripheral devices designed for the guest system. Emulation refers to the ability of a computer program in an electronic device to emulate another program or device.

1080p

1080p

1080p is a set of HDTV high-definition video modes characterized by 1,920 pixels displayed across the screen horizontally and 1,080 pixels down the screen vertically; the p stands for progressive scan, i.e. non-interlaced. The term usually assumes a widescreen aspect ratio of 16:9, implying a resolution of 2.1 megapixels. It is often marketed as Full HD or FHD, to contrast 1080p with 720p resolution screens. Although 1080p is sometimes informally referred to as 2K, these terms reflect two distinct technical standards, with differences including resolution and aspect ratio.

Super Mario 64

Super Mario 64

Super Mario 64 is a platform game developed and published by Nintendo for the Nintendo 64. It was released in Japan and North America in 1996 and PAL regions in 1997. It is the first Super Mario game to feature 3D gameplay, combining traditional Super Mario gameplay, visual style, and characters in a large open world. In the game, Bowser, the primary antagonist of the Super Mario franchise, invades Princess Peach's castle and hides the castle's sources of protection, the Power Stars, in many different worlds inside magical paintings. As Mario, the player collects Power Stars to unlock enough of Princess Peach's castle to get to Bowser and rescue Princess Peach.

Super Mario Sunshine

Super Mario Sunshine

Super Mario Sunshine is a 2002 platform game developed and published by Nintendo for the GameCube. It is the second 3D game in the Super Mario series, following Super Mario 64 (1996). The game was directed by Yoshiaki Koizumi and Kenta Usui, produced by series creators Shigeru Miyamoto and Takashi Tezuka, written by Makoto Wada, and scored by Koji Kondo and Shinobu Tanaka.

Super Mario 3D All-Stars

Super Mario 3D All-Stars

Super Mario 3D All-Stars is a 2020 compilation of platform games for the Nintendo Switch. It commemorates the 35th anniversary of Nintendo's Super Mario franchise, with high-definition ports of Super Mario 64 (1996), Super Mario Sunshine (2002), and Super Mario Galaxy (2007).

Nintendo Switch

Nintendo Switch

The Nintendo Switch is a hybrid video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. The console itself is a tablet that can either be docked for use as a home console or used as a portable device, making it a hybrid console. Its wireless Joy-Con controllers, with standard buttons and directional analog sticks for user input, motion sensing, and tactile feedback, can attach to both sides of the console to support handheld-style play. They can also connect to a grip accessory to provide a traditional home console gamepad form, or be used individually in the hand like the Wii Remote and Nunchuk, supporting local multiplayer modes. The Nintendo Switch's software supports online gaming through Internet connectivity, as well as local wireless ad hoc connectivity with other consoles. Nintendo Switch games and software are available on both physical flash-based ROM cartridges and digital distribution via Nintendo eShop; the system has no region lockout. A handheld-focused revision of the system, called the Nintendo Switch Lite, was released on September 20, 2019. A revised higher-end version of the original system, featuring an OLED screen, was released on October 8, 2021.

Source: "Super Mario Galaxy", Wikipedia, Wikimedia Foundation, (2023, March 21st), https://en.wikipedia.org/wiki/Super_Mario_Galaxy.

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Notes
  1. ^ Nvidia Lightspeed Studios developed the Nvidia Shield version.
  2. ^ Japanese: スーパーマリオギャラクシー, Hepburn: Sūpā Mario Gyarakushī
References

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