Wednesday, November 12, 2008

Super Mario Galaxy

The third game that was bundled with the Wii was Super Smash Bros. Brawl, but I never really had an interest in it. So, I traded it for Super Mario Galaxy at Wal-Mart. It was a great choice.


As always with Mario games, you control the portly, but surprisingly athletic plumber in a quest to save Princess Peach from Bowser. But after a few minutes playing, that no longer matters. What does matter is the joy of exploring galaxies (hence the name) in search of Power Stars. Each galaxy consists of several planetoids that house different obstacles to your goal. As you collect more Power Stars, more galaxies and missions open up to you. It's enjoyable to go back and play levels you've already completed, but opening new levels stands as the main draw to keep playing early in the game. In my opinion, the feeling of wanting to play "just one more time" defines good games.


Technically, the galaxies shine. The crystal/glass effects of the Pill Planet made me gasp the first time I landed on it. A few levels feature a giant ball that Mario rolls around on à la Super Monkey Ball. When the ball moves quickly the background music speeds up and comes to a virtual stand still as the ball does. There are a variety of suits that Mario may grab to completely alter his abilities, including becoming Bee Mario. Transforming from one to another occurs seamlessly even though each alters gameplay dramatically. Once the game is started, there are no perceptible load times and at no point do you feel pulled out of the game by technical glitches or hiccups. (Once in a while, however, the automatic camera gets lost and you see the outline of Mario behind a pillar or wall. Just press C to reorient.)


Galaxy's music deserves special mention. The soundtrack is fully orchestrated and sets an ideal tone for your quest. Each level plays to background music that fits the pace and mode of the location. One of the early galaxies features playful and bouncy music that fits with the way Mario leaps around the planets. The Honeybee Kingdom moves along like a busy honeybee finding new flowers to harvest. Beach galaxies dance with tropical calypso beats. When Bowser shows up, the music becomes operatic and brooding. In every case, the music compliments the situation and the situation gives meaning to the music.


With a world just asking to be explored, it might have been easy to just scatter Power Stars around and call it a day. Instead, each level received careful attention to be both challenging and approachable. Part of the secret is that it's fairly easy to acquire extra lives, yet very easy to lose them. Just three hits from enemies and hazards will kill Mario. Most levels also include instant-death hazards, such as black holes that suck you to doom if you fall off the side of some planets. (My son tells me not to fall into the Milky Way.) So you might start a mission with half a dozen Marios, which gives you confidence, but lose them to missteps and tricky enemy attacks. Along the way, you have chances to pick up more lives (especially if you peak around corners or collect lots of star bits). Each time you die, the tension mounts a bit. At the same time, most mistakes are obvious and avoidable, so beating a level is truly a matter of trial and error in the best sense. Thankfully save points have been spread liberally around most missions, so starting over isn't normally tedious. While the penalty for leaving a galaxy early is small, it exists, so there is a motivation to dive ahead one more time. On the other hand, it's hard to get stuck in the overall game since there are always other levels to try out.


Initially, multiplayer seemed unpromising. The second player merely points at the screen and has a limited range of actions: help Mario jump, collect and shoot star bits, and freeze enemies. But the pointer itself turns out to be the best feature of "Co-star mode". When my son is the primary player, I can point out where to go next and what to avoid, while shooting and freezing enemies. When I take the controls (normally for just long enough to get past a tricky obstacle), my son directs me to coins that I missed and collects star bits. Two proficient players wouldn't likely enjoy this mode, but it works well for unequal or casual players.


The scope of the galaxies is truly amazing. Even after you've unlocked all the galaxies, there are added challenges in the form of special comets that show up periodically. One of the comets challenges Mario to a race with Cosmic Mario and another speeds up enemies. While not every galaxy has enhanced challenges, the ones that do become much harder to beat. It would have been interesting to see all levels subject to these influences, but the level designers clearly valued a game that could be completed by most players given enough persistence.


At the end of the day, it is the level design that truly sets Galaxy apart. Classic 2D platforming levels, where the camera is locked facing the side of a wall, tend to be my favorite levels because they are all about the challenge. Every level seems to be built to maximize fun, whether because they are frustratingly difficult or delightfully relaxed.


This game keeps me up too late trying to get just one more star and prevents me from falling asleep thinking about that one missed jump or that one wasted second or that one unbeaten boss. It's a rare game that consumes the player with the simple pleasure of play.

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