Super Mario Galaxy: Difference between revisions

In this game at least, wind and gravity fields I think are more so neutral elements than hazards, so I redistributed them elsewhere. Lumped fan with wind in description.
m (→‎Objects: The posts that speak are "boards", but the instruction booklet clarifies that the readable, inanimate ones are just called "signs".)
(In this game at least, wind and gravity fields I think are more so neutral elements than hazards, so I redistributed them elsewhere. Lumped fan with wind in description.)
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'''''Super Mario Galaxy''''' is a 3D action-adventure [[Genre#Platform games|platform game]] for the [[Wii]], first released in Japan on November 1, [[List of games by date#2007|2007]]. It is the eleventh entry in the [[Super Mario (series)|''Super Mario'' series]],<ref name=encyclopedia>{{cite|author=Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors|title=『[[Super Mario Bros. Encyclopedia|スーパーマリオブラザーズ百科: 任天堂公式ガイドブック]]』|language=Japanese|location=Tokyo|publisher=[[Shogakukan]]|date=2015}}</ref> the third 3D platformer, and the first of what would be recognized in retrospect as the "course clear-style" games of the series.<ref name=switch>{{cite|author=[[Nintendo of America]]|url=https://www.youtube.com/watch?v=uuC4YLLkqME|title=Nintendo Switch Presentation 2017|publisher=YouTube|date=17 Jan. 2017|accessdate=30 Jan. 2021}}</ref><ref name=hakoniwa>{{cite|author=[[Bill Trinen|Trinen, Bill]]|url=https://nintendotreehouse.tumblr.com/post/161799433482/whats-in-a-box|title=What's in a Box?|publisher=Nintendo Treehouse Log|date=14 Jun. 2017|accessdate=30 Jan. 2021}}</ref> In this game, the player controls [[Mario]] in outer space, moving across spherical planetoids with their own centers of [[gravity]]. The [[level]]s are more linear than those found in its 3D predecessors ''[[Super Mario 64]]'' ([[List of games by date#1996|1996]]) and ''[[Super Mario Sunshine]]'' ([[List of games by date#2002|2002]]). Similar to prior games, Mario collects [[Power Star]]s to rescue [[Princess Peach]] from [[Bowser]], who is trying to establish his own [[galaxy]] at the center of the universe. Mario is aided by [[Luigi]],  a [[Toad Brigade|brigade of Toads]], star-shaped creatures called [[Luma]]s, and a mysterious woman named [[Rosalina]]. The save data description for the game is "Launch into a cosmic adventure!"
'''''Super Mario Galaxy''''' is a 3D action-adventure [[Genre#Platform games|platform game]] for the [[Wii]], first released in Japan on November 1, [[List of games by date#2007|2007]]. It is the eleventh entry in the [[Super Mario (series)|''Super Mario'' series]],<ref name=encyclopedia>{{cite|author=Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors|title=『[[Super Mario Bros. Encyclopedia|スーパーマリオブラザーズ百科: 任天堂公式ガイドブック]]』|language=Japanese|location=Tokyo|publisher=[[Shogakukan]]|date=2015}}</ref> the third 3D platformer, and the first of what would be recognized in retrospect as the "course clear-style" games of the series.<ref name=switch>{{cite|author=[[Nintendo of America]]|url=https://www.youtube.com/watch?v=uuC4YLLkqME|title=Nintendo Switch Presentation 2017|publisher=YouTube|date=17 Jan. 2017|accessdate=30 Jan. 2021}}</ref><ref name=hakoniwa>{{cite|author=[[Bill Trinen|Trinen, Bill]]|url=https://nintendotreehouse.tumblr.com/post/161799433482/whats-in-a-box|title=What's in a Box?|publisher=Nintendo Treehouse Log|date=14 Jun. 2017|accessdate=30 Jan. 2021}}</ref> In this game, the player controls [[Mario]] in outer space, moving across spherical planetoids with their own centers of [[gravity]]. The [[level]]s are more linear than those found in its 3D predecessors ''[[Super Mario 64]]'' (1996) and ''[[Super Mario Sunshine]]'' (2002). Similar to prior games, Mario collects [[Power Star]]s to rescue [[Princess Peach]] from [[Bowser]], who is trying to establish his own [[galaxy]] at the center of the universe. Mario is aided by [[Luigi]],  a [[Toad Brigade|brigade of Toads]], star-shaped creatures called [[Luma]]s, and a mysterious woman named [[Rosalina]]. The save data description for the game is "Launch into a cosmic adventure!"


Upon its release, ''Super Mario Galaxy'' was met with critical acclaim and commercial success. It received various awards and accolades, including from the {{wp|Academy of Interactive Arts & Sciences}}, the {{wp|Computer Entertainment Supplier's Association}}, and the {{wp|British Academy of Film and Television Arts}}. It has sold 12.8 million copies, making it the ninth-best-selling Wii game.<ref name=sales>{{cite|author=[[Nintendo|Nintendo Co., Ltd.]]|url=https://www.nintendo.co.jp/ir/en/sales/software/wii.html|title=IR Information : Financial Data - Top Selling Title Sales Units - Wii Software|publisher=Nintendo Co., Ltd|date=31 Mar. 2020|accessdate=6 Mar. 2021}}</ref> It was rereleased in 2011 under the [[Nintendo Selects]] branding for having sold so well. It is one of the few Wii titles to have been [[Reissue#Re-releases|rereleased]] on the {{wp|Nvidia Shield TV}} console in 2018. Another rerelease with upscaled graphics was included in ''[[Super Mario 3D All-Stars]]'' alongside ''Super Mario 64'' and ''Super Mario Sunshine'' on September 18, [[List of games by date#2020|2020]], to correspond with the [[Super Mario Bros. 35th Anniversary|35th anniversary]] of ''[[Super Mario Bros.]]'' ([[List of games by date#1985|1985]]).<ref name=3DAS>{{cite|author=[[Nintendo of America]]|url=https://www.youtube.com/watch?v=s_UcjEq2Dgk|title=Super Mario Bros. 35th Anniversary Direct|publisher=YouTube|date=3 Sep. 2020}}</ref> After its original release, a dedicated sequel, ''[[Super Mario Galaxy 2]]'', was developed and released for the Wii on May 22, [[List of games by date#2010|2010]].
Upon its release, ''Super Mario Galaxy'' was met with critical acclaim and commercial success. It received various awards and accolades, including from the {{wp|Academy of Interactive Arts & Sciences}}, the {{wp|Computer Entertainment Supplier's Association}}, and the {{wp|British Academy of Film and Television Arts}}. It has sold 12.8 million copies, making it the ninth-best-selling Wii game.<ref name=sales>{{cite|author=[[Nintendo|Nintendo Co., Ltd.]]|url=https://www.nintendo.co.jp/ir/en/sales/software/wii.html|title=IR Information : Financial Data - Top Selling Title Sales Units - Wii Software|publisher=Nintendo Co., Ltd|date=31 Mar. 2020|accessdate=6 Mar. 2021}}</ref> It was rereleased in 2011 under the [[Nintendo Selects]] branding for having sold so well. It is one of the few Wii titles to have been [[Reissue#Re-releases|rereleased]] on the {{wp|Nvidia Shield TV}} console in 2018. Another rerelease with upscaled graphics was included in ''[[Super Mario 3D All-Stars]]'' alongside ''Super Mario 64'' and ''Super Mario Sunshine'' on September 18, [[List of games by date#2020|2020]], to correspond with the [[Super Mario Bros. 35th Anniversary|35th anniversary]] of ''[[Super Mario Bros.]]'' (1985).<ref name=3DAS>{{cite|author=[[Nintendo of America]]|url=https://www.youtube.com/watch?v=s_UcjEq2Dgk|title=Super Mario Bros. 35th Anniversary Direct|publisher=YouTube|date=3 Sep. 2020}}</ref> After its original release, a dedicated sequel, ''[[Super Mario Galaxy 2]]'', was developed and released for the Wii on May 22, [[List of games by date#2010|2010]].


''Super Mario Galaxy'' has gone on to be considered one of the {{wp|List of video games considered the best|greatest video games of all time}} and a masterpiece.<ref name=cremin>Cremin, Colin (Jan. 2012). [https://doi.org/10.1177/1555412012440309 The Formal Qualities of the Video Game: An Exploration of ''Super Mario Galaxy'' With Gilles Deleuze]. ''Games and Culture, 7''(1), SAGE Publishing. Page 72–86.</ref><ref name=Polygon>{{cite|author=Polygon Staff|archive=https://web.archive.org/web/20180303210843/https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401|title=The 500 Best Video Games of All Time|deadlink=https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401|publisher=Polygon|date=27 Nov. 2017|accessdate=30 Dec. 2022}}</ref><ref name=asahi>{{cite|author=TV Asahi staff|archive=https://www.youtube.com/watch?v=jMVW-G6RDHA|title=国民5万人がガチ投票!テレビゲーム総選挙|language=Japanese|publisher=TV Game Sousenkyo『乃木坂46 賀喜遥香』|date=27 Dec. 2021|archiver=YouTube by チャンネル|archivedate=16 Mar. 2022|accessdate=30 Dec. 2022}}</ref><ref name=ashcraft>{{cite|author=Ashcraft, Brian|url=https://kotaku.com/poll-here-are-japans-top-100-video-games-of-all-time-1848275437|title=Poll: Here Are Japan's Top 100 Video Games Of All Time|publisher=Kotaku|date=28 Dec. 2021|accessdate=30 Dec. 2022}}</ref>
''Super Mario Galaxy'' has gone on to be considered one of the {{wp|List of video games considered the best|greatest video games of all time}} and a masterpiece.<ref name=cremin>Cremin, Colin (Jan. 2012). [https://doi.org/10.1177/1555412012440309 The Formal Qualities of the Video Game: An Exploration of ''Super Mario Galaxy'' With Gilles Deleuze]. ''Games and Culture, 7''(1), SAGE Publishing. Page 72–86.</ref><ref name=Polygon>{{cite|author=Polygon Staff|archive=https://web.archive.org/web/20180303210843/https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401|title=The 500 Best Video Games of All Time|deadlink=https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401|publisher=Polygon|date=27 Nov. 2017|accessdate=30 Dec. 2022}}</ref><ref name=asahi>{{cite|author=TV Asahi staff|archive=https://www.youtube.com/watch?v=jMVW-G6RDHA|title=国民5万人がガチ投票!テレビゲーム総選挙|language=Japanese|publisher=TV Game Sousenkyo『乃木坂46 賀喜遥香』|date=27 Dec. 2021|archiver=YouTube by チャンネル|archivedate=16 Mar. 2022|accessdate=30 Dec. 2022}}</ref><ref name=ashcraft>{{cite|author=Ashcraft, Brian|url=https://kotaku.com/poll-here-are-japans-top-100-video-games-of-all-time-1848275437|title=Poll: Here Are Japan's Top 100 Video Games Of All Time|publisher=Kotaku|date=28 Dec. 2021|accessdate=30 Dec. 2022}}</ref>
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[[File:SMG Artwork Outer Space.png|x150px|thumb||right|Key artwork of outer space as presented on the game's boxart.]]
[[File:SMG Artwork Outer Space.png|x150px|thumb||right|Key artwork of outer space as presented on the game's boxart.]]
[[File:Ch2 5.png|x90px|thumb||right|Rosalina netting Star Bits as she rides in a starship.]]
[[File:Ch2 5.png|x90px|thumb||right|Rosalina netting Star Bits as she rides in a starship.]]
''Super Mario Galaxy'' is set in outer space. With the exception of [[Grand Finale Galaxy]], which is [[Princess Peach]]'s [[Castle Gardens]] in the [[Mushroom Kingdom]], all levels, which are referred to in the game as "galaxies", are staged on worlds far removed from [[Mario]]'s [[Earth|home planet]]. This is the first entry in the [[Super Mario (series)|series]] to explicitly include an outer space setting since the [[Space Zone]] in ''[[Super Mario Land 2: 6 Golden Coins]]'' ([[List of games by date#1992|1992]]) and the first time it has been realized by [[Nintendo EAD]], the studio responsible for most of the preceding ''Super Mario'' games.<ref name=iwata/>
''Super Mario Galaxy'' is set in outer space. With the exception of [[Grand Finale Galaxy]], which is [[Princess Peach]]'s [[Castle Gardens]] in the [[Mushroom Kingdom]], all levels, which are referred to in the game as "galaxies", are staged on worlds far removed from [[Mario]]'s [[Earth|home planet]]. This is the first entry in the [[Super Mario (series)|series]] to explicitly include an outer space setting since the [[Space Zone]] in ''[[Super Mario Land 2: 6 Golden Coins]]'' (1992) and the first time it has been realized by [[Nintendo EAD]], the studio responsible for most of the preceding ''Super Mario'' games.<ref name=iwata/>


A galaxy is an isolated cluster of small planets and other planetary bodies. Some planets are shaped like spheres, but many are not. Most have their own [[Gravity|gravitational pull]], which lets Mario return to his starting position by continuing to move forward and prevents him from falling off the edge. Mario's movement, physics, and trajectory bend organically around a planet's shape.<ref name=montreal/><ref name=jasper/> Because they have their own pull, Mario can directly travel between sufficiently close planets just by [[jump]]ing. More distant planets are reached by using objects such as [[Launch Star]]s and [[Pull Star]]s. Not all planets pull Mario inwards. When inside a planet, gravity may be inverted so that Mario walks on the underside of the ground. Many other planets are shaped like the more traditional courses of ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]'', and thus have only one gravitational plane, which is communicated by sharp edges and steep drops along their sides. In contrast, planets that have their own gravity, even if they are not spheres, have rounded edges.<ref name=jasper/> Some planets are on two-dimensional planes and Mario's movement options are restricted accordingly (i.e. the player cannot tilt {{button|wii|Stick}} down to make him walk toward the camera and fall off the side).
A galaxy is an isolated cluster of small planets and other planetary bodies. Some planets are shaped like spheres, but many are not. Most have their own [[Gravity|gravitational pull]], which lets Mario return to his starting position by continuing to move forward and prevents him from falling off the edge. Mario's movement, physics, and trajectory bend organically around a planet's shape.<ref name=montreal/><ref name=jasper/> Because they have their own pull, Mario can directly travel between sufficiently close planets just by [[jump]]ing. More distant planets are reached by using objects such as [[Launch Star]]s and [[Pull Star]]s. Not all planets pull Mario inwards. When inside a planet, gravity may be inverted so that Mario walks on the underside of the ground. Many other planets are shaped like the more traditional courses of ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]'', and thus have only one gravitational plane, which is communicated by sharp edges and steep drops along their sides. In contrast, planets that have their own gravity, even if they are not spheres, have rounded edges.<ref name=jasper/> Some planets are on 2D planes and Mario's movement options are restricted accordingly (i.e. the player cannot tilt {{button|wii|Stick}} down to make him walk toward the camera and fall off the side). [[Gravity field]]s occur in the 2D sections of five galaxies that shift the direction of gravity from the floor to another plane.


The theme of space is communicated in various ways throughout ''Super Mario Galaxy''. Many galaxies include distant asteroid belts or views of massive, unreachable planets orbiting suns that peek over their horizons. Depending on the distance from the game's camera, the light from a visible sun retracts, mimicking the behavior of real sunlight. The skyboxes of the galaxies feature nebulas, auroras, and starry skies. Three-dimensional objects, including Mario himself, exhibit a soft {{wp|Fresnel lantern|Fresnel}}-like glow in certain positions as if struck by the light from distant stars. In many galaxies, [[black hole]]s are present in place of [[bottomless pit]]s. ''Super Mario Galaxy'' includes some motifs associated with science fiction, such as [[Gearmo|humanoid robots]], fortified battle facilities, [[UFO]]s, starships, an [[#Music|orchestrated soundtrack]], and {{wp|theremin}}-like synthesizers. Much of the game's setting includes whimsical, tranquil, and surreal elements comparable to those found in children's books.<ref name=kohler1>{{cite|author=Kohler, Chris|url=https://www.wired.com/2007/12/interview-super/|title=Interview: ''Super Mario Galaxy'' Director On Sneaking Stories Past Miyamoto|publisher=WIRED|date=4 Dec. 2007|accessdate=27 Feb. 2021}}</ref><ref name=geller>{{cite|author=Geller, Jacob|url=https://youtu.be/IZ1y75vxO0o|title=The Quiet Sadness of Mario Galaxy|publisher=YouTube|date=15 Feb. 2019|accessdate=30 Jan. 2021}}</ref><ref name=ruben>Meintema, Ruben Aize (Apr. 2010). [https://doi.org/10.7557/23.6121 Planets as small as your house: A review of Super Mario Galaxy]. ''Eludamos: Journal for Computer Game Culture, 4''(1), University of Tromsø – The Arctic University of Norway. Pages 125–28.</ref> Locations are reached via a palace-like starship called the [[Comet Observatory]], the game's {{wp|Overworld|hub world}}. It is overseen by a princess named [[Rosalina]] and is a nursery for spacefaring star children called [[Luma]]s. In lieu of aliens, the people found living in the galaxies include [[Star Bunny|Star Bunnies]], [[Honeybee]]s, and [[penguin]]s. [[Star Bit]]s, small collectibles that fall from the sky like shooting stars, resemble {{wp|Konpeitō|konpeitō candies}} and can be fed to the Lumas. There are [[:File:Moving Cake Planet.png|planets]] and [[Sweet Sweet Galaxy|entire galaxies]] that look like desserts.
The theme of space is communicated in various ways throughout ''Super Mario Galaxy''. Many galaxies include distant asteroid belts or views of massive, unreachable planets orbiting suns that peek over their horizons. Depending on the distance from the game's camera, the light from a visible sun retracts, mimicking the behavior of real sunlight. The skyboxes of the galaxies feature nebulas, auroras, and starry skies. Three-dimensional objects, including Mario himself, exhibit a soft {{wp|Fresnel lantern|Fresnel}}-like glow in certain positions as if struck by the light from distant stars. In many galaxies, [[black hole]]s are present in place of [[bottomless pit]]s. ''Super Mario Galaxy'' includes some motifs associated with science fiction, such as [[Gearmo|humanoid robots]], fortified battle facilities, [[UFO]]s, starships, an [[#Music|orchestrated soundtrack]], and {{wp|theremin}}-like synthesizers. Much of the game's setting includes whimsical, tranquil, and surreal elements comparable to those found in children's books.<ref name=kohler1>{{cite|author=Kohler, Chris|url=https://www.wired.com/2007/12/interview-super/|title=Interview: ''Super Mario Galaxy'' Director On Sneaking Stories Past Miyamoto|publisher=WIRED|date=4 Dec. 2007|accessdate=27 Feb. 2021}}</ref><ref name=geller>{{cite|author=Geller, Jacob|url=https://youtu.be/IZ1y75vxO0o|title=The Quiet Sadness of Mario Galaxy|publisher=YouTube|date=15 Feb. 2019|accessdate=30 Jan. 2021}}</ref><ref name=ruben>Meintema, Ruben Aize (Apr. 2010). [https://doi.org/10.7557/23.6121 Planets as small as your house: A review of Super Mario Galaxy]. ''Eludamos: Journal for Computer Game Culture, 4''(1), University of Tromsø – The Arctic University of Norway. Pages 125–28.</ref> Locations are reached via a palace-like starship called the [[Comet Observatory]], the game's {{wp|Overworld|hub world}}. It is overseen by a princess named [[Rosalina]] and is a nursery for spacefaring star children called [[Luma]]s. In lieu of aliens, the people found living in the galaxies include [[Star Bunny|Star Bunnies]], [[Honeybee]]s, and [[penguin]]s. [[Star Bit]]s, small collectibles that fall from the sky like shooting stars, resemble {{wp|Konpeitō|konpeitō candies}} and can be fed to the Lumas. There are [[:File:Moving Cake Planet.png|planets]] and [[Sweet Sweet Galaxy|entire galaxies]] that look like desserts.


According to director [[Yoshiaki Koizumi]], the primary goal behind ''Super Mario Galaxy'' was to create a ''Super Mario'' game with spherical worlds. It was thought that these worlds would make it less likely for players to get disoriented or have to reposition the camera. These were issues he observed during the development of ''Super Mario 64'', ''[[zeldawiki:The Legend of Zelda: Ocarina of Time|The Legend of Zelda: Ocarina of Time]]'' (1998), and ''Super Mario Sunshine'' that prevented complete immersion and intimidated inexperienced players.<ref name=montreal>{{cite|author=[[Yoshiaki Koizumi|Koizumi, Yoshiaki]]|date=27 Nov. 2007|archive=https://youtu.be/A25Ab7RyUPs|title=''Super Mario Galaxy: The Journey from Garden to Galaxy''|location=Montréal|publisher=Montreal International Games Summit, Alliance numériQC|archiver=YouTube by Eric St-Cyr and A Hover|archivedate=24 Sep. 2016|accessdate=27 Feb. 2021}}</ref><ref name=jasper>{{cite|author=Ashworth, Michael [Jasper]|url=https://youtu.be/QLH_0T_xv3I|title=How Spherical Planets Bent the Rules in Super Mario Galaxy|publisher=YouTube|date=29 Sep. 2020|accessdate=27 Feb. 2021}}</ref> The decision to stage the game in outer space was made because the development team thought that the spherical worlds would most intuitively make sense as planets.<ref name=iwata>{{cite|author=[[Satoru Iwata| Iwata, Satoru]]|url=https://iwataasks.nintendo.com/interviews/wii/super_mario_galaxy/0/0/|title=Wii interviews: Super Mario Galaxy|publisher=Iwata Asks|date=2007|accessdate=7 Mar. 2012}}</ref> In 2017, a [[:File:3D Mario Infograph.jpg|figure]] was released by Nintendo that conveys that ''Super Mario Galaxy'' is structurally viewed as a different type of 3D ''Super Mario'' game from its immediate predecessors – the "sandbox-style" games ''Super Mario 64'' and ''Super Mario Sunshine''. Nintendo aligns it with the succeeding games ''[[Super Mario Galaxy 2]]'' (2010), ''[[Super Mario 3D Land]]'' ([[List of games by date#2011|2011]]), and ''[[Super Mario 3D World]]'' ([[List of games by date#2013|2013]]) as a more linear, "course clear-style" game.<ref name=switch/> However, many of the levels in ''Super Mario Galaxy'' are structured similarly to the ones in its predecessors, particularly in the robust six-mission galaxies and the large planets that do not have their own centers of gravity.<ref name=jasper/> The principals of the sandbox-style games derive from hakoniwa, or "box gardens", and Koizumi directly cites them as an influence behind the worlds in ''Super Mario Galaxy'' as well.<ref name=montreal/><ref name=kohler1/><ref name=hakoniwa/>
According to director [[Yoshiaki Koizumi]], the primary goal behind ''Super Mario Galaxy'' was to create a ''Super Mario'' game with spherical worlds. It was thought that these worlds would make it less likely for players to get disoriented or have to reposition the camera. These were issues he observed during the development of ''Super Mario 64'', ''[[zeldawiki:The Legend of Zelda: Ocarina of Time|The Legend of Zelda: Ocarina of Time]]'' (1998), and ''Super Mario Sunshine'' that prevented complete immersion and intimidated inexperienced players.<ref name=montreal>{{cite|author=[[Yoshiaki Koizumi|Koizumi, Yoshiaki]]|date=27 Nov. 2007|archive=https://youtu.be/A25Ab7RyUPs|title=''Super Mario Galaxy: The Journey from Garden to Galaxy''|location=Montréal|publisher=Montreal International Games Summit, Alliance numériQC|archiver=YouTube by Eric St-Cyr and A Hover|archivedate=24 Sep. 2016|accessdate=27 Feb. 2021}}</ref><ref name=jasper>{{cite|author=Ashworth, Michael [Jasper]|url=https://youtu.be/QLH_0T_xv3I|title=How Spherical Planets Bent the Rules in Super Mario Galaxy|publisher=YouTube|date=29 Sep. 2020|accessdate=27 Feb. 2021}}</ref> The decision to stage the game in outer space was made because the development team thought that the spherical worlds would most intuitively make sense as planets.<ref name=iwata>{{cite|author=[[Satoru Iwata| Iwata, Satoru]]|url=https://iwataasks.nintendo.com/interviews/wii/super_mario_galaxy/0/0/|title=Wii interviews: Super Mario Galaxy|publisher=Iwata Asks|date=2007|accessdate=7 Mar. 2012}}</ref> In 2017, a [[:File:3D Mario Infograph.jpg|figure]] was released by Nintendo that conveys that ''Super Mario Galaxy'' is structurally viewed as a different type of 3D ''Super Mario'' game from its immediate predecessors – the "sandbox-style" games ''Super Mario 64'' and ''Super Mario Sunshine''. Nintendo aligns it with the succeeding games ''[[Super Mario Galaxy 2]]'' (2010), ''[[Super Mario 3D Land]]'' (2011), and ''[[Super Mario 3D World]]'' (2013) as a more linear, "course clear-style" game.<ref name=switch/> However, many of the levels in ''Super Mario Galaxy'' are structured similarly to the ones in its predecessors, particularly in the robust six-mission galaxies and the large planets that do not have their own centers of gravity.<ref name=jasper/> The principals of the sandbox-style games derive from hakoniwa, or "box gardens", and Koizumi directly cites them as an influence behind the worlds in ''Super Mario Galaxy'' as well.<ref name=montreal/><ref name=kohler1/><ref name=hakoniwa/>


===Galaxies===
===Galaxies===
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Galaxies are accessed inside of [[dome]]s on the [[Comet Observatory]]. They are spatially distributed across the hub, similar to the access points for levels in ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]''. However, with the exception of the [[Garden (Super Mario Galaxy)|Garden]], each dome contains a set of five different galaxies instead of just one dedicated course. Domes are unlocked unilaterally as the player completes certain criteria. These make the domes analogous to the worlds of the 2D [[Super Mario (series)|''Super Mario'' games]] like ''[[Super Mario Bros. 3]]'' ([[List of games by date#1988|1988]]). However, as in its 3D predecessors, the player is not restricted to linear course progression in ''Super Mario Galaxy''.
Galaxies are accessed inside of [[dome]]s on the [[Comet Observatory]]. They are spatially distributed across the hub, similar to the access points for levels in ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]''. However, with the exception of the [[Garden (Super Mario Galaxy)|Garden]], each dome contains a set of five different galaxies instead of just one dedicated course. Domes are unlocked unilaterally as the player completes certain criteria. These make the domes analogous to the worlds of the 2D ''[[Super Mario (series)|Super Mario]]'' games like ''[[Super Mario Bros. 3]]'' (1988). However, as in its 3D predecessors, the player is not restricted to linear course progression in ''Super Mario Galaxy''.


Each galaxy contains objectives referred to as [[mission]]s. Completing a mission has [[Mario]] acquire one of the galaxy's [[Power Star]]s, the same tokens used in ''Super Mario 64'' for unlocking levels. One mission correlates with one Power Star. The start of each mission has a brief cinematic preview of the galaxy that hints at the location of the Power Star, as was similarly done in ''Super Mario Sunshine''. Once a specified number of Power Stars has been accumulated, a new galaxy becomes unlockable at the player's discretion. Only half of the Power Stars in the game are required for progression. The minimum number of Power Stars needed to access the game's final level is 60 out of the game's total of 120. Consequently, completing as many missions as possible within one dome can result in all of the galaxies within the next dome being immediately unlockable upon entry.
Each galaxy contains objectives referred to as [[mission]]s. Completing a mission has [[Mario]] acquire one of the galaxy's [[Power Star]]s, the same tokens used in ''Super Mario 64'' for unlocking levels. One mission correlates with one Power Star. The start of each mission has a brief cinematic preview of the galaxy that hints at the location of the Power Star, as was similarly done in ''Super Mario Sunshine''. Once a specified number of Power Stars has been accumulated, a new galaxy becomes unlockable at the player's discretion. Only half of the Power Stars in the game are required for progression. The minimum number of Power Stars needed to access the game's final level is 60 out of the game's total of 120. Consequently, completing as many missions as possible within one dome can result in all of the galaxies within the next dome being immediately unlockable upon entry.
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Roughly ninety enemies are in ''Super Mario Galaxy''. Including bosses and obstacles, there are over one hundred. Most enemies drop [[coin]]s if [[stomp]]ed on or [[Star Bit]]s if spun into. If an enemy actively tracks [[Mario]]{{footnote|main|A}}, it will usually stop moving for a moment after successfully causing damage, allowing the player time to recover before responding. Some enemies, such as [[Piranha Plant]]s, laugh at Mario when they successfully land a hit.
Roughly ninety enemies are in ''Super Mario Galaxy''. Including bosses and obstacles, there are over one hundred. Most enemies drop [[coin]]s if [[stomp]]ed on or [[Star Bit]]s if spun into. If an enemy actively tracks [[Mario]]{{footnote|main|A}}, it will usually stop moving for a moment after successfully causing damage, allowing the player time to recover before responding. Some enemies, such as [[Piranha Plant]]s, laugh at Mario when they successfully land a hit.


About fifty of the enemies and varieties in ''Super Mario Galaxy'' are wholly new to the series. Some of them are incorporated into subsequent ''[[Super Mario (franchise)|Super Mario]]'' games or have inspired staple elements. Notable groups include: octopus creatures called [[Octoomba|Electrogoomba]]s, of which several varieties fire rocks; mechanical, spinning enemies called [[Topman|Topmen]]; and stationary enemies that discharge rings of electricity called [[Pulse Beam]]s. Some of the new enemies are derivative of creatures that appeared in earlier ''[[Super Mario (series)|Super Mario]]'' games in both design and behavior, with a particular focus on ''[[Super Mario 64]]''. Some of them even resemble recurring enemies in ''[[zeldawiki:The Legend of Zelda (series)|The Legend of Zelda]]'' series, such as [[bat (Super Mario Galaxy)|bat]]s (which resemble [[zeldawiki:Keese|Keese]]) and the Electrogoombas (which resemble [[zeldawiki:Octorok|Octoroks]]). The [[Rocto#Names in other languages|Japanese name for Rocto]] directly derives from the name "Octorok".
About fifty of the enemies and varieties in ''Super Mario Galaxy'' are wholly new to the series. Some of them are incorporated into subsequent ''[[Super Mario (franchise)|Super Mario]]'' games or have inspired staple elements. Notable groups include: octopus creatures called [[Octoomba|Electrogoomba]]s, of which several varieties fire rocks; mechanical, spinning enemies called [[Topman|Topmen]]; and stationary enemies that discharge rings of electricity called [[Pulse Beam]]s. Some of the new enemies are derivative of creatures that appeared in earlier ''[[Super Mario (series)|Super Mario]]'' games in both design and behavior. Some of them even resemble recurring enemies in ''[[zeldawiki:The Legend of Zelda (series)|The Legend of Zelda]]'' series, such as [[bat (Super Mario Galaxy)|bat]]s (which resemble [[zeldawiki:Keese|Keese]]) and the Electrogoombas (which resemble [[zeldawiki:Octorok|Octoroks]]). The [[Rocto#Names in other languages|Japanese name for Rocto]] directly derives from the name "Octorok".


''Super Mario Galaxy'' makes use of the ''Super Mario'' series' back catalog of enemies. This game represents the first instance that some of these enemies were ever integrated into a 3D platformer. There are enemies in ''Super Mario Galaxy'' that, with the exception of re-releases or remakes, never appeared outside of their debut titles. The enemies that are incorporated contrast greatly with the ones in the [[Super Mario Sunshine#Enemies and obstacles|previous 3D ''Super Mario'' game]], a title that made a conservative use of past enemies and introduced ones that largely never appeared again.
''Super Mario Galaxy'' makes use of the ''Super Mario'' series' back catalog of enemies. This game represents the first instance that some of these enemies were ever integrated into a 3D platformer. There are enemies in ''Super Mario Galaxy'' that, with the exception of re-releases or remakes, never appeared outside of their debut titles. The enemies that are incorporated contrast greatly with the ones in the [[Super Mario Sunshine#Enemies and obstacles|previous 3D ''Super Mario'' game]], a title that made a conservative use of past enemies and introduced ones that largely never appeared again.
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|Water so frigid that it gradually depletes Mario's [[Health Meter|life meter]] if he tries to swim through it. When Mario enters freezing water, the screen is briefly disrupted by a static-like visual effect, readily differentiating it from normal bodies of water. During "[[Hot and Cold Collide]]", this water [[water tide|rises and falls]] on one of the planets.
|Water so frigid that it gradually depletes Mario's [[Health Meter|life meter]] if he tries to swim through it. When Mario enters freezing water, the screen is briefly disrupted by a static-like visual effect, readily differentiating it from normal bodies of water. During "[[Hot and Cold Collide]]", this water [[water tide|rises and falls]] on one of the planets.
|align=center|[[Freezeflame Galaxy]]
|align=center|[[Freezeflame Galaxy]]
|-
|align=center|[[File:SMG Screenshot Gravity Field.png|100x100px]]<br>[[Gravity field]]
|Walls that control the direction of gravity which pulls Mario to a new plane. There are four different directions, each signified by a color: <font color=Blue>down</font>, <font color=Red>up</font>, <font color=Green>right</font>, and <font color=Gray>left</font>.
|align=center|[[Good Egg Galaxy]], [[Battlerock Galaxy]], [[Bowser's Star Reactor]], [[Bowser's Dark Matter Plant]], [[Bowser's Galaxy Reactor]]
|-
|-
|align=center|[[File:SMG Screenshot Honey.png|100x100px]]<br>[[Honey]]
|align=center|[[File:SMG Screenshot Honey.png|100x100px]]<br>[[Honey]]
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|-
|-
|align=center|[[File:SMG Asset Model Lava Geyser.png|100x100px]]<br>[[Lava Geyser]]
|align=center|[[File:SMG Asset Model Lava Geyser.png|100x100px]]<br>[[Lava Geyser]]
|Lava Geysers rise and fall in set intervals that can be timed. A rise is always preceeded by rapid bubbling on the lava's surface.
|Lava Geysers rise and fall in set intervals that can be timed. A rise is always proceeded by rapid bubbling on the lava's surface.
|align=center|[[Freezeflame Galaxy]], [[Melty Molten Galaxy]], [[Bowser's Galaxy Reactor]]
|align=center|[[Freezeflame Galaxy]], [[Melty Molten Galaxy]], [[Bowser's Galaxy Reactor]]
|-
|-
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|A swirling vortex of water. Contact pushes Mario and temporarily stuns him, but it does not cause damage.
|A swirling vortex of water. Contact pushes Mario and temporarily stuns him, but it does not cause damage.
|align=center|[[Sea Slide Galaxy]], [[Deep Dark Galaxy]], [[Bigmouth Galaxy]]
|align=center|[[Sea Slide Galaxy]], [[Deep Dark Galaxy]], [[Bigmouth Galaxy]]
|-
|align=center|[[File:SMG Screenshot Wind.png|100x100px]]<br>[[Wind]]
|Wind is usually generated by fans, though it is naturally windy in Gusty Garden Galaxy. The currents can either help or hinder Mario.
|align=center|[[Bubble Breeze Galaxy]], [[Gusty Garden Galaxy]], [[Boo's Boneyard Galaxy]]
|}
|}


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|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Star Ball.png|100x100px]]<br>[[Star Ball|Rolling Ball]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Star Ball.png|100x100px]]<br>[[Star Ball|Rolling Ball]]
|Balls that contain Power Stars. Mario takes control of one when he jumps on top of it. The ball is steered by shifting the {{Button|wii|Wiimote}}. Reaching the goal causes the Rolling Ball to break and release its Power Star.
|Mario takes control of a Rolling Ball when he jumps on top of it. It is steered by shifting the {{Button|wii|Wiimote}}. It is carried between platforms on metal [[track]]s. Reaching the goal causes the Rolling Ball to break and release its Power Star.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Sling Pod.png|100x100px]]<br>[[Sling Pod]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Sling Pod.png|100x100px]]<br>[[Sling Pod]]
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|-
|-
!colspan=3 style="background:#FF7733;"|Switches
!colspan=3 style="background:#FF7733;"|Switches
|-
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Gravity Arrow (Green).png|100x100px]][[File:SMG Asset Model Gravity Arrow (Red).png|100x100px]]<br>[[Arrow Switch]]
|Switches that shift the [[gravity|gravitational pull]] from the floor to the ceiling. They only occur in areas on 2D planes.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Blue Switch.png|100x100px]]<br>[[Blue switch (Super Mario Galaxy)|Blue switch]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Blue Switch.png|100x100px]]<br>[[Blue switch (Super Mario Galaxy)|Blue switch]]
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|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Flipswitch Panel (Blue).png|100x100px]]<br>[[Flipswitch Panel]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Flipswitch Panel (Blue).png|100x100px]]<br>[[Flipswitch Panel]]
|Blue panels that turn yellow when Mario steps on them. Stepping on all of the panels in a confined area turns the switches green and triggers access to a new area or the appearance of a Power Star.
|Blue panels that turn yellow when Mario steps on them. Stepping on all of the panels in a confined area turns the switches green and triggers access to a new area or the appearance of a Power Star.
|-
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Gravity Arrow (Green).png|100x100px]][[File:SMG Asset Model Gravity Arrow (Red).png|100x100px]]<br>[[Gravity switch]]
|Switches that shift the [[gravity|gravitational pull]] from the floor to the ceiling. They only occur in areas on 2D planes.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Ground-Pound Switch.png|100x100px]]<br>[[Ground-Pound Switch]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Ground-Pound Switch.png|100x100px]]<br>[[Ground-Pound Switch]]
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|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Ice.png|100x100px]]<br>Ice
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Ice.png|100x100px]]<br>Ice
|Frozen surfaces. Ice reduces Mario's traction and causes him to slide, but spinning causes Mario to start [[Skate|skating]].
|Ice reduces Mario's traction and causes him to slide, but spinning causes Mario to start [[Skate|skating]].
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Lift.png|100x100px]]<br>[[Lift]]
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Lift.png|100x100px]]<br>[[Lift]]
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|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Metal Platform.png|100x100px]]<br>Steel platform<ref>Black, page 251</ref>
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Metal Platform.png|100x100px]]<br>Steel platform<ref>Black, page 251</ref>
|Platforms that sink in lava when stepped on, then rise back up.
|Platforms that sink in lava when stepped on, then rise back up.
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Track.png|100x100px]]<br>[[Track]]
|Rails that carry the Rolling Ball without the player's input.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Waterfall.png|100x100px]]<br>Waterfall
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Waterfall.png|100x100px]]<br>Waterfall
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|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Butterfly.png|100x100px]]<br>[[Butterfly]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Butterfly.png|100x100px]]<br>[[Butterfly]]
|Butterflies are sometimes found near flowers. In galaxies, trailing a butterfly with the Star Pointer causes it to release a Star Bit. Mario will automatically direct his gaze towards a butterfly if it is in his vicinity. One may land on his head if he falls asleep near it.
|Butterflies are sometimes found near flowers. In galaxies, trailing a butterfly with the Star Pointer causes it to release a Star Bit. Mario will automatically direct his gaze towards a butterfly if it is in his vicinity. One may land on his head if he falls asleep near it.
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Fan.png|100x100px]]<br>Fan
|Produce constant gusts of wind.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Flowerbed.png|100x100px]][[File:SMG Screenshot Grass.png|100x100px]]<br>[[Flower (environmental object)|Flower]] / Grass
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Flowerbed.png|100x100px]][[File:SMG Screenshot Grass.png|100x100px]]<br>[[Flower (environmental object)|Flower]] / Grass
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|A painting of a [[1-Up Mushroom]]. Touching a nearby [[? Coin]] makes a 1-Up Mushroom emerge from it. Portraits of [[Boo]]s and [[Bomb Boo]]s also occur, and continuously release the enemies in the areas they are found.
|A painting of a [[1-Up Mushroom]]. Touching a nearby [[? Coin]] makes a 1-Up Mushroom emerge from it. Portraits of [[Boo]]s and [[Bomb Boo]]s also occur, and continuously release the enemies in the areas they are found.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Board.png|100x100px]]<br>[[Travel Tip|Sign]]
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Board.png|100x100px]]<br>[[Sign]]
|Posted signs that contain information on actions. Most signs are inanimate objects that give Mario insight on his surroundings or actions when read. However, a few signs are [[Boards (characters)|speaking characters]] that give specific instructions on how to use objects or power-ups that change how Mario is controlled.
|Posted signs that contain information on actions. Most signs are inanimate objects that give Mario insight on his surroundings or actions when read. However, a few signs are [[Boards (characters)|speaking characters]] that give specific instructions on how to use objects or power-ups that change how Mario is controlled.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Water Spigot.png|100x100px]]<br>[[Water spout]]
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Water Spigot.png|100x100px]]<br>[[Water spout]]
|Mario is briefly carried into the air when he enters a water spout. When in his Ice form, Mario can freeze the surface of the water to form temporary [[Ice Meteor|ice platforms]].
|Mario is briefly carried into the air when he enters a water spout. When in his Ice form, Mario can freeze the surface of the water to form temporary [[Ice Meteor|ice platforms]].
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Wind.png|100x100px]]<br>[[Wind]]
|Wind is usually generated by fans triggered by switches. Riding the currents in a bubble or with a Floating Fluff brings Mario to distant areas.
|}
|}


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{{Main|Super Mario Galaxy Original Soundtrack}}
{{Main|Super Mario Galaxy Original Soundtrack}}
[[File:ClubNintendoGalaxyOST.jpg|x130px|thumb|Album and disc for ''Super Mario Galaxy Original Soundtrack''.]]
[[File:ClubNintendoGalaxyOST.jpg|x130px|thumb|Album and disc for ''Super Mario Galaxy Original Soundtrack''.]]
The majority of the music in ''Super Mario Galaxy'' was composed and arranged by [[Mahito Yokota]], who penned the entirety of the soundtrack for [[Nintendo EAD|Nintendo EAD Tokyo]]'s first title, ''[[Donkey Kong Jungle Beat]]'' ([[List of games by date#2004|2004]]). Longtime series composer [[Koji Kondo]] contributed four tracks himself and mentored Yokota in developing a sound appropriate for the title. It is the first ''Super Mario'' game to feature a fully orchestrated soundtrack.<ref name=iwata/> The game's {{wp|orchestra}} performed at the Sound Inn Studios in {{wp|Tokyo}} and consisted of roughly fifty members dubbed the "[[Mario Galaxy Orchestra]]". Koji Haishima, who had conducted pieces from [[Square Enix]]'s ''{{wp|Final Fantasy}}'' series and [[Capcom]]'s ''{{wp|Monster Hunter}}'' series, served as conductor.<ref name=soundtrack>{{cite|author=[[Mario Galaxy Orchestra]]|title=''[[Super Mario Galaxy Original Soundtrack]]''|archive=https://vgmdb.net/album/18649|archiver=Video Game Music Database|publisher=[[Nintendo|Nintendo of Europe]]|date=1 Jan. 2008}}</ref> Some of the pieces are orchestral arrangements of Kondo's compositions from ''[[Super Mario Bros.]]'', ''[[Super Mario Bros. 3]]'', and ''[[Super Mario 64]]''.
The majority of the music in ''Super Mario Galaxy'' was composed and arranged by [[Mahito Yokota]], who penned the entirety of the soundtrack for [[Nintendo EAD|Nintendo EAD Tokyo]]'s first title, ''[[Donkey Kong Jungle Beat]]'' (2004). Longtime series composer [[Koji Kondo]] contributed four tracks himself and mentored Yokota in developing a sound appropriate for the title. It is the first ''Super Mario'' game to feature a fully orchestrated soundtrack.<ref name=iwata/> The game's {{wp|orchestra}} performed at the Sound Inn Studios in {{wp|Tokyo}} and consisted of roughly fifty members dubbed the "[[Mario Galaxy Orchestra]]". Koji Haishima, who had conducted pieces from [[Square Enix]]'s ''{{wp|Final Fantasy}}'' series and [[Capcom]]'s ''{{wp|Monster Hunter}}'' series, served as conductor.<ref name=soundtrack>{{cite|author=[[Mario Galaxy Orchestra]]|title=''[[Super Mario Galaxy Original Soundtrack]]''|archive=https://vgmdb.net/album/18649|archiver=Video Game Music Database|publisher=[[Nintendo|Nintendo of Europe]]|date=1 Jan. 2008}}</ref> Some of the pieces are orchestral arrangements of Kondo's compositions from ''[[Super Mario Bros.]]'', ''[[Super Mario Bros. 3]]'', and ''[[Super Mario 64]]''.


Yokota was professionally trained in orchestral composition and championed the use of an orchestra to producer [[Shigeru Miyamoto]] during the game's development. He was met with reluctance due to the anticipated expenses and the thought that it would detract from the player's immersion, which is why live instrumentation had seen only occasional use in prior Nintendo games.<ref name=iwata/> It was ultimately decided that a live orchestra would be appropriate for ''Super Mario Galaxy'' after Yokota spent three months trying to develop the best sound with little success. Based on the music of prior titles in the series, Yokota's first attempts derived from {{wp|Latin music|Latin}} and {{wp|pop music}}. Though approved by director [[Yoshiaki Koizumi]], Kondo was displeased. When Yokota presented his work to him, he said, "Yokota-san, if somewhere in your mind you have an image that Mario is cute, please get rid of it... Mario is cool." This experience and the strenuous three months of work briefly made Yokota consider leaving the project.<ref name=iwata/> A musical direction was definitively established when Yokota presented Miyamoto with three pieces – one orchestral, one a mix of orchestral and pop, and one entirely pop – and asked which he felt was the best style for ''Super Mario Galaxy''. Miyamoto chose the fully orchestrated one, remarking that it sounded "the most space-like". This piece, titled "[[Egg Planet]]", was penned by Koji Kondo. It accompanied the game's debut trailer during E3 2006 and is incorporated as the level theme for [[Good Egg Galaxy]] in the final product.<ref name=iwata/><ref name=soundtrack/> Miyamoto's preference for it is what allowed Yokota to find his sound.
Yokota was professionally trained in orchestral composition and championed the use of an orchestra to producer [[Shigeru Miyamoto]] during the game's development. He was met with reluctance due to the anticipated expenses and the thought that it would detract from the player's immersion, which is why live instrumentation had seen only occasional use in prior Nintendo games.<ref name=iwata/> It was ultimately decided that a live orchestra would be appropriate for ''Super Mario Galaxy'' after Yokota spent three months trying to develop the best sound with little success. Based on the music of prior titles in the series, Yokota's first attempts derived from {{wp|Latin music|Latin}} and {{wp|pop music}}. Though approved by director [[Yoshiaki Koizumi]], Kondo was displeased. When Yokota presented his work to him, he said, "Yokota-san, if somewhere in your mind you have an image that Mario is cute, please get rid of it... Mario is cool." This experience and the strenuous three months of work briefly made Yokota consider leaving the project.<ref name=iwata/> A musical direction was definitively established when Yokota presented Miyamoto with three pieces – one orchestral, one a mix of orchestral and pop, and one entirely pop – and asked which he felt was the best style for ''Super Mario Galaxy''. Miyamoto chose the fully orchestrated one, remarking that it sounded "the most space-like". This piece, titled "[[Egg Planet]]", was penned by Koji Kondo. It accompanied the game's debut trailer during E3 2006 and is incorporated as the level theme for [[Good Egg Galaxy]] in the final product.<ref name=iwata/><ref name=soundtrack/> Miyamoto's preference for it is what allowed Yokota to find his sound.
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Mahito Yokota composed roughly thirty pieces for ''Super Mario Galaxy'' and oversaw their recording at Sound Inn. Unlike most orchestras, a metronome was used during recording sessions that was set to a tempo adjacent to [[Mario]]'s running speed. He did this because he did not want the music to sound like a passive background element – he wanted it to sound like an organic part of the game.<ref name=iwata/> Another major way this was accomplished was with the music itself being an influenceable element.<ref name=napolitano>{{cite|author=Napolitano, Jayson|url=https://www.originalsoundversion.com/a-blast-from-the-past-koji-kondo-and-mahito-yokota-super-mario-galaxy-interview/|title=A Blast from the Past: Koji Kondo and Mahito Yokota Talk Super Mario Galaxy|publisher=Original Sound Version|date=23 Mar. 2010|accessdate=8 Apr. 2023}}</ref> For example, there are three variations of "[[Rosalina in the Observatory]]", the {{wp|waltz}} that plays on the Comet Observatory. The [[:File:Comet Observatory 1 Super Mario Galaxy.oga|first variation]] is what plays in the earliest portion of the game, when many areas are inaccessible and the observatory is largely cast in shadow. This variation is simplistic in orchestration. As the player accumulates more [[Power Star]]s and more areas on the Comet Observatory become accessible to the player, the variation that plays is progressively more richly orchestrated.<ref name=reale>Reale, Steven (2021). [https://doi.org/10.1017/9781108670289.014 Analytical Traditions and Game Music: Super Mario Galaxy as a Case Study]. ''The Cambridge Companion to Video Game Music'', Cambridge: Cambridge University Press. Page 193–219.</ref> Within the levels themselves, unique sound effects and musical queues correlate with the actions performed by the player in real-time. Sound director Masafumi Kawamura established this by building on what he had integrated in ''[[zeldawiki:The Legend of Zelda: The Wind Waker|The Legend of Zelda: The Wind Waker]]'' (2003) and ''Jungle Beat'', which comparably included instances where the player's actions would influence the music in limited, context-specific instances. In ''Super Mario Galaxy'', the player can influence sound throughout the majority of the game. It was accomplished by synchronizing a stream of the raw recording data from the orchestra with {{wp|MIDI|Musical Instruments Digital Interface (MIDI)}} data. This effect enhances the player's sense of rhythm and immersion within the game world.<ref name=iwata/><ref name=reale/><ref name=napolitano/>
Mahito Yokota composed roughly thirty pieces for ''Super Mario Galaxy'' and oversaw their recording at Sound Inn. Unlike most orchestras, a metronome was used during recording sessions that was set to a tempo adjacent to [[Mario]]'s running speed. He did this because he did not want the music to sound like a passive background element – he wanted it to sound like an organic part of the game.<ref name=iwata/> Another major way this was accomplished was with the music itself being an influenceable element.<ref name=napolitano>{{cite|author=Napolitano, Jayson|url=https://www.originalsoundversion.com/a-blast-from-the-past-koji-kondo-and-mahito-yokota-super-mario-galaxy-interview/|title=A Blast from the Past: Koji Kondo and Mahito Yokota Talk Super Mario Galaxy|publisher=Original Sound Version|date=23 Mar. 2010|accessdate=8 Apr. 2023}}</ref> For example, there are three variations of "[[Rosalina in the Observatory]]", the {{wp|waltz}} that plays on the Comet Observatory. The [[:File:Comet Observatory 1 Super Mario Galaxy.oga|first variation]] is what plays in the earliest portion of the game, when many areas are inaccessible and the observatory is largely cast in shadow. This variation is simplistic in orchestration. As the player accumulates more [[Power Star]]s and more areas on the Comet Observatory become accessible to the player, the variation that plays is progressively more richly orchestrated.<ref name=reale>Reale, Steven (2021). [https://doi.org/10.1017/9781108670289.014 Analytical Traditions and Game Music: Super Mario Galaxy as a Case Study]. ''The Cambridge Companion to Video Game Music'', Cambridge: Cambridge University Press. Page 193–219.</ref> Within the levels themselves, unique sound effects and musical queues correlate with the actions performed by the player in real-time. Sound director Masafumi Kawamura established this by building on what he had integrated in ''[[zeldawiki:The Legend of Zelda: The Wind Waker|The Legend of Zelda: The Wind Waker]]'' (2003) and ''Jungle Beat'', which comparably included instances where the player's actions would influence the music in limited, context-specific instances. In ''Super Mario Galaxy'', the player can influence sound throughout the majority of the game. It was accomplished by synchronizing a stream of the raw recording data from the orchestra with {{wp|MIDI|Musical Instruments Digital Interface (MIDI)}} data. This effect enhances the player's sense of rhythm and immersion within the game world.<ref name=iwata/><ref name=reale/><ref name=napolitano/>


On January 31, 2008, two soundtracks were made available in Japan through [[Club Nintendo]]. One is a standard edition with 28 tracks on a single disc. The other is a "platinum edition" that has 81 tracks across two discs. The platinum edition was released in Europe on the same date.<ref name=soundtrack/> The standard edition eventually saw a localized release in the United States on October 23, 2011 through its inclusion in a [[Wii]] console bundle.<ref name=meyer>{{cite|author=Meyer, John|url=https://www.wired.com/2011/10/wii-redesign/|title=Nintendo Bundles Redesigned Wii With Mario|publisher=WIRED|date=12 Oct. 2011|accessdate=8 Apr. 2023}}</ref> The platinum edition would not become available in the US until the release of ''[[Super Mario 3D All-Stars]]'' on September 18, 2020. Select pieces from ''Super Mario Galaxy'' are included in ''[[Super Mario History 1985-2010#CD track listing|Super Mario History 1985-2010 Sound Track CD]]'', ''[[Nintendo Sound Selection: Endings & Credits]]'', and ''[[The 30th Anniversary Super Mario Bros. Music]]''. Music from ''Super Mario Galaxy'' has been rearranged and incorporated into succeeding video games by Nintendo, including ''[[Super Mario Galaxy 2]]'', ''[[Super Mario 3D Land]]'', ''[[Super Mario 3D World]]'', ''[[Mario Kart 8]]'' ([[List of games by date#2014|2014]]), ''[[Captain Toad: Treasure Tracker]]'' (2014), ''[[Super Smash Bros. for Wii U]]'' (2014), ''[[Super Mario Odyssey]]'' ([[List of games by date#2017|2017]]), and ''[[Super Mario Maker 2]]'' ([[List of games by date#2019|2019]]). Film composer {{wp|Brian Tyler}} incorporated select compositions into melodies he penned for ''[[The Super Mario Bros. Movie]]''. Music from ''Super Mario Galaxy'' has been performed live in concert by the {{wp|Kanagawa Philharmonic Orchestra}}, the {{wp|WDR Rundfunkorchester Köln}}, and the {{wp|London Philharmonic Orchestra}}.<ref name=pressstart>{{cite|author=Famitsu|url=https://www.famitsu.com/game/news/1218410_1124.html|title=PRESS START 2008 -SYMPHONY OF GAMESの詳細リポートをお届け!|language=Japanese|publisher=Famitsu|date=29 Sept. 2008|accessdate=9 Apr. 2023}}</ref><ref name=greening>{{cite|author=Greening, Chris|url=https://www.squareenixmusic.com/features/interviews/thomasboecker6.shtml|title=Interview with Symphonic Legends Producer (September 2010)|publisher=Square Enix Music Online|date=Sept. 2010|accessdate=9 Apr. 2023}}</ref><ref name=lane>{{cite|author=Lane, Gavin|url=https://www.nintendolife.com/news/2020/12/video_listen_to_the_london_philharmonics_super_mario_medley_from_abbey_road Video|title=Listen To The London Philharmonic's Super Mario Medley From Abbey Road|publisher=Nintendo Life|date=11 Dec. 2020|accessdate=9 Apr. 2023}}</ref>
On January 31, 2008, two soundtracks were made available in Japan through [[Club Nintendo]]. One is a standard edition with 28 tracks on a single disc. The other is a "platinum edition" that has 81 tracks across two discs. The platinum edition was released in Europe on the same date.<ref name=soundtrack/> The standard edition eventually saw a localized release in the United States on October 23, 2011 through its inclusion in a [[Wii]] console bundle.<ref name=meyer>{{cite|author=Meyer, John|url=https://www.wired.com/2011/10/wii-redesign/|title=Nintendo Bundles Redesigned Wii With Mario|publisher=WIRED|date=12 Oct. 2011|accessdate=8 Apr. 2023}}</ref> The platinum edition would not become available in the US until the release of ''[[Super Mario 3D All-Stars]]'' on September 18, 2020. Select pieces from ''Super Mario Galaxy'' are included in ''[[Super Mario History 1985-2010#CD track listing|Super Mario History 1985-2010 Sound Track CD]]'', ''[[Nintendo Sound Selection: Endings & Credits]]'', and ''[[The 30th Anniversary Super Mario Bros. Music]]''. Music from ''Super Mario Galaxy'' has been rearranged and incorporated into succeeding video games by Nintendo, including ''[[Super Mario Galaxy 2]]'', ''[[Super Mario 3D Land]]'', ''[[Super Mario 3D World]]'', ''[[Mario Kart 8]]'' (2014), ''[[Captain Toad: Treasure Tracker]]'' (2014), ''[[Super Smash Bros. for Wii U]]'' (2014), ''[[Super Mario Odyssey]]'' (2017), and ''[[Super Mario Maker 2]]'' (2019). Film composer {{wp|Brian Tyler}} incorporated select compositions into melodies he penned for ''[[The Super Mario Bros. Movie]]''. Music from ''Super Mario Galaxy'' has been performed live in concert by the {{wp|Kanagawa Philharmonic Orchestra}}, the {{wp|WDR Rundfunkorchester Köln}}, and the {{wp|London Philharmonic Orchestra}}.<ref name=pressstart>{{cite|author=Famitsu|url=https://www.famitsu.com/game/news/1218410_1124.html|title=PRESS START 2008 -SYMPHONY OF GAMESの詳細リポートをお届け!|language=Japanese|publisher=Famitsu|date=29 Sept. 2008|accessdate=9 Apr. 2023}}</ref><ref name=greening>{{cite|author=Greening, Chris|url=https://www.squareenixmusic.com/features/interviews/thomasboecker6.shtml|title=Interview with Symphonic Legends Producer (September 2010)|publisher=Square Enix Music Online|date=Sept. 2010|accessdate=9 Apr. 2023}}</ref><ref name=lane>{{cite|author=Lane, Gavin|url=https://www.nintendolife.com/news/2020/12/video_listen_to_the_london_philharmonics_super_mario_medley_from_abbey_road Video|title=Listen To The London Philharmonic's Super Mario Medley From Abbey Road|publisher=Nintendo Life|date=11 Dec. 2020|accessdate=9 Apr. 2023}}</ref>
===Media===
===Media===
{{main-media}}
{{main-media}}
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==Pre-release and unused content==
==Pre-release and unused content==
{{main|List of Super Mario Galaxy pre-release and unused content}}
{{main|List of Super Mario Galaxy pre-release and unused content}}
When first showcased at {{wp|E3|E3 2006}}, Toads with star-shaped spots appeared in the game that provided the player hints and could transform into rabbits. Lumas serve this role in the final game. Rosalina was originally conceived as "related" to Princess Peach and had a [[:File:Princess Rosalina Concept Artwork.png|similar design]] reflecting this. Bonefin Galaxy was intended to be much darker, as was Deep Dark Galaxy. These were changed in the interest of playability. Guppy was first envisioned as a friendly character and had a design comparable to the [[Dolphin]]s from ''[[Super Mario World]]'' ([[List of games by date#1990|1990]]). Artwork of Sea Slide Galaxy and Beach Bowl Galaxy suggests that they were conceived as a single galaxy, with Beach Bowl's main planet in the center of Sea Slide's ring. The staff were sentimental for [[:File:SMG Concept Art 7.png|this piece of concept art]] titled ''Fortress'' because it was one of the first drawings made during development.<ref>Black, page 350</ref> The planet shown in the art is not in the final game, but it has some similarities to Good Egg Galaxy, Beach Bowl Galaxy, and Bowser Jr.'s Robot Reactor. The development team wanted to incorporate [[Yoshi]] and he appears in the 2005 "Super Mario Revolution" proposal documents, but he is relegated to cameos in the final release.<ref>{{cite|author=[[Satoru Iwata|Iwata, Satoru]]|url=https://iwataasks.nintendo.com/interviews/wii/supermariogalaxy2/0/0/|title=Wii interviews: Super Mario Galaxy 2|publisher=Iwata Asks|date=2010|accessdate=18 Apr. 2023}}</ref>
When first showcased at {{wp|E3|E3 2006}}, Toads with star-shaped spots appeared in the game that provided the player hints and could transform into rabbits. Lumas serve this role in the final game. Rosalina was originally conceived as "related" to Princess Peach and had a [[:File:Princess Rosalina Concept Artwork.png|similar design]] reflecting this. Bonefin Galaxy was intended to be much darker, as was Deep Dark Galaxy. These were changed in the interest of playability. Guppy was first envisioned as a friendly character and had a design comparable to the [[Dolphin]]s from ''[[Super Mario World]]'' (1990). Artwork of Sea Slide Galaxy and Beach Bowl Galaxy suggests that they were conceived as a single galaxy, with Beach Bowl's main planet in the center of Sea Slide's ring. The staff were sentimental for [[:File:SMG Concept Art 7.png|this piece of concept art]] titled ''Fortress'' because it was one of the first drawings made during development.<ref>Black, page 350</ref> The planet shown in the art is not in the final game, but it has some similarities to Good Egg Galaxy, Beach Bowl Galaxy, and Bowser Jr.'s Robot Reactor. The development team wanted to incorporate [[Yoshi]] and he appears in the 2005 "Super Mario Revolution" proposal documents, but he is relegated to cameos in the final release.<ref>{{cite|author=[[Satoru Iwata|Iwata, Satoru]]|url=https://iwataasks.nintendo.com/interviews/wii/supermariogalaxy2/0/0/|title=Wii interviews: Super Mario Galaxy 2|publisher=Iwata Asks|date=2010|accessdate=18 Apr. 2023}}</ref>


==Glitches==
==Glitches==
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To perform this glitch, the player should go to the level "[[Tarantox's Tangled Web]]". Mario should go to the final planet where [[Tarantox]] is fought and launch the green Toad onto the platform. Then, the player should jump into the sling pod and launch Mario onto the same platform so it breaks. If the player looks at Toad closely, he can be seen floating.
To perform this glitch, the player should go to the level "[[Tarantox's Tangled Web]]". Mario should go to the final planet where [[Tarantox]] is fought and launch the green Toad onto the platform. Then, the player should jump into the sling pod and launch Mario onto the same platform so it breaks. If the player looks at Toad closely, he can be seen floating.


===Out of bounds in Freezeflame Galaxy===
===Freezeflame Galaxy out of bounds glitch===
To perform this glitch the player should go to the Freezeflame Galaxy's mission "[[Hot and Cold Collide]]". Mario should reach the second planet and triple-jump in the walkway between the sides of the planet. The player should use the slope-climbing glitch to reach the top of the planet. When the player walks on the planet, random textures of ice water will appear. The planet surface will also appear in the wrong spot or be invisible.
To perform this glitch the player should go to the Freezeflame Galaxy's mission "[[Hot and Cold Collide]]". Mario should reach the second planet and triple-jump in the walkway between the sides of the planet. The player should use the slope-climbing glitch to reach the top of the planet. When the player walks on the planet, random textures of ice water will appear. The planet surface will also appear in the wrong spot or be invisible.


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===''Super Mario-kun'' adaptation===
===''Super Mario-kun'' adaptation===
The events of the game are adapted in three volumes of the manga ''[[Super Mario-kun]]''. The first volume, 38, was published October 28, 2008 and follows the conclusion of a story arc based on ''[[Super Paper Mario]]'' (2007). It sees Mario becoming demoralized after failing to rescue Princess Peach during the Star Festival, but his confidence is restored by Rosalina and the Lumas. He travels across various galaxies alongside them and other characters from ''Super Mario Galaxy''. In vol. 39, published March 27, 2009, Mario plays with most of the game's power-ups and rescues Luigi. The arc concludes in vol. 40, published November 27, 2009, and is followed by a storyline adapted from ''[[Mario & Luigi: Bowser's Inside Story]]'' ([[List of games by date#2009|2009]]).
The events of the game are adapted in three volumes of the manga ''[[Super Mario-kun]]''. The first volume, 38, was published October 28, 2008 and follows the conclusion of a story arc based on ''[[Super Paper Mario]]'' (2007). It sees Mario becoming demoralized after failing to rescue Princess Peach during the Star Festival, but his confidence is restored by Rosalina and the Lumas. He travels across various galaxies alongside them and other characters from ''Super Mario Galaxy''. In vol. 39, published March 27, 2009, Mario plays with most of the game's power-ups and rescues Luigi. The arc concludes in vol. 40, published November 27, 2009, and is followed by a storyline adapted from ''[[Mario & Luigi: Bowser's Inside Story]]'' (2009).


==Reception==
==Reception==
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The controls that come directly from the unique capabilities of the [[Wii#Wii Remote|Wii Remote]], namely [[spin]]ning and moving the [[Star Pointer]], were viewed as some of the best integrations of the console's features at the time, and starkly contrasted with Wii games from other developers.<ref name=kamikaze/><ref name=orry/> ''{{wp|Edge (magazine)|Edge}}'' elaborated that the Pointer allowed the player to engage with the game in two different ways simultaneously, all without making it feel cumbersome.<ref name=edgereview>{{cite|author=Edge Staff|archive=https://web.archive.org/web/20120609021824/http://www.edge-online.com/reviews/super-mario-galaxy-review|title=Super Mario Galaxy Review|deadlink=http://www.edge-online.com/reviews/super-mario-galaxy-review|publisher=Edge|date=25 Nov. 2007|accessdate=10 Jan. 2024}}</ref> [[Star Ball|Ball rolling]] and [[ray surfing]] were praised as some of the best examples of motion controls on the console.<ref name=robertson/><ref name=casamassina/><ref name=rogers>{{cite|author=Rogers, Tim|url=https://www.actionbutton.net/?p=295|title=Super Mario Galaxy|publisher=Action Button Dot Net|date=Dec. 2007}}</ref> The game's camera, and the ease with which it automatically followed the player, was viewed positively. ''Edge'' even described it as flawless.<ref name=edgereview/> However, most reviewers noted that it would struggle in areas that would benefit from more manual control,<ref name=linde/><ref name=navarro/> such as in the sprawling [[Honeyhive Galaxy]].<ref name=orry/> For {{wp|Matt Casamassina}} of ''{{wp|IGN}}'', the camera was one of the few issues he had with an otherwise near-flawless experience. In the decade following his review, he anticipated that ''Super Mario Galaxy'' would be celebrated as a classic, much like some of its predecessors.<ref name=casamassina/>
The controls that come directly from the unique capabilities of the [[Wii#Wii Remote|Wii Remote]], namely [[spin]]ning and moving the [[Star Pointer]], were viewed as some of the best integrations of the console's features at the time, and starkly contrasted with Wii games from other developers.<ref name=kamikaze/><ref name=orry/> ''{{wp|Edge (magazine)|Edge}}'' elaborated that the Pointer allowed the player to engage with the game in two different ways simultaneously, all without making it feel cumbersome.<ref name=edgereview>{{cite|author=Edge Staff|archive=https://web.archive.org/web/20120609021824/http://www.edge-online.com/reviews/super-mario-galaxy-review|title=Super Mario Galaxy Review|deadlink=http://www.edge-online.com/reviews/super-mario-galaxy-review|publisher=Edge|date=25 Nov. 2007|accessdate=10 Jan. 2024}}</ref> [[Star Ball|Ball rolling]] and [[ray surfing]] were praised as some of the best examples of motion controls on the console.<ref name=robertson/><ref name=casamassina/><ref name=rogers>{{cite|author=Rogers, Tim|url=https://www.actionbutton.net/?p=295|title=Super Mario Galaxy|publisher=Action Button Dot Net|date=Dec. 2007}}</ref> The game's camera, and the ease with which it automatically followed the player, was viewed positively. ''Edge'' even described it as flawless.<ref name=edgereview/> However, most reviewers noted that it would struggle in areas that would benefit from more manual control,<ref name=linde/><ref name=navarro/> such as in the sprawling [[Honeyhive Galaxy]].<ref name=orry/> For {{wp|Matt Casamassina}} of ''{{wp|IGN}}'', the camera was one of the few issues he had with an otherwise near-flawless experience. In the decade following his review, he anticipated that ''Super Mario Galaxy'' would be celebrated as a classic, much like some of its predecessors.<ref name=casamassina/>


''Famitsu'' gave ''Super Mario Galaxy'' a score of 38/40, with critics highlighting the variability of mechanics and accessibility of the controls.<ref name=kamikaze/><ref>{{cite|author=Dickens, Anthony|url=https://www.nintendolife.com/news/2007/10/famitsu_gives_super_mario_galaxy_3840|title=Famitsu Gives ''Super Mario Galaxy'' 38/40|publisher=Nintendo Life|date=24 Oct. 2007|accessdate=21 Mar. 2021}}</ref> Chris Scullion of ''[[NWiki:Official Nintendo Magazine|Official Nintendo Magazine]]'' gave the game a 97%, referring to it the best game of the decade while praising its visuals, sound, and gameplay elements.<ref>{{cite|author=Scullion, Chris|archive=https://web.archive.org/web/20141007110829/http://www.officialnintendomagazine.co.uk/|title=Super Mario Galaxy review|deadlink=http://www.officialnintendomagazine.co.uk/|publisher=Official Nintendo Magazine|format=23|date=Dec. 2007|page=72–77|accessdate=21 Mar. 2021}}</ref><ref>{{cite|author=Higginbotham, James|url=https://purenintendo.com/nintendo-magazine-uk-super-mario-galaxy-review/|title=Nintendo Magazine UK: Super Mario Galaxy Review|publisher=Pure Nintendo|date=2007|accessdate=21 Mar. 2021}}</ref> In 2011, ''Super Mario Galaxy'' was ranked number fifty-first in ''{{wp|Game Informer}}''{{'}}s "Top 200 Games of All Time".<ref>{{cite|author=McNamara, Andy, editor|title="Top 200 Games of All Time." ''Game Informer''|location=Minneapolis|publisher=GameStop|format=200|date=Dec. 2009}}</ref><ref>{{cite|author=dantebk|url=https://www.giantbomb.com/profile/dantebk/lists/game-informers-top-200-games-of-all-time/32009/|title=Game Informer's Top 200 Games of All Time|publisher=Giant Bomb|date=2011|accessdate=21 Mar. 2021}}</ref> ''[[Nintendo Power]]'' ranked it as best mainline ''[[Super Mario (series)|Super Mario]]'' game in its May 2012 issue and deemed [[Rosalina]] the "Best Supporting Character", stating "there are a lot of things in the Super Mario series that are fun, but very few are emotionally powerful; Rosalina is one of them."<ref>{{cite|author=Slate, Chris, editor in chief|title="Ultimate Super Mario." ''[[Nintendo Power]]''|format=278|location=San Francisco|publisher=Future US|date=May 2012|page=60–69}}</ref><ref>{{cite|author=White, Reggie, Jr.|url=http://gamingrockson.blogspot.ae/2012/05/nintendo-power-ranks-super-mario-series.html?m=1|title=Nintendo Power Ranks the Super Mario Series|publisher=GAMING ROCKS ON|date=18 May 2012|accessdate=21 Mar. 2021}}</ref> In their final issue, they ranked ''Super Mario Galaxy'' as the third greatest game of all time.<ref>{{cite|author=Thomason, Steve, editor in chief|title="NP's Favorite Games of All Time." ''[[Nintendo Power]]''|format=285|location=San Francisco|publisher=Future US|date=Dec. 2012|page=10–28}}</ref> In Japan, a 2021 poll conducted by {{wp|TV Asahi}} with over 50,000 participants found ''Super Mario Galaxy'' amongst the top 100 video games of all time, ranked number 56 out of 100.<ref name=asahi/><ref name=ashcraft/> The game has been praised by [[Gregg Mayles]], {{wp|Warren Spector}}, and {{wp|Tim Schafer}}.<ref>{{cite|author=Kim, Shane|archive=https://web.archive.org/web/20080705161926/http://computerandvideogames.com/article.php?id=188055&site=cvg|title=Banjo-Kazooie: Nuts and Bolts Q&A|deadlink=http://computerandvideogames.com/article.php?id=188055&site=cvg|publisher=Computer and Video Games|date=13 May, 2008|acessdate=9 Jan. 2024}}</ref><ref>{{cite|author=Gillen, Kieron|url=https://www.rockpapershotgun.com/rps-exclusive-warren-spector-interview-2|title=RPS Exclusive: Warren Spector Interview|publisher=Rock Paper Shotgun|date=13 Feb. 2008}}</ref><ref>{{cite|author=Schafer, Tim [TimOfLegend]|url=https://www.reddit.com/r/IAmA/comments/40i8ej/comment/cyuudv6/?utm_source=share&utm_medium=web2x&context=3|title=I LOVE the Mario Galaxy games (even though Psychonauts did relative gravity first :D {And I think Ratchet did it before us}). I like the more challenging platformers too, but I think those would have to be an optional thing, like on a harder difficulty setting, so they don't exclude more story-minded players|publisher=Reddit|date=11 Jan. 2016}}</ref><ref>{{cite|author=Turczyn, Coury|url=https://www.popcultmag.com/posts/qa-tim-schafers-never-ending-quest-to-inject-storytelling-into-video-games/|title=Q&A: Tim Schafer's never-ending quest to inject storytelling into video games|publisher=PopCult|date=26 Dec. 2017}}</ref>
''Famitsu'' gave ''Super Mario Galaxy'' a score of 38/40, with critics highlighting the variability of mechanics and accessibility of the controls.<ref name=kamikaze/><ref>{{cite|author=Dickens, Anthony|url=https://www.nintendolife.com/news/2007/10/famitsu_gives_super_mario_galaxy_3840|title=Famitsu Gives ''Super Mario Galaxy'' 38/40|publisher=Nintendo Life|date=24 Oct. 2007|accessdate=21 Mar. 2021}}</ref> Chris Scullion of ''[[NWiki:Official Nintendo Magazine|Official Nintendo Magazine]]'' gave the game a 97%, referring to it the best game of the decade while praising its visuals, sound, and gameplay elements.<ref>{{cite|author=Scullion, Chris|archive=https://web.archive.org/web/20141007110829/http://www.officialnintendomagazine.co.uk/|title=Super Mario Galaxy review|deadlink=http://www.officialnintendomagazine.co.uk/|publisher=Official Nintendo Magazine|format=23|date=Dec. 2007|page=72–77|accessdate=21 Mar. 2021}}</ref><ref>{{cite|author=Higginbotham, James|url=https://purenintendo.com/nintendo-magazine-uk-super-mario-galaxy-review/|title=Nintendo Magazine UK: Super Mario Galaxy Review|publisher=Pure Nintendo|date=2007|accessdate=21 Mar. 2021}}</ref> In 2011, ''Super Mario Galaxy'' was ranked number fifty-first in ''{{wp|Game Informer}}''{{'}}s "Top 200 Games of All Time".<ref>{{cite|author=McNamara, Andy, editor|title="Top 200 Games of All Time." ''Game Informer''|location=Minneapolis|publisher=GameStop|format=200|date=Dec. 2009}}</ref><ref>{{cite|author=dantebk|url=https://www.giantbomb.com/profile/dantebk/lists/game-informers-top-200-games-of-all-time/32009/|title=Game Informer's Top 200 Games of All Time|publisher=Giant Bomb|date=2011|accessdate=21 Mar. 2021}}</ref> ''[[Nintendo Power]]'' ranked it as best mainline ''[[Super Mario (series)|Super Mario]]'' game in its May 2012 issue and deemed [[Rosalina]] the "Best Supporting Character", stating "there are a lot of things in the Super Mario series that are fun, but very few are emotionally powerful; Rosalina is one of them."<ref>{{cite|author=Slate, Chris, editor in chief|title="Ultimate Super Mario." ''[[Nintendo Power]]''|format=278|location=San Francisco|publisher=Future US|date=May 2012|page=60–69}}</ref><ref>{{cite|author=White, Reggie, Jr.|url=http://gamingrockson.blogspot.ae/2012/05/nintendo-power-ranks-super-mario-series.html?m=1|title=Nintendo Power Ranks the Super Mario Series|publisher=GAMING ROCKS ON|date=18 May 2012|accessdate=21 Mar. 2021}}</ref> In their final issue, they ranked ''Super Mario Galaxy'' as the third greatest game of all time.<ref>{{cite|author=Thomason, Steve, editor in chief|title="NP's Favorite Games of All Time." ''[[Nintendo Power]]''|format=285|location=San Francisco|publisher=Future US|date=Dec. 2012|page=10–28}}</ref> In Japan, a 2021 poll conducted by {{wp|TV Asahi}} with over 50,000 participants found ''Super Mario Galaxy'' amongst the top 100 video games of all time, ranked number 56.<ref name=asahi/><ref name=ashcraft/> The game has been praised by [[Gregg Mayles]], {{wp|Warren Spector}}, and {{wp|Tim Schafer}}.<ref>{{cite|author=Kim, Shane|archive=https://web.archive.org/web/20080705161926/http://computerandvideogames.com/article.php?id=188055&site=cvg|title=Banjo-Kazooie: Nuts and Bolts Q&A|deadlink=http://computerandvideogames.com/article.php?id=188055&site=cvg|publisher=Computer and Video Games|date=13 May, 2008|acessdate=9 Jan. 2024}}</ref><ref>{{cite|author=Gillen, Kieron|url=https://www.rockpapershotgun.com/rps-exclusive-warren-spector-interview-2|title=RPS Exclusive: Warren Spector Interview|publisher=Rock Paper Shotgun|date=13 Feb. 2008}}</ref><ref>{{cite|author=Schafer, Tim [TimOfLegend]|url=https://www.reddit.com/r/IAmA/comments/40i8ej/comment/cyuudv6/?utm_source=share&utm_medium=web2x&context=3|title=I LOVE the Mario Galaxy games (even though Psychonauts did relative gravity first :D {And I think Ratchet did it before us}). I like the more challenging platformers too, but I think those would have to be an optional thing, like on a harder difficulty setting, so they don't exclude more story-minded players|publisher=Reddit|date=11 Jan. 2016}}</ref><ref>{{cite|author=Turczyn, Coury|url=https://www.popcultmag.com/posts/qa-tim-schafers-never-ending-quest-to-inject-storytelling-into-video-games/|title=Q&A: Tim Schafer's never-ending quest to inject storytelling into video games|publisher=PopCult|date=26 Dec. 2017}}</ref>


In terms of criticism, the opening cutscenes of ''Super Mario Galaxy'' were viewed as superfluous and overdrawn by some.<ref name=robertson/><ref name=dickens/> The lack of scripted voice acting for dialogue was more consistently criticized, especially during these cutscenes.<ref name=rogers/><ref name=casamassina/> Writing for ''VideoGamer'', Tory Orry believed that ''Super Mario Galaxy'' would have benefited from having a more centralized, character-driven story like other games of its {{wp|Seventh generation of video game consoles|generation}}.<ref name=orry/> Others believed narrative elements, such as [[Rosalina's Story]], felt forced<ref name=rogers/><ref name=nitrorad>{{cite|author=Lewell, James [Nitro Rad]|url=https://www.youtube.com/watch?v=JYsYaAZlUkE|title=Super Mario Galaxy - Nitro Rad|publisher=YouTube|date=19 Jan. 2018}}</ref> and needlessly dark in an otherwise joyful experience.<ref name=casamassina/> {{wp|Tim Rogers (writer)|Tim Rogers}} had a negative assessment of the game, feeling it spent too much time explaining actions to the player rather than building courses that intuitively convey them, as was done in ''[[Super Mario Bros. 3]]'' and ''Super Mario 64''.<ref name=rogers/> He also felt ''Super Mario Galaxy'' was easy to a disengaging degree,<ref name=rogers/> a sentiment partially shared by some positive outlets as well.<ref name=casamassina/><ref name=edgereview/> That being said, most critics felt the game struck an ideal, comfortable balance between being needlessly difficult and easy.<ref name=robertson/><ref name=kamikaze/> In a 2018 review on his {{wp|YouTube}} channel Nitro Rad, James Lewell noted that the levels in ''Super Mario Galaxy'' tend to funnel players down specific paths and do not encourage exploration in the same way its 3D predecessors do. Even if it was a more refined experience, he felt the open sandbox-styled design of ''Super Mario Sunshine'' was a superior direction for 3D ''Super Mario'' games.<ref name=nitrorad/> Scores and comments from some of the review outlets discussed above are provided below.
In terms of criticism, the opening cutscenes of ''Super Mario Galaxy'' were viewed as superfluous and overdrawn by some.<ref name=robertson/><ref name=dickens/> The lack of scripted voice acting for dialogue was more consistently criticized, especially during these cutscenes.<ref name=rogers/><ref name=casamassina/> Writing for ''VideoGamer'', Tory Orry believed that ''Super Mario Galaxy'' would have benefited from having a more centralized, character-driven story like other games of its {{wp|Seventh generation of video game consoles|generation}}.<ref name=orry/> Others believed narrative elements, such as [[Rosalina's Story]], felt forced<ref name=rogers/><ref name=nitrorad>{{cite|author=Lewell, James [Nitro Rad]|url=https://www.youtube.com/watch?v=JYsYaAZlUkE|title=Super Mario Galaxy - Nitro Rad|publisher=YouTube|date=19 Jan. 2018}}</ref> and needlessly dark in an otherwise joyful experience.<ref name=casamassina/> {{wp|Tim Rogers (writer)|Tim Rogers}} had a negative assessment of the game, feeling it spent too much time explaining actions to the player rather than building courses that intuitively convey them, as was done in ''[[Super Mario Bros. 3]]'' and ''Super Mario 64''.<ref name=rogers/> He also felt ''Super Mario Galaxy'' was easy to a disengaging degree,<ref name=rogers/> a sentiment partially shared by some positive outlets as well.<ref name=casamassina/><ref name=edgereview/> That being said, most critics felt the game struck an ideal, comfortable balance between being needlessly difficult and easy.<ref name=robertson/><ref name=kamikaze/> In a 2018 review on his {{wp|YouTube}} channel Nitro Rad, James Lewell noted that the levels in ''Super Mario Galaxy'' tend to funnel players down specific paths and do not encourage exploration in the same way its 3D predecessors do. Even if it was a more refined experience, he felt the open sandbox-styled design of ''Super Mario Sunshine'' was a superior direction for 3D ''Super Mario'' games.<ref name=nitrorad/> Scores and comments from some of the review outlets discussed above are provided below.
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Among game media outlets, ''Super Mario Galaxy'' was regarded as 2007's "{{wp|List of Game of the Year awards|Game of the Year}}" by the editing staff of ''{{wp|IGN}}'',<ref>{{cite|author=IGN staff|archive=https://web.archive.org/web/20080113203707/http://bestof.ign.com/2007/overall/25.html|title=IGN Best of 2007|deadlink=http://bestof.ign.com/2007/overall/25.html|publisher=IGN|date=13 Jan. 2008|accessdate=21 Mar. 2021}}</ref> ''{{wp|GameSpot}}'',<ref>{{cite|author=Editing staff|archive=https://web.archive.org/web/20091130095636/http://www.gamespot.com/best-games-of-2007/gameoftheyear/index.html?page=2|title=GameSpot's Best of 2007|deadlink=http://www.gamespot.com/best-games-of-2007/gameoftheyear/index.html?page=2|publisher=GameSpot|date=2008|accessdate=21 Mar. 2021}}</ref> ''{{wp|Kotaku}}'',<ref>{{cite|author=Crecente, Brian|archive=https://web.archive.org/web/20121008051051/http://kotaku.com/338725/kotakus-overall-game-of-the-year|title=Kotaku's Overall Game of the Year – 2007 Goaties|deadlink=https://kotaku.com/338725/kotakus-overall-game-of-the-year|publisher=Kotaku|date=28 Dec. 2007|accessdate=21 Mar. 2021}}</ref> ''{{wp|Yahoo! Games}}'',<ref>{{cite|author=Silverman, Ben|archive=https://web.archive.org/web/20071224063905/http://videogames.yahoo.com/events/game-of-the-year-2007/best-overall-game-of-2007/1177115/2|title=Best Overall Game of 2007|deadlink=http://videogames.yahoo.com/events/game-of-the-year-2007/best-overall-game-of-2007/1177115/2|publisher=Yahoo! Games|date=18 Dec. 2007|accessdate=21 Mar. 2021}}</ref> ''{{wp|GameTrailers}}'',<ref>{{cite|author=GameTrailers|archive=http://www.gametrailers.com/video/game-of-gametrailers-game/29286|title=GameTrailers Game of the Year Awards 2007|deadlink=http://www.gametrailers.com/video/game-of-gametrailers-game/29286|publisher=GameTrailers|date=1 Jan. 2008|accessdate=7 Jan. 2024}}</ref> and ''{{wp|Edge (magazine)|Edge}}''. It received the award for "Best Audio Design" from ''Edge'' as well in their annually published "Edge Awards".<ref>{{cite|author=Edge Staff|archive=https://web.archive.org/web/20121018165751/http://www.edge-online.com/features/edge-awards-2007/3/|title=THE EDGE AWARDS 2007|deadlink=http://www.edge-online.com/features/edge-awards-2007/3/|publisher=Edge Online|date=20 Dec. 2007|accessdate=21 Mar. 2021}}</ref>
Among game media outlets, ''Super Mario Galaxy'' was regarded as 2007's "{{wp|List of Game of the Year awards|Game of the Year}}" by the editing staff of ''{{wp|IGN}}'',<ref>{{cite|author=IGN staff|archive=https://web.archive.org/web/20080113203707/http://bestof.ign.com/2007/overall/25.html|title=IGN Best of 2007|deadlink=http://bestof.ign.com/2007/overall/25.html|publisher=IGN|date=13 Jan. 2008|accessdate=21 Mar. 2021}}</ref> ''{{wp|GameSpot}}'',<ref>{{cite|author=Editing staff|archive=https://web.archive.org/web/20091130095636/http://www.gamespot.com/best-games-of-2007/gameoftheyear/index.html?page=2|title=GameSpot's Best of 2007|deadlink=http://www.gamespot.com/best-games-of-2007/gameoftheyear/index.html?page=2|publisher=GameSpot|date=2008|accessdate=21 Mar. 2021}}</ref> ''{{wp|Kotaku}}'',<ref>{{cite|author=Crecente, Brian|archive=https://web.archive.org/web/20121008051051/http://kotaku.com/338725/kotakus-overall-game-of-the-year|title=Kotaku's Overall Game of the Year – 2007 Goaties|deadlink=https://kotaku.com/338725/kotakus-overall-game-of-the-year|publisher=Kotaku|date=28 Dec. 2007|accessdate=21 Mar. 2021}}</ref> ''{{wp|Yahoo! Games}}'',<ref>{{cite|author=Silverman, Ben|archive=https://web.archive.org/web/20071224063905/http://videogames.yahoo.com/events/game-of-the-year-2007/best-overall-game-of-2007/1177115/2|title=Best Overall Game of 2007|deadlink=http://videogames.yahoo.com/events/game-of-the-year-2007/best-overall-game-of-2007/1177115/2|publisher=Yahoo! Games|date=18 Dec. 2007|accessdate=21 Mar. 2021}}</ref> ''{{wp|GameTrailers}}'',<ref>{{cite|author=GameTrailers|archive=http://www.gametrailers.com/video/game-of-gametrailers-game/29286|title=GameTrailers Game of the Year Awards 2007|deadlink=http://www.gametrailers.com/video/game-of-gametrailers-game/29286|publisher=GameTrailers|date=1 Jan. 2008|accessdate=7 Jan. 2024}}</ref> and ''{{wp|Edge (magazine)|Edge}}''. It received the award for "Best Audio Design" from ''Edge'' as well in their annually published "Edge Awards".<ref>{{cite|author=Edge Staff|archive=https://web.archive.org/web/20121018165751/http://www.edge-online.com/features/edge-awards-2007/3/|title=THE EDGE AWARDS 2007|deadlink=http://www.edge-online.com/features/edge-awards-2007/3/|publisher=Edge Online|date=20 Dec. 2007|accessdate=21 Mar. 2021}}</ref>


Within a month of the game's release, ''Super Mario Galaxy'' won two awards at {{wp|Paramount Network|Spike TV}}'s {{wp|Spike Video Game Awards|2007 Video Game Awards}} in the United States.<ref name=technews>{{cite|author=Digital Tech News staff|archive=https://web.archive.org/web/20180928225501/http://www.digitaltechnews.com/news/2007/12/spike-tv-vga-20.html|title=Spike TV VGA 2007 - Video Game Awards Winners|deadlink=http://www.digitaltechnews.com/news/2007/12/spike-tv-vga-20.html|publisher=Digital Tech News|date=8 Dec. 2007|accessdate=4 Jan. 2024}}</ref> The game subsequently received thirteen nominations from six different organizations throughout 2008. On February 8th, the game won the award for "{{wp|D.I.C.E. Award for Adventure Game of the Year|Adventure Game of the Year}}" from the {{wp|Academy of Interactive Arts & Sciences}} at the {{wp|11th Annual Interactive Achievement Awards}}.<ref name=humblebrag>{{cite|author=[[Nintendo of America]]|archive=https://web.archive.org/web/20080213222404/http://www.nintendo.com/whatsnew/detail/LDsHV_120iafJ387QDMH-z467zT5F5r1|title=Did You Know? Nintendo Wins Two Interactive Achievement Awards|deadlink=http://www.nintendo.com/whatsnew/detail/LDsHV_120iafJ387QDMH-z467zT5F5r1|publisher=Nintendo Official Site|date=8 Feb. 2008|accessdate=21 Mar. 2021}}</ref> It was nominated in five other categories, including "{{wp|D.I.C.E. Award for Game of the Year|Overall Game of the Year}}" for which it was a finalist.<ref name=aias>{{cite|author=Academy of Interactive Arts & Sciences|url=https://www.interactive.org/games/video_game_details.asp?idAward=2008&idGame=934|title=Super Mario Galaxy|publisher=2008 11th Annual Interactive Achievement Awards|accessdate=5 Jan. 2024}}</ref> At the {{wp|Game Developers Choice Awards|8th Annual Game Developers Choice Awards}} on February 22, ''Super Mario Galaxy'' received nominations in two categories, one of which was another "Game of the Year" award.<ref name=gdca>{{cite|author=Informa Tech|url=https://gamechoiceawards.com/archive/gdca_8th|title=Archive - 8th Annual Game Developers Choice Awards|publisher=Game Developers Choice Awards|date=28 Apr. 2021|accessdate=5 Jan. 2024}}</ref> In March, the game was nominated for five awards and won two at the 7th Annual NAVGTR Awards from the National Academy of Video Game Trade Reviewers, an organization made up of game journalists in the United States.<ref name=navgtr>{{cite|author=National Academy of Video Game Trade Reviewers|url=https://navgtr.org/2007-awards/|title=2007 Awards|publisher=NAVGTR|accessdate=8 Jan. 2024}}</ref> In Japan, ''Super Mario Galaxy'' won "Game of the Year" alongside [[Capcom]]'s ''{{wp|Monster Hunter Freedom 2}}'' at the {{wp|Famitsu scores#Famitsu Awards|2007 Famitsu Awards}}. This award was graciously accepted by [[Yoshiaki Koizumi]].<ref name=famitsuawards>{{cite|author=Famitsu|url=https://www.famitsu.com/game/news/1214807_1124.html|title=【動画追加】'ファミ通アワード2007'の大賞は『モンスターハンターポータブル 2nd』と『スーパーマリオギャラクシー』に決定!|language=Japanese|publisher=Famitsu|date=14 May 2008|accessdate=5 Jan. 2024}}</ref> At the {{wp|Japan Game Awards|Japan Game Awards 2008}}, the game received the "award for excellence" in the Game of the Year Division from the {{wp|Computer Entertainment Supplier's Association}}.<ref name=cesa>{{cite|author=Computer Entertainment Supplier's Association|url=https://awards.cesa.or.jp/2008/english/press_081009n.html|title=Japan Game Awards 2008 'Games of the Year Division' Award Winners Chosen|publisher=Japan Game Awards 2008|date=9 Oct. 2008|accessdate=4 Jan. 2024}}</ref> The game was nominated for three awards at the {{wp|Golden Joystick Awards|Golden Joystick Awards 2008}} later that year.<ref name=joystick>{{cite|author=GamesRadar_UK|url=https://www.gamesradar.com/all-the-golden-joystick-awards-winners/|title=All the Golden Joystick Awards Winners|publisher=GamesRadar+|date=31 Oct. 2008|accessdate=4 Jan. 2024}}</ref>
Within a month of the game's release, ''Super Mario Galaxy'' won two awards at {{wp|Paramount Network|Spike TV}}'s {{wp|Spike Video Game Awards|2007 Video Game Awards}} in the United States.<ref name=technews>{{cite|author=Digital Tech News staff|archive=https://web.archive.org/web/20180928225501/http://www.digitaltechnews.com/news/2007/12/spike-tv-vga-20.html|title=Spike TV VGA 2007 - Video Game Awards Winners|deadlink=http://www.digitaltechnews.com/news/2007/12/spike-tv-vga-20.html|publisher=Digital Tech News|date=8 Dec. 2007|accessdate=4 Jan. 2024}}</ref> The game subsequently received thirteen nominations from six different organizations throughout 2008. On February 8th, the game won the award for "{{wp|D.I.C.E. Award for Adventure Game of the Year|Adventure Game of the Year}}" from the {{wp|Academy of Interactive Arts & Sciences}} at the {{wp|11th Annual Interactive Achievement Awards}}.<ref name=humblebrag>{{cite|author=[[Nintendo of America]]|archive=https://web.archive.org/web/20080213222404/http://www.nintendo.com/whatsnew/detail/LDsHV_120iafJ387QDMH-z467zT5F5r1|title=Did You Know? Nintendo Wins Two Interactive Achievement Awards|deadlink=http://www.nintendo.com/whatsnew/detail/LDsHV_120iafJ387QDMH-z467zT5F5r1|publisher=Nintendo Official Site|date=8 Feb. 2008|accessdate=21 Mar. 2021}}</ref> It was nominated in five other categories, including "{{wp|D.I.C.E. Award for Game of the Year|Overall Game of the Year}}" for which it was a finalist.<ref name=aias>{{cite|author=Academy of Interactive Arts & Sciences|url=https://www.interactive.org/games/video_game_details.asp?idAward=2008&idGame=934|title=Super Mario Galaxy|publisher=2008 11th Annual Interactive Achievement Awards|accessdate=5 Jan. 2024}}</ref> At the {{wp|Game Developers Choice Awards|8th Annual Game Developers Choice Awards}} on February 22, ''Super Mario Galaxy'' received nominations in two categories, one of which was another "Game of the Year" award.<ref name=gdca>{{cite|author=Informa Tech|url=https://gamechoiceawards.com/archive/gdca_8th|title=Archive - 8th Annual Game Developers Choice Awards|publisher=Game Developers Choice Awards|date=28 Apr. 2021|accessdate=5 Jan. 2024}}</ref> In March, the game was nominated for five awards and won two at the 7th Annual NAVGTR Awards from the National Academy of Video Game Trade Reviewers.<ref name=navgtr>{{cite|author=National Academy of Video Game Trade Reviewers|url=https://navgtr.org/2007-awards/|title=2007 Awards|publisher=NAVGTR|accessdate=8 Jan. 2024}}</ref> In Japan, ''Super Mario Galaxy'' won "Game of the Year" alongside [[Capcom]]'s ''{{wp|Monster Hunter Freedom 2}}'' at the {{wp|Famitsu scores#Famitsu Awards|2007 Famitsu Awards}}. It was graciously accepted by [[Yoshiaki Koizumi]].<ref name=famitsuawards>{{cite|author=Famitsu|url=https://www.famitsu.com/game/news/1214807_1124.html|title=【動画追加】'ファミ通アワード2007'の大賞は『モンスターハンターポータブル 2nd』と『スーパーマリオギャラクシー』に決定!|language=Japanese|publisher=Famitsu|date=14 May 2008|accessdate=5 Jan. 2024}}</ref> At the {{wp|Japan Game Awards|Japan Game Awards 2008}}, the game received the "award for excellence" in the Game of the Year Division from the {{wp|Computer Entertainment Supplier's Association}}.<ref name=cesa>{{cite|author=Computer Entertainment Supplier's Association|url=https://awards.cesa.or.jp/2008/english/press_081009n.html|title=Japan Game Awards 2008 'Games of the Year Division' Award Winners Chosen|publisher=Japan Game Awards 2008|date=9 Oct. 2008|accessdate=4 Jan. 2024}}</ref> The game was nominated for three awards at the {{wp|Golden Joystick Awards|Golden Joystick Awards 2008}} later that year.<ref name=joystick>{{cite|author=GamesRadar_UK|url=https://www.gamesradar.com/all-the-golden-joystick-awards-winners/|title=All the Golden Joystick Awards Winners|publisher=GamesRadar+|date=31 Oct. 2008|accessdate=4 Jan. 2024}}</ref>


During 2009, in what was recognized as a "surprise" by the press,<ref name=ward>{{cite|author=Ward, Mark|url=http://news.bbc.co.uk/2/hi/technology/7933672.stm|title=As it happened: Bafta Game Awards|publisher=BBC News|date=10 Mar. 2009|accessdate=5 Jan. 2024}}</ref><ref name=oduba>{{cite|author=Oduba, Ore, Leah Gooding, Sonali, Hayley Cutts, and Ricky Boleto|url=http://news.bbc.co.uk/cbbcnews/hi/newsid_7930000/newsid_7936600/7936675.stm|title=Super Mario Galaxy's surprise win|publisher=CBBC Newsround|date=11 Mar. 2009|accessdate=5 Jan. 2024}}</ref><ref name=cellan-jones>{{cite|author=Cellan-Jones, Rory|url=http://news.bbc.co.uk/1/hi/technology/7936204.stm|title=Three Baftas for Call of Duty 4|publisher=BBC News|date=11 Mar. 2009|accessdate=5 Jan. 2024}}</ref> ''Super Mario Galaxy'' won "Best Game" at the {{wp|5th British Academy Games Awards}} and was the first Nintendo game to ever receive the award.<ref name=nelson>{{cite|author=Nelson, Randy|url=https://www.engadget.com/2009/03/11/super-mario-galaxy-voted-best-game-by-bafta/|title=Super Mario Galaxy voted 'best game' by BAFTA|publisher=Engadget|date=11 Mar. 2009|accessdate=21 Mar. 2021}}</ref> It was accepted on behalf of the development team by Rob Lowe, the senior product manager at [[Nintendo|Nintendo UK]], who reportedly took the opportunity to defend the title against claims that it is not a "gamer's game."<ref name=ward/> ''Super Mario Galaxy'' was nominated for the "Gameplay" and "Use of Audio" awards as well, but lost to {{wp|Activision}}'s ''{{wp|Call of Duty 4: Modern Warfare}}'' and {{wp|Electronic Arts}}' ''{{wp|Dead Space (2008 video game)|Dead Space}}'', respectively.<ref name=bafta>{{cite|author=British Academy of Film and Television Arts|url=https://awards.bafta.org/award/2009/games|title=Games in 2009|publisher=BAFTA Awards|accessdate=6 Jan. 2024}}</ref> At the {{wp|2012 Kids' Choice Awards}}, ''Super Mario Galaxy'' was nominated for "{{wp|Kids' Choice Award for Favorite Video Game|Favorite Video Game}}" a year after its [[Super Mario Galaxy 2|sequel]] was.<ref>{{cite|author=Still, Jennifer|url=https://www.digitalspy.com/showbiz/a303161/in-full-kids-choice-awards-nominees-2011/|title=In Full: Kids' Choice Awards Nominees 2011|publisher=Digital Spy|date=10 Feb. 2011}}</ref><ref name=goodacre>{{cite|author=Goodacre, Kate|url=https://www.digitalspy.com/showbiz/a366300/nickelodeon-kids-choice-awards-2012-nominations-in-full|title=Nickelodeon Kids Choice Awards 2012: Nominations in Full|publisher=Digital Spy|date=17 Feb. 2012|accessdate=4 Jan. 2024}}</ref> It lost to ''{{wp|Just Dance 3}}''.<ref name=goldderby>{{cite|author=Gold Derby News Desk|url=https://www.goldderby.com/article/2012/kids-choice-awards-2012-complete-list-of-winners/|title=Kids' Choice Awards 2012: Complete List of Winners|publisher=GoldDerby|date=31 Mar. 2012|accessdate=5 Jan. 2024}}</ref> Each organization to recognize ''Super Mario Galaxy'' and its respective award nominations are listed below.
During 2009, in what was recognized as a "surprise" by the {{wp|BBC}},<ref name=ward>{{cite|author=Ward, Mark|url=http://news.bbc.co.uk/2/hi/technology/7933672.stm|title=As it happened: Bafta Game Awards|publisher=BBC News|date=10 Mar. 2009|accessdate=5 Jan. 2024}}</ref><ref name=oduba>{{cite|author=Oduba, Ore, Leah Gooding, Sonali, Hayley Cutts, and Ricky Boleto|url=http://news.bbc.co.uk/cbbcnews/hi/newsid_7930000/newsid_7936600/7936675.stm|title=Super Mario Galaxy's surprise win|publisher=CBBC Newsround|date=11 Mar. 2009|accessdate=5 Jan. 2024}}</ref><ref name=cellan-jones>{{cite|author=Cellan-Jones, Rory|url=http://news.bbc.co.uk/1/hi/technology/7936204.stm|title=Three Baftas for Call of Duty 4|publisher=BBC News|date=11 Mar. 2009|accessdate=5 Jan. 2024}}</ref> ''Super Mario Galaxy'' won "Best Game" at the {{wp|5th British Academy Games Awards}} and was the first Nintendo game to ever receive the award.<ref name=nelson>{{cite|author=Nelson, Randy|url=https://www.engadget.com/2009/03/11/super-mario-galaxy-voted-best-game-by-bafta/|title=Super Mario Galaxy voted 'best game' by BAFTA|publisher=Engadget|date=11 Mar. 2009|accessdate=21 Mar. 2021}}</ref> It was accepted on behalf of the development team by senior product manager Rob Lowe, who took the opportunity to defend the title against claims that it is not a "gamer's game."<ref name=ward/> ''Super Mario Galaxy'' was nominated for the "Gameplay" and "Use of Audio" awards as well, but lost to {{wp|Activision}}'s ''{{wp|Call of Duty 4: Modern Warfare}}'' and {{wp|Electronic Arts}}' ''{{wp|Dead Space (2008 video game)|Dead Space}}'', respectively.<ref name=bafta>{{cite|author=British Academy of Film and Television Arts|url=https://awards.bafta.org/award/2009/games|title=Games in 2009|publisher=BAFTA Awards|accessdate=6 Jan. 2024}}</ref> At the {{wp|2012 Kids' Choice Awards}}, ''Super Mario Galaxy'' was nominated for "{{wp|Kids' Choice Award for Favorite Video Game|Favorite Video Game}}" a year after its [[Super Mario Galaxy 2|sequel]] was.<ref>{{cite|author=Still, Jennifer|url=https://www.digitalspy.com/showbiz/a303161/in-full-kids-choice-awards-nominees-2011/|title=In Full: Kids' Choice Awards Nominees 2011|publisher=Digital Spy|date=10 Feb. 2011}}</ref><ref name=goodacre>{{cite|author=Goodacre, Kate|url=https://www.digitalspy.com/showbiz/a366300/nickelodeon-kids-choice-awards-2012-nominations-in-full|title=Nickelodeon Kids Choice Awards 2012: Nominations in Full|publisher=Digital Spy|date=17 Feb. 2012|accessdate=4 Jan. 2024}}</ref> It lost to ''{{wp|Just Dance 3}}''.<ref name=goldderby>{{cite|author=Gold Derby News Desk|url=https://www.goldderby.com/article/2012/kids-choice-awards-2012-complete-list-of-winners/|title=Kids' Choice Awards 2012: Complete List of Winners|publisher=GoldDerby|date=31 Mar. 2012|accessdate=5 Jan. 2024}}</ref> Each organization to recognize ''Super Mario Galaxy'' and its respective award nominations are listed below.
{|class="wikitable reviews"
{|class="wikitable reviews"
!colspan="7"style="font-size:120%;text-align:center;background-color:silver"|Awards
!colspan="7"style="font-size:120%;text-align:center;background-color:silver"|Awards
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''Super Mario Galaxy'' was the first ''Super Mario'' game to be officially localized to French for {{wp|Quebec}}. This region had previously received games in English. This followed a deal between the {{wp|Office québécois de la langue française}} and the video game industry to have every game available for that region in French by 2009. In the Quebec localization, non-playable characters (particularly the [[Luma]]s and the [[Toad Brigade]]) make heavy use of {{wp|Joual}}, a {{wp|Sociolect|social dialect}} of {{wp|Quebec French}}. This localization choice sparked a minor controversy, with representatives of the Office québécois de la langue française and the {{wp|Union des artistes}} criticizing it for promoting poor literacy to children.<ref name=parent>{{cite|author=Parent, Marie-Joëlle|archive=https://archive.is/GOXD|title=Nouveaux jeux Nintendo: un français lamentable|language=French|deadlink=http://fr.canoe.ca/techno/nouvelles/archives/2007/11/20071108-111756.html|publisher=Canoë|date=8 Nov. 2007|accessdate=21 Mar. 2021}}</ref> [[Nintendo|Nintendo of Canada]] marketing director Farjad Iravani stated that Joual was integrated to "localize the game for the market" in mind, with Quebec making up 25% of Canadian sales for Nintendo at the time.<ref name=parent/>
''Super Mario Galaxy'' was the first ''Super Mario'' game to be officially localized to French for {{wp|Quebec}}. This region had previously received games in English. This followed a deal between the {{wp|Office québécois de la langue française}} and the video game industry to have every game available for that region in French by 2009. In the Quebec localization, non-playable characters (particularly the [[Luma]]s and the [[Toad Brigade]]) make heavy use of {{wp|Joual}}, a {{wp|Sociolect|social dialect}} of {{wp|Quebec French}}. This localization choice sparked a minor controversy, with representatives of the Office québécois de la langue française and the {{wp|Union des artistes}} criticizing it for promoting poor literacy to children.<ref name=parent>{{cite|author=Parent, Marie-Joëlle|archive=https://archive.is/GOXD|title=Nouveaux jeux Nintendo: un français lamentable|language=French|deadlink=http://fr.canoe.ca/techno/nouvelles/archives/2007/11/20071108-111756.html|publisher=Canoë|date=8 Nov. 2007|accessdate=21 Mar. 2021}}</ref> [[Nintendo|Nintendo of Canada]] marketing director Farjad Iravani stated that Joual was integrated to "localize the game for the market" in mind, with Quebec making up 25% of Canadian sales for Nintendo at the time.<ref name=parent/>


Following the negative press surrounding ''Super Mario Galaxy'' and the similarly localized ''[[zeldawiki:The Legend of Zelda: Phantom Hourglass|The Legend of Zelda: Phantom Hourglass]]'' (2007), nearly all subsequent Québécois releases have been in {{wp|standard French}}. As of 2024, the only exception has been ''[[Paper Mario: Sticker Star]]'' ([[List of games by date#2012|2012]]), which also features the Joual dialect.
Following the negative press surrounding ''Super Mario Galaxy'' and the similarly localized ''[[zeldawiki:The Legend of Zelda: Phantom Hourglass|The Legend of Zelda: Phantom Hourglass]]'' (2007), nearly all subsequent Québécois releases have been in {{wp|standard French}}. As of 2024, the only exception has been ''[[Paper Mario: Sticker Star]]'' (2012), which also features the Joual dialect.


==Themes==
==Themes==
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''Super Mario Galaxy'' has been noted for its {{wp|Theme (narrative)|narrative themes}}, the very presence of which has been described as exceptional when compared to other titles in the ''[[Super Mario (series)|Super Mario]]'' series.<ref name=kohler1/><ref name=nitrorad/> The game explores themes of isolation, {{wp|grief}}, {{wp|Family of choice|found family}}, {{wp|acceptance}}, and {{wp|Reincarnation|rebirth}}.<ref name=geller/><ref name=benfell>{{cite|author=Benfell, Grace|url=https://www.gamespot.com/articles/super-mario-galaxy-showed-us-something-the-series-hadnt-before-and-hasnt-since/1100-6509083/|title=Super Mario Galaxy Showed Us Something the Series Hadn’t Before, and Hasn’t Since|publisher=GameSpot|date=12 Nov. 2022}}</ref><ref name=kim>{{cite|author=Kim, Minsoo|url=https://medium.com/@almkim/super-mario-galaxy-and-why-its-important-to-me-3c4a7c1d59eb|title=Super Mario Galaxy (and why it’s important to me)|publisher=Medium|date=22 May 2023}}</ref><ref name=webb>{{cite|author=Webb, Sophie|url=https://www.redbrick.me/super-mario-galaxy-in-space-no-one-can-hear-you-mamma-mia/|title=Super Mario Galaxy: In Space No-One Can Hear You Mamma Mia|publisher=Redbrick|location=University of Birmingham Guild of Students|date=13 Nov. 2023}}</ref>
''Super Mario Galaxy'' has been noted for its {{wp|Theme (narrative)|narrative themes}}, the very presence of which has been described as exceptional when compared to other titles in the ''[[Super Mario (series)|Super Mario]]'' series.<ref name=kohler1/><ref name=nitrorad/> The game explores themes of isolation, {{wp|grief}}, {{wp|Family of choice|found family}}, {{wp|acceptance}}, and {{wp|Reincarnation|rebirth}}.<ref name=geller/><ref name=benfell>{{cite|author=Benfell, Grace|url=https://www.gamespot.com/articles/super-mario-galaxy-showed-us-something-the-series-hadnt-before-and-hasnt-since/1100-6509083/|title=Super Mario Galaxy Showed Us Something the Series Hadn’t Before, and Hasn’t Since|publisher=GameSpot|date=12 Nov. 2022}}</ref><ref name=kim>{{cite|author=Kim, Minsoo|url=https://medium.com/@almkim/super-mario-galaxy-and-why-its-important-to-me-3c4a7c1d59eb|title=Super Mario Galaxy (and why it’s important to me)|publisher=Medium|date=22 May 2023}}</ref><ref name=webb>{{cite|author=Webb, Sophie|url=https://www.redbrick.me/super-mario-galaxy-in-space-no-one-can-hear-you-mamma-mia/|title=Super Mario Galaxy: In Space No-One Can Hear You Mamma Mia|publisher=Redbrick|location=University of Birmingham Guild of Students|date=13 Nov. 2023}}</ref>


The game invokes feelings of isolation and sadness through its [[#Setting|outer space setting]]. Most [[galaxy|galaxies]] are enveloped by vast, dark skies pierced by stars and distant suns. There are story scenarios, [[mission]]s, locations, and musical queues interlaced in the game that intentionally draw attention away from its more vigorous, joyful elements to focus on the dispassionate coldness of space, amplifying [[Mario]]'s relative insignificance to a vast, endless universe. Video essayist Jacob Geller notes that these conditions give the player a moment to decompress after action-orientated gameplay and foster contemplativeness. Such conditions are interpreted as existentialistic and sad,<ref name=nitrorad/> but not despairing.<ref name=geller/><ref name=kim/><ref name=webb/> Grace Benfell of ''{{wp|GameSpot}}'' describes the evoked feeling as an "existential, joyful melancholy."<ref name=benfell/>
The game invokes feelings of isolation and sadness through its [[#Setting|outer space setting]]. Most [[galaxy|galaxies]] are enveloped by vast, dark skies pierced by stars and distant suns. There are story scenarios, [[mission]]s, locations, and musical cues interlaced in the game that intentionally draw attention away from its more vigorous, joyful elements to focus on the dispassionate coldness of space, amplifying [[Mario]]'s relative insignificance to a vast, endless universe. Video essayist Jacob Geller notes that these conditions give the player a moment to decompress after action-orientated gameplay and foster contemplativeness. Such conditions are interpreted as existentialistic and sad,<ref name=nitrorad/> but not despairing.<ref name=geller/><ref name=kim/><ref name=webb/> Grace Benfell of ''{{wp|GameSpot}}'' describes the evoked feeling as an "existential, joyful melancholy."<ref name=benfell/>


Benfell also comments on the integration of [[Luma]]s in the game.<ref name=benfell/> The childlike creatures are predestined to become celestial bodies at the end of their life cycles. The objects Mario directly interacts with are implied (and sometimes even directly demonstrated) to have once been Lumas themselves, with [[Launch Star]]s having once been yellow Lumas, [[Pull Star]]s once blue ones, and so on. As a gameplay mechanic, [[Hungry Luma]]s permanently transform into wholly new planets and [[Galaxy|galaxies]] once fed a requested number of [[Star Bit]]s. These planets are instantaneously lush with flora and sometimes already bear communities of [[#Non-playable characters|people]] and [[#Enemies and obstacles|creatures]] living on them. As Benfell argues, this mechanic implies ''everything'' in the game, from whole worlds to animals to small objects, are "made" out of Lumas.<ref name=benfell/> This interpretation is confirmed directly in the game.<ref>{{cite|quote=The Luma that's been traveling with you may also grow up to become a star someday. Some Lumas become planets...some become comets...and a few become Power Stars.|author=[[Rosalina]] during "[[Gateway's Purple Coins]]"|title=''Super Mario Galaxy'' by [[Nintendo EAD Tokyo]]|format=North American Localization|publisher=[[Nintendo of America]]|date=12 Nov. 2007|accessdate=Retrieved 4 Jan. 2024}}</ref> The cycle of rebirth in Lumas likely derives from the {{wp|Stellar evolution|life cycle of real stars}} and the knowledge that the majority of {{wp|Chemical element#Origin of the elements|elements}}, including all the ones that make up living things, were created and distributed across the universe by dying stars.<ref>{{cite|author=Melina, Remy|url=https://www.livescience.com/32828-humans-really-made-stars.html|title=Are we really all made from stars?|publisher=Live Science|date=15 June 2023}}</ref> Benfell equates transformation with death, an often negative theme in art. However, she elaborates that it is in dying that new life comes to be, including newborn Lumas, so it is an essential component to how the universe functions in an {{wp|Entropy|entropic}} cycle of continuous rebirth.<ref name=benfell/>
Benfell also comments on the integration of [[Luma]]s in the game.<ref name=benfell/> The childlike creatures are predestined to become celestial bodies at the end of their life cycles. The objects Mario directly interacts with are implied (and sometimes even directly demonstrated) to have once been Lumas themselves, with [[Launch Star]]s having once been yellow Lumas, [[Pull Star]]s once blue ones, and so on. As a gameplay mechanic, [[Hungry Luma]]s permanently transform into wholly new planets and [[Galaxy|galaxies]] once fed a requested number of [[Star Bit]]s. These planets are instantaneously lush with flora and sometimes already bear communities of [[#Non-playable characters|people]] and [[#Enemies and obstacles|creatures]] living on them. As Benfell argues, this mechanic implies ''everything'' in the game, from whole worlds to animals to small objects, are "made" out of Lumas.<ref name=benfell/> This interpretation is confirmed directly in the game.<ref>{{cite|quote=The Luma that's been traveling with you may also grow up to become a star someday. Some Lumas become planets...some become comets...and a few become Power Stars.|author=[[Rosalina]] during "[[Gateway's Purple Coins]]"|title=''Super Mario Galaxy'' by [[Nintendo EAD Tokyo]]|format=North American Localization|publisher=[[Nintendo of America]]|date=12 Nov. 2007|accessdate=Retrieved 4 Jan. 2024}}</ref> The cycle of rebirth in Lumas likely derives from the {{wp|Stellar evolution|life cycle of real stars}} and the knowledge that the majority of {{wp|Chemical element#Origin of the elements|elements}}, including all the ones that make up living things, were created and distributed across the universe by dying stars.<ref>{{cite|author=Melina, Remy|url=https://www.livescience.com/32828-humans-really-made-stars.html|title=Are we really all made from stars?|publisher=Live Science|date=15 June 2023}}</ref> Benfell equates transformation with death, an often negative theme in art. However, she elaborates that it is in dying that new life comes to be, including newborn Lumas, so it is an essential component to how the universe functions in an {{wp|Entropy|entropic}} cycle of continuous rebirth.<ref name=benfell/>
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[[Shigeru Miyamoto]] considers ''Super Mario Galaxy'' to be the "true" sequel to ''[[Super Mario 64]]'', not ''[[Super Mario Sunshine]]''.<ref name=kohler1/> Though originally not characterized as such,<ref name=kohler1/><ref>{{cite|author=Hoffman, Chris|date=Oct. 2007|title="Reach for the Stars." ''[[Nintendo Power]]''|format=220|location=Redmond|publisher=[[Nintendo of America]]|page=34–39}}</ref><ref name=slate>{{cite|author=Slate, Chris|date=Oct. 2011|title="Keys to the Kingdom." ''[[Nintendo Power]]''|format=272|location=San Francisco|publisher=Future US|page=48–54}}</ref><ref name=kohler2>{{cite|author=Kohler, Chris|date=21 Nov. 2013|title=Nintendo, Please Make Me a Single-Player Mario Game Again|url=https://www.wired.com/2013/11/mario-3d-world/|publisher=WIRED}}</ref><ref name=phillips>{{cite|author=Phillips, Tom|date=5 Sept. 2015|title=Super Mario Galaxy 3 possible, but not before Nintendo's next console|url=https://www.eurogamer.net/super-mario-galaxy-3-opportunity-as-hardware-technology-gets-better-and-advances|publisher=Eurogamer}}</ref> the game has been internally recognized as a different type of 3D game from its predecessors and for having directly informed the structure of the subsequent three 3D ''[[Super Mario (series)|Super Mario]]'' games, collectively called the course clear-style games.<ref name=switch/> One of these games, ''[[Super Mario Galaxy 2]]'', is a direct sequel and the first one to have been released on the same console as its predecessor since ''[[Super Mario Land 2: 6 Golden Coins]]''.{{footnote|main|C}} Building upon the first game's design principals, its courses are more linear and reliant on 2D sections. The outer space theming is subdued. Gameplay components like the world map and [[Prankster Comet]]s are less complex. The [[Starship Mario|hub world]] is smaller than the Comet Observatory, and the unique narrative elements of ''Super Mario Galaxy'' are muted. These changes were made to further foster accessibility to a wider audience and reduce dependency on camera controls.
[[Shigeru Miyamoto]] considers ''Super Mario Galaxy'' to be the "true" sequel to ''[[Super Mario 64]]'', not ''[[Super Mario Sunshine]]''.<ref name=kohler1/> Though originally not characterized as such,<ref name=kohler1/><ref>{{cite|author=Hoffman, Chris|date=Oct. 2007|title="Reach for the Stars." ''[[Nintendo Power]]''|format=220|location=Redmond|publisher=[[Nintendo of America]]|page=34–39}}</ref><ref name=slate>{{cite|author=Slate, Chris|date=Oct. 2011|title="Keys to the Kingdom." ''[[Nintendo Power]]''|format=272|location=San Francisco|publisher=Future US|page=48–54}}</ref><ref name=kohler2>{{cite|author=Kohler, Chris|date=21 Nov. 2013|title=Nintendo, Please Make Me a Single-Player Mario Game Again|url=https://www.wired.com/2013/11/mario-3d-world/|publisher=WIRED}}</ref><ref name=phillips>{{cite|author=Phillips, Tom|date=5 Sept. 2015|title=Super Mario Galaxy 3 possible, but not before Nintendo's next console|url=https://www.eurogamer.net/super-mario-galaxy-3-opportunity-as-hardware-technology-gets-better-and-advances|publisher=Eurogamer}}</ref> the game has been internally recognized as a different type of 3D game from its predecessors and for having directly informed the structure of the subsequent three 3D ''[[Super Mario (series)|Super Mario]]'' games, collectively called the course clear-style games.<ref name=switch/> One of these games, ''[[Super Mario Galaxy 2]]'', is a direct sequel and the first one to have been released on the same console as its predecessor since ''[[Super Mario Land 2: 6 Golden Coins]]''.{{footnote|main|C}} Building upon the first game's design principals, its courses are more linear and reliant on 2D sections. The outer space theming is subdued. Gameplay components like the world map and [[Prankster Comet]]s are less complex. The [[Starship Mario|hub world]] is smaller than the Comet Observatory, and the unique narrative elements of ''Super Mario Galaxy'' are muted. These changes were made to further foster accessibility to a wider audience and reduce dependency on camera controls.


The design of 3D ''Super Mario'' was further streamlined in ''[[Super Mario 3D Land]]'' and ''[[Super Mario 3D World]]'', the other two course clear-style games. They were perceived to have adopted more design principals from the concurrent ''[[New Super Mario Bros. (series)|New Super Mario Bros.]]'' games than the hakoniwa ones of their 3D predecessors.<ref name=slate/><ref name=kohler2/><ref name=hakoniwa/> ''[[Super Mario Odyssey]]'' was the first 3D game to not be explicitly tied to ''Super Mario Galaxy'' in fifteen years, but it still incorporated elements derived from the game. The [[Moon Kingdom]] was created to contrast with ''Super Mario Galaxy'' specifically, with more realistic topography.<ref>{{cite|author=[[Rikuto Yoshida|Yoshida, Rikuto]]|date=2019|title="Moon Kingdom" in ''[[The Art of Super Mario Odyssey]]'' by Kazuya Sakai, kikai, Rachel Roberts, and Jenny Blenk, editors|format=First English Edition|location=Milwaukie|publisher=[[Dark Horse]]|page=281}}</ref> [[Gravity]] is generally weaker in the lunar kingdoms, making [[jump]]s floatier, and a few 2D areas include spherical worlds.  [[Kenta Motokura]] cites the game as the inspiration behind [[Snapshot Mode]].<ref>{{cite|author=Z|date=20 Oct. 2017|title=The Power of Fun: Kenta Motokura and Yoshiaki Koizumi Talk 'Super Mario Odyssey'|url=https://geekdad.com/2017/10/super-mario-odyssey-developer-interview/|publisher=GeekDad}}</ref> [[Multi Moon]]s are analogous to [[Grand Star]]s, as are the [[Royal Seed]]s of ''[[Super Mario Bros. Wonder]]'' ([[List of games by date#2023|2023]]).
The design of 3D ''Super Mario'' was further streamlined in ''[[Super Mario 3D Land]]'' and ''[[Super Mario 3D World]]'', the other two course clear-style games. They were perceived to have adopted more design principals from the concurrent ''[[New Super Mario Bros. (series)|New Super Mario Bros.]]'' games than the hakoniwa ones of their 3D predecessors.<ref name=slate/><ref name=kohler2/><ref name=hakoniwa/> ''[[Super Mario Odyssey]]'' was the first 3D game to not be explicitly tied to ''Super Mario Galaxy'' in fifteen years, but it still incorporated elements derived from the game. The [[Moon Kingdom]] was created to contrast with ''Super Mario Galaxy'' specifically, with more realistic topography.<ref>{{cite|author=[[Rikuto Yoshida|Yoshida, Rikuto]]|date=2019|title="Moon Kingdom" in ''[[The Art of Super Mario Odyssey]]'' by Kazuya Sakai, kikai, Rachel Roberts, and Jenny Blenk, editors|format=First English Edition|location=Milwaukie|publisher=[[Dark Horse]]|page=281}}</ref> [[Gravity]] is generally weaker in the lunar kingdoms, making [[jump]]s floatier, and a few 2D areas include spherical worlds.  [[Kenta Motokura]] cites the game as the inspiration behind [[Snapshot Mode]].<ref>{{cite|author=Z|date=20 Oct. 2017|title=The Power of Fun: Kenta Motokura and Yoshiaki Koizumi Talk 'Super Mario Odyssey'|url=https://geekdad.com/2017/10/super-mario-odyssey-developer-interview/|publisher=GeekDad}}</ref> [[Multi Moon]]s are analogous to [[Grand Star]]s, as are the [[Royal Seed]]s of ''[[Super Mario Bros. Wonder]]'' (2023).


Iconography from ''Super Mario Galaxy'' has been incorporated into nearly all space-themed settings in subsequent spinoff games. [[Rosalina]] has become a recurring character in the mainline games and spinoffs. She often appears alongside older ''[[Super Mario (franchise)|Super Mario]]'' characters in physical Nintendo advertisements, such as at {{wp|Narita International Airport}}.<ref>{{cite|author=iggynosuupu|title=Mario and Friends Now Welcoming Visitors to Narita Airport|url=https://nintendosoup.com/mario-and-friends-now-welcoming-visitors-to-narita-airport/|date=17 Sept. 2019|publisher=NintendoSoup}}</ref> [[Luma]]s, [[Star Bit]]s, and the [[Toad Brigade]] have also become recurring elements in the franchise. The [[Captain Toad|Toad Brigade Captain]] has appeared in five subsequent mainline games and even starred in a [[Captain Toad: Treasure Tracker|dedicated title]]. The starting planet of [[Gateway Galaxy]] appears on the Yoshi's Adventure ride at [[Super Nintendo World]]. For more specific callbacks to ''Super Mario Galaxy'', see [[#References in later media|below]].
Iconography from ''Super Mario Galaxy'' has been incorporated into nearly all space-themed settings in subsequent spinoff games. [[Rosalina]] has become a recurring character in the mainline games and spinoffs. She often appears alongside older ''[[Super Mario (franchise)|Super Mario]]'' characters in physical Nintendo advertisements, such as at {{wp|Narita International Airport}}.<ref>{{cite|author=iggynosuupu|title=Mario and Friends Now Welcoming Visitors to Narita Airport|url=https://nintendosoup.com/mario-and-friends-now-welcoming-visitors-to-narita-airport/|date=17 Sept. 2019|publisher=NintendoSoup}}</ref> [[Luma]]s, [[Star Bit]]s, and the [[Toad Brigade]] have also become recurring elements in the franchise. The [[Captain Toad|Toad Brigade Captain]] has appeared in five subsequent mainline games and even starred in a [[Captain Toad: Treasure Tracker|dedicated title]]. The starting planet of [[Gateway Galaxy]] appears on the Yoshi's Adventure ride at [[Super Nintendo World]]. For more specific callbacks to ''Super Mario Galaxy'', see [[#References in later media|below]].
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''Super Mario Galaxy'' was the last game directed by [[Yoshiaki Koizumi]], who has taken on producorial roles for subsequent ''Super Mario'' projects. From 2013 to 2023, he was the representative director at [[1-UP Studio]], a sister studio to [[Nintendo EAD]] largely dedicated to developing 3D ''Super Mario'' games. The level-design director for ''Super Mario Galaxy'', [[Koichi Hayashida]], inherited the role of director for all subsequent course clear-style 3D titles. ''Super Mario Galaxy'' was the last ''Super Mario'' title to see "serious" involvement from Miyamoto until ''[[Super Mario Run]]'' (2016).<ref>{{cite|author=Kohler, Chris|date=15 Dec. 2016|title=''Super Mario Run'' Is Here — and Shigeru Miyamoto Told Us 7 Surprising Things About It|url=https://www.wired.com/2016/12/miyamoto-interview-2/|publisher=WIRED}}</ref>
''Super Mario Galaxy'' was the last game directed by [[Yoshiaki Koizumi]], who has taken on producorial roles for subsequent ''Super Mario'' projects. From 2013 to 2023, he was the representative director at [[1-UP Studio]], a sister studio to [[Nintendo EAD]] largely dedicated to developing 3D ''Super Mario'' games. The level-design director for ''Super Mario Galaxy'', [[Koichi Hayashida]], inherited the role of director for all subsequent course clear-style 3D titles. ''Super Mario Galaxy'' was the last ''Super Mario'' title to see "serious" involvement from Miyamoto until ''[[Super Mario Run]]'' (2016).<ref>{{cite|author=Kohler, Chris|date=15 Dec. 2016|title=''Super Mario Run'' Is Here — and Shigeru Miyamoto Told Us 7 Surprising Things About It|url=https://www.wired.com/2016/12/miyamoto-interview-2/|publisher=WIRED}}</ref>


''Super Mario Galaxy'' was not the first video game to integrate spherical worlds that pan under the player character's feet. However, it is often the ''{{wp|de facto}}'' example of spherical world design, with games that touch upon similar concepts often likened to ''Super Mario Galaxy'', even if they were published before it. That being said, few games have even attempted to integrate the 3D spherical world design of ''Super Mario Galaxy''. From [[Nintendo]] themselves, ''Super Mario Galaxy 2'' was the last game to incorporate those types of levels.<ref name=phillips/> In 2008, {{wp|Fantawild}} published a derivative {{wp|Counterfeit consumer good|knockoff}} for the Chinese market titled ''Duludubi Star'' that includes spherical worlds.<ref>{{cite|author=DidYouKnowGaming|date=29 Feb. 2020|title=China's Super Mario Galaxy Rip-Off - Region Locked ft. @ashens|url=https://www.youtube.com/watch?v=NbKc7-sW1Ds|publisher=YouTube}}</ref> [[Rosalina]] was proposed as a new playable character in the earliest phases of ''[[Super Smash Bros. for Nintendo 3DS / Wii U]]'', explicitly with the desire to replicate the {{wp|Game feel|feel}} of ''Super Mario Galaxy'' in her aerial movements.<ref>{{cite|author=djmurr and PushDustIn, translators|title="Image Transcriptions of Project Proposal for Smash for Wii U/3DS"|url=https://sourcegaming.info/2015/07/04/english-smash4-project-proposal-slides/|publisher=Source Gaming|date=4 Jul. 2015|accessdate=28 Apr. 2023}}</ref> The game has been cited as a source of inspiration for ''{{wp|Armillo}}'' (2014),<ref>{{cite|author=McFerran, Damien|url=https://www.nintendolife.com/news/2013/01/developer_interview_fuzzy_wuzzy_games_talks_armillo_and_developing_for_the_wii_u_eshop|title=Developer Interview: Fuzzy Wuzzy Games Talks Armillo And Developing For The Wii U eShop|publisher=Nintendo Life|date=18 Jan. 2013|accessdate=6 Jul. 2023}}</ref> ''{{wp|Gravity Ghost}}'' (2015),<ref>{{cite|author=Hamilton, Kirk|title=A Fresh Look At ''Gravity Ghost'', The Little Indie ''Mario Galaxy'' That Could|url=https://kotaku.com/a-fresh-look-at-gravity-ghost-the-little-indie-mario-g-514116801|date=18 Jun. 2013|publisher=Kotaku}}</ref><ref>{{cite|author=Game Developer Staff|title=7 examples of great game physics that every developer should study|url=https://www.gamedeveloper.com/design/7-examples-of-great-game-physics-that-every-developer-should-study|date=20 Apr. 2016|publisher=Game Developer}}</ref> ''{{wp|Gears 5}}'' (2019),<ref>{{cite|author=Sinclair, Brendan|url=https://www.gamesindustry.biz/rod-fergusson-keynote|title=Making Gears of War click for more than the hardcore|publisher=GamesIndustry.biz|date=19 Nov. 2019|accessdate=28 Apr. 2023}}</ref> ''{{wp|Solar Ash}}'' (2021),<ref>{{cite|author=Wood, Austin|url=https://www.gamesradar.com/solar-ash-lives-up-to-its-dumb-elevator-pitch-of-super-mario-galaxy-meets-shadow-of-the-colossus/|title=Solar Ash lives up to its "dumb elevator pitch" of Super Mario Galaxy meets Shadow of the Colossus|publisher=GamesRadar+|date=15 Sept. 2021|accessdate=28 Apr. 2023}}</ref> and ''[[Mario + Rabbids: Sparks of Hope]]'' (2022).<ref>{{cite|author=Deschamps, Marc|url=https://comicbook.com/gaming/news/mario-rabbids-sparks-of-hope-david-soliani-interview-nintendo-switch/|title=Mario + Rabbids Sparks of Hope Director David Soliani Reveals Inspirations, Nintendo's Limits, and More|publisher=ComicBook.com|date=27 Oct. 2022|accessdate=28 Apr. 2023}}</ref>
''Super Mario Galaxy'' was not the first video game to integrate spherical worlds that pan under the player character's feet. However, it is often the ''{{wp|de facto}}'' example of spherical world design, with games that touch upon similar concepts often likened to ''Super Mario Galaxy'', even if they were published before it. That being said, few games have even attempted to integrate the 3D spherical world design of ''Super Mario Galaxy''. From [[Nintendo]] themselves, ''Super Mario Galaxy 2'' was the last game to incorporate those types of levels.<ref name=phillips/> In 2008, {{wp|Fantawild}} published a {{wp|Counterfeit consumer good|knockoff}} for the Chinese market titled ''Duludubi Star'' that includes spherical worlds.<ref>{{cite|author=DidYouKnowGaming|date=29 Feb. 2020|title=China's Super Mario Galaxy Rip-Off - Region Locked ft. @ashens|url=https://www.youtube.com/watch?v=NbKc7-sW1Ds|publisher=YouTube}}</ref> [[Rosalina]] was proposed as a new playable character in the earliest phases of ''[[Super Smash Bros. for Nintendo 3DS / Wii U]]'', explicitly with the desire to replicate the {{wp|Game feel|feel}} of ''Super Mario Galaxy'' in her aerial movements.<ref>{{cite|author=djmurr and PushDustIn, translators|title="Image Transcriptions of Project Proposal for Smash for Wii U/3DS"|url=https://sourcegaming.info/2015/07/04/english-smash4-project-proposal-slides/|publisher=Source Gaming|date=4 Jul. 2015|accessdate=28 Apr. 2023}}</ref> The game has been cited as a source of inspiration for ''{{wp|Armillo}}'' (2014),<ref>{{cite|author=McFerran, Damien|url=https://www.nintendolife.com/news/2013/01/developer_interview_fuzzy_wuzzy_games_talks_armillo_and_developing_for_the_wii_u_eshop|title=Developer Interview: Fuzzy Wuzzy Games Talks Armillo And Developing For The Wii U eShop|publisher=Nintendo Life|date=18 Jan. 2013|accessdate=6 Jul. 2023}}</ref> ''{{wp|Gravity Ghost}}'' (2015),<ref>{{cite|author=Hamilton, Kirk|title=A Fresh Look At ''Gravity Ghost'', The Little Indie ''Mario Galaxy'' That Could|url=https://kotaku.com/a-fresh-look-at-gravity-ghost-the-little-indie-mario-g-514116801|date=18 Jun. 2013|publisher=Kotaku}}</ref><ref>{{cite|author=Game Developer Staff|title=7 examples of great game physics that every developer should study|url=https://www.gamedeveloper.com/design/7-examples-of-great-game-physics-that-every-developer-should-study|date=20 Apr. 2016|publisher=Game Developer}}</ref> ''{{wp|Gears 5}}'' (2019),<ref>{{cite|author=Sinclair, Brendan|url=https://www.gamesindustry.biz/rod-fergusson-keynote|title=Making Gears of War click for more than the hardcore|publisher=GamesIndustry.biz|date=19 Nov. 2019|accessdate=28 Apr. 2023}}</ref> ''{{wp|Solar Ash}}'' (2021),<ref>{{cite|author=Wood, Austin|url=https://www.gamesradar.com/solar-ash-lives-up-to-its-dumb-elevator-pitch-of-super-mario-galaxy-meets-shadow-of-the-colossus/|title=Solar Ash lives up to its "dumb elevator pitch" of Super Mario Galaxy meets Shadow of the Colossus|publisher=GamesRadar+|date=15 Sept. 2021|accessdate=28 Apr. 2023}}</ref> and ''[[Mario + Rabbids: Sparks of Hope]]'' (2022).<ref>{{cite|author=Deschamps, Marc|url=https://comicbook.com/gaming/news/mario-rabbids-sparks-of-hope-david-soliani-interview-nintendo-switch/|title=Mario + Rabbids Sparks of Hope Director David Soliani Reveals Inspirations, Nintendo's Limits, and More|publisher=ComicBook.com|date=27 Oct. 2022|accessdate=28 Apr. 2023}}</ref>


==Rereleases and ports==
==Rereleases and ports==
[[File:Box NA-Super Mario 3D All-Stars.png|thumb|North American box art for ''Super Mario 3D All-Stars'', a compilation that includes ''Super Mario Galaxy''.]]
[[File:Box NA-Super Mario 3D All-Stars.png|thumb|North American box art for ''Super Mario 3D All-Stars''.]]
===Wii U eShop===
===Wii U eShop===
The game was added to the [[Wii U]] [[Nintendo eShop|eShop]] in late 2015 and early 2016, five months after [[Super Mario Galaxy 2|its sequel]] was released on the console.<ref name=wiiuJP/><ref name=wiiuUS/><ref name=wiiuEU/> It remained available for purchase on the eShop until its closure on March 27, 2023. It was the seventh Wii game distributed on the eShop and one of the 35 overall to ever be released. The game was not ported or uniquely modified for this release. Rather, the Wii U is backwards compatible with nearly all Wii software (including the physical discs) and console peripherals. A Wii game can be played directly on the console by accessing the [[Wii U#Wii Menu|Wii Menu]] through the Wii U Menu. Save data from the original Wii console can be transferred to the Wii U system. When booting up a Wii game purchased on the Wii U eShop, it runs as if the game's disc was inserted into the console, loads it through the Wii Menu, and accesses the same save data (if it exists) on the console. The [[Wii U#Wii U GamePad|Wii U GamePad]] can be used to pause the game and return to the Wii U Menu, but it otherwise can only be controlled with the Wii Remote and Nunchuk.
The game was added to the [[Wii U]] [[Nintendo eShop|eShop]] in late 2015 and early 2016, five months after [[Super Mario Galaxy 2|its sequel]] was released on the console.<ref name=wiiuJP/><ref name=wiiuUS/><ref name=wiiuEU/> It remained available for purchase on the eShop until its closure on March 27, 2023. It was the seventh Wii game distributed on the eShop and one of the 35 overall to ever be released. The game was not ported or uniquely modified for this release. Rather, the Wii U is backwards compatible with nearly all Wii software (including the physical discs) and console peripherals. A Wii game can be played directly on the console by accessing the [[Wii U#Wii Menu|Wii Menu]] through the Wii U Menu. Save data from the original Wii console can be transferred to the Wii U system. When booting up a Wii game purchased on the Wii U eShop, it runs as if the game's disc was inserted into the console, loads it through the Wii Menu, and accesses the same save data (if it exists) on the console. The [[Wii U#Wii U GamePad|Wii U GamePad]] can be used to pause the game and return to the Wii U Menu, but it otherwise can only be controlled with the Wii Remote and Nunchuk.
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==References to other games==
==References to other games==
*''[[Super Mario Bros.]]'': [[Fire Mario]] appears. One side of a [[Toy Time Galaxy#8-Bit Mario Bros. Planet|planet]] looks like [[Small Mario]]'s sprite while the other resembles Small Luigi's. The [[:File:SMG Flipswitch Galaxy Mission.png|backgrounds]] of several galaxies are based on the sprites in this game. "[[:File:Super Mario 2007 Super Mario Galaxy.oga|Super Mario 2007]]" is an arrangement of "[[Ground Theme (Super Mario Bros.)|Ground Theme]]". "[[:File:Space Athletic Super Mario Galaxy.oga|Space Athletic]]" is an arrangement of "[[Underground Theme]]". "[[:File:Cosmic Comet Super Mario Galaxy.oga|Cosmic Comet]]" incorporates both pieces. Collecting trailing [[Note]]s sometimes plays the "Underground Theme" or "[[Underwater Theme]]".
*''[[Super Mario Bros.]]'': [[Fire Mario]] appears. One side of a [[Toy Time Galaxy#8-Bit Mario Bros. Planet|planet]] looks like [[Small Mario]]'s sprite while the other resembles Small Luigi's. The [[:File:SMG Flipswitch Galaxy Mission.png|backgrounds]] of several galaxies are based on the sprites in this game. "[[:File:Super Mario 2007 Super Mario Galaxy.oga|Super Mario 2007]]" is an arrangement of "[[Ground Theme (Super Mario Bros.)|Ground Theme]]". "[[:File:Space Athletic Super Mario Galaxy.oga|Space Athletic]]" is an arrangement of "[[Underground Theme]]". "[[:File:Cosmic Comet Super Mario Galaxy.oga|Cosmic Comet]]" incorporates both pieces. Collecting [[note]]s sometimes plays the "Underground Theme" or "[[Underwater Theme]]".
*''[[zeldawiki:The Legend of Zelda|The Legend of Zelda]]'': [[Octoomba|Electrogoomba]]s and [[Rocto]]s resemble [[zeldawiki:Octorok|Octoroks]]. [[Bat (Super Mario Galaxy)|Bat]]s resemble [[zeldawiki:Keese|Keese]].
*''[[zeldawiki:The Legend of Zelda|The Legend of Zelda]]'': [[Octoomba|Electrogoomba]]s and [[Rocto]]s resemble [[zeldawiki:Octorok|Octoroks]]. [[Bat (Super Mario Galaxy)|Bat]]s resemble [[zeldawiki:Keese|Keese]].
*''[[Super Mario Bros.: The Lost Levels]]'': Luigi jumps higher and has worse traction than Mario.
*''[[Super Mario Bros.: The Lost Levels]]'': Luigi jumps higher and has worse traction than Mario.
*''[[Super Mario Bros. 2]]'': Luigi [[Scuttle|scuttles]] his legs when he performs a [[Triple Jump]].
*''[[Super Mario Bros. 2]]'': Luigi [[Scuttle|scuttles]] his legs when he performs a [[Triple Jump]].
*''[[Super Mario Bros. 3]]'': [[Airship]]s appear. [[Monty]]s behave like the [[Rocky Wrench]] enemy. "[[:File:Blue Sky Athletic Super Mario Galaxy.oga|Blue Sky Athletic]]" and "[[:File:Airship Armada Super Mario Galaxy.oga|Airship Armada]]" are arrangements of "[[:File:Overworld Theme 2 Super Mario Bros 3.oga|Athletic Theme]]" and "[[:File:Airship Theme Super Mario Bros 3.oga|Airship Theme]]", respectively.
*''[[Super Mario Bros. 3]]'': [[Airship]]s appear. [[Monty]]s behave like [[Rocky Wrench]]es. "[[:File:Blue Sky Athletic Super Mario Galaxy.oga|Blue Sky Athletic]]" and "[[:File:Airship Armada Super Mario Galaxy.oga|Airship Armada]]" are arrangements of "[[:File:Overworld Theme 2 Super Mario Bros 3.oga|Athletic Theme]]" and "[[:File:Airship Theme Super Mario Bros 3.oga|Airship Theme]]", respectively.
*''[[Super Mario World]]'': Yoshi makes several cameos. [[Magikoopa]]s, [[Mechakoopa|Mecha-Bowsers]], [[Torpedo Ted]]s, and [[Urchin]]s appear. A [[Good Egg Galaxy#Egg planet|planet]] is shaped like a [[Yoshi's Egg]].
*''[[Super Mario World]]'': Yoshi makes several cameos. [[Magikoopa]]s, [[Mechakoopa|Mecha-Bowsers]], [[Torpedo Ted]]s, and [[Urchin]]s appear. A [[Good Egg Galaxy#Egg planet|planet]] is shaped like a [[Yoshi's Egg]].
*''[[Mario Kart (series)|Mario Kart]]'' series: [[Red Shell]]s home-in on nearby targets when thrown.
*''[[Mario Kart (series)|Mario Kart]]'' series: [[Red Shell]]s home-in on nearby targets when thrown.
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*''[[Paper Mario]]'': Bowser abducts Princess Peach by pulling her castle into the sky. A race of celestial [[Star Kid|star children]] have a prominent role in the story.
*''[[Paper Mario]]'': Bowser abducts Princess Peach by pulling her castle into the sky. A race of celestial [[Star Kid|star children]] have a prominent role in the story.
*''[[Luigi's Mansion]]'': "[[Luigi and the Haunted Mansion]]" parodies and subverts this title, with Mario rescuing Luigi from a [[Bouldergeist|powerful ghost]].
*''[[Luigi's Mansion]]'': "[[Luigi and the Haunted Mansion]]" parodies and subverts this title, with Mario rescuing Luigi from a [[Bouldergeist|powerful ghost]].
*''[[Super Mario Sunshine]]'': The same "Z"s appear above Mario's head while he sleeps. [[Cataquack]]s and [[Pokey Head]]s appear. Variants of the [[Plurp]] and [[Wind Spirit]] enemies called [[Cluckboom]] and [[Bone Twister]], respectively, are introduced. [[Fire Shooter]]s and [[Water Shooter]]s resemble [[F.L.U.D.D.|FLUDD]]. The [[Dino Piranha|first boss]] resembles [[Petey Piranha]]. The goal in [[ray surfing]] is shaped like a [[Shine Sprite]].
*''[[Super Mario Sunshine]]'': [[Cataquack]]s and [[Pokey Head]]s appear. Variants of [[Plurp]]s and [[Wind Spirit]]s called [[Cluckboom]]s and [[Bone Twister]]s, respectively, are introduced. [[Fire Shooter]]s and [[Water Shooter]]s resemble [[F.L.U.D.D.|FLUDD]]. The [[Dino Piranha|first boss]] resembles [[Petey Piranha]]. The goal in [[ray surfing]] is shaped like a [[Shine Sprite]].
*''[[Mario Kart: Double Dash!!]]'': [[:File:SMG Asset Texture Prologue 04.png|Several Toads]] in the prologue resemble [[Toadette]].
*''[[Mario Kart: Double Dash!!]]'': [[:File:SMG Asset Texture Prologue 04.png|Several Toads]] in the prologue resemble [[Toadette]].
*''[[Super Mario 64 DS]]'': [[Silver Star]]s appear.
*''[[Super Mario 64 DS]]'': [[Silver Star]]s appear.
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*''[[Mario Party: Star Rush]]'': "Gusty Garden Galaxy" is one of the songs in the Rhythm Recital mode for this game.<ref>{{cite|author=Koopman, Daan [NintenDaan]|url=https://www.youtube.com/watch?v=_PGHIjHK1Vc|title=<nowiki>[Mario Party: Star Rush]</nowiki> Rhythm Recital Gameplay 2|publisher=YouTube|date=22 Sept. 2016|accessdate=24 Sept. 2016}}</ref>
*''[[Mario Party: Star Rush]]'': "Gusty Garden Galaxy" is one of the songs in the Rhythm Recital mode for this game.<ref>{{cite|author=Koopman, Daan [NintenDaan]|url=https://www.youtube.com/watch?v=_PGHIjHK1Vc|title=<nowiki>[Mario Party: Star Rush]</nowiki> Rhythm Recital Gameplay 2|publisher=YouTube|date=22 Sept. 2016|accessdate=24 Sept. 2016}}</ref>
*''[[Mario + Rabbids Kingdom Battle]]'': [[Bee Mushroom]]s can be found on tubes of honey.
*''[[Mario + Rabbids Kingdom Battle]]'': [[Bee Mushroom]]s can be found on tubes of honey.
*''[[Super Mario Odyssey]]'': An 8-bit sprite of Rosalina appears in [[Dark Side]] and [[Darker Side]]. "The Odyssey: Power Up!" is an arrangement of the fanfare that plays when Mario collects a new power-up. The [[regional coin]]s in the [[Moon Kingdom]] are shaped like Star Bits. There is a musical [[Easter egg]] on the pause menu where when pausing and selecting options, a simple arrangement of "Rosalina in the Observatory" can be heard.
*''[[Super Mario Odyssey]]'': An [[8-bit character]] of Rosalina appears in [[Dark Side]] and [[Darker Side]]. "The Odyssey: Power Up!" is an arrangement of the fanfare that plays when Mario collects a new power-up. The [[regional coin]]s in the [[Moon Kingdom]] are shaped like Star Bits. There is a musical [[Easter egg]] on the pause menu where when pausing and selecting options, a simple arrangement of "Rosalina in the Observatory" can be heard.
*''[[Super Smash Bros. Ultimate]]'': With the exception of trophies, all of the elements related to ''Super Mario Galaxy'' from ''Super Smash Bros. for Nintendo 3DS'' / ''Wii U'' - including Rosalina & Luma - return. They have a revised [[Final Smash]] that uses the [[Grand Star (move)|Grand Star]]. Boo Mario, Luma, Hungry Luma, and Queen Bee appears as [[smashwiki:List of spirits (Super Mario series)|spirits]] and use their artwork from ''Super Mario Galaxy''. Queen Bee runs a [[smashwiki:Master Spirit|Dojo]].
*''[[Super Smash Bros. Ultimate]]'': With the exception of trophies, all of the elements related to ''Super Mario Galaxy'' from ''Super Smash Bros. for Nintendo 3DS'' / ''Wii U'' - including Rosalina & Luma - return. They have a revised [[Final Smash]] that uses the [[Grand Star (move)|Grand Star]]. Boo Mario, Luma, Hungry Luma, and Queen Bee appears as [[smashwiki:List of spirits (Super Mario series)|spirits]] and use their artwork from ''Super Mario Galaxy''. Queen Bee runs a [[smashwiki:Master Spirit|Dojo]].
*''[[Super Mario Maker 2]]'': The Wii sound effect causes "Gusty Garden Galaxy" music to play on a level.
*''[[Super Mario Maker 2]]'': The Wii sound effect causes "Gusty Garden Galaxy" music to play on a level.
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*''Super Mario Galaxy'' has been used in {{wp|Neuroscience|neurobiology}} research to investigate how consistent engagement with interactive stimuli affects {{wp|grey matter}} in elderly people.<ref name=west>West, Greg L., Benjamin Rich Zendel, Kyoko Konishi, Jessica Benady-Chorney, Veronique D. Bohbot, Isabelle Peretz, and Sylvie Belleville (6 Dec. 2017). [https://doi.org/10.1371/journal.pone.0187779 Playing Super Mario 64 increases hippocampal grey matter in older adults]. ''PLOS ONE, 12''(12). Public Library of Science.</ref><ref name=diarra>Moussa, Diarra, Benjamin Rich Zendel, Jessica Benady-Chorney, Caroll-Ann Blanchette, Franco Leporé, Isabelle Peretz, Sylvie Belleville, and Greg L. West (15 Dec. 2018). [https://doi.org/10.1007/s00221-018-5453-6 Playing Super Mario increases oculomotor inhibition and frontal eye field grey matter in older adults]. ''Experimental Brain Research, 237''(3), Springer Science+Business Media. Page 723–33.</ref>
*''Super Mario Galaxy'' has been used in {{wp|Neuroscience|neurobiology}} research to investigate how consistent engagement with interactive stimuli affects {{wp|grey matter}} in elderly people.<ref name=west>West, Greg L., Benjamin Rich Zendel, Kyoko Konishi, Jessica Benady-Chorney, Veronique D. Bohbot, Isabelle Peretz, and Sylvie Belleville (6 Dec. 2017). [https://doi.org/10.1371/journal.pone.0187779 Playing Super Mario 64 increases hippocampal grey matter in older adults]. ''PLOS ONE, 12''(12). Public Library of Science.</ref><ref name=diarra>Moussa, Diarra, Benjamin Rich Zendel, Jessica Benady-Chorney, Caroll-Ann Blanchette, Franco Leporé, Isabelle Peretz, Sylvie Belleville, and Greg L. West (15 Dec. 2018). [https://doi.org/10.1007/s00221-018-5453-6 Playing Super Mario increases oculomotor inhibition and frontal eye field grey matter in older adults]. ''Experimental Brain Research, 237''(3), Springer Science+Business Media. Page 723–33.</ref>
*This game does not have a Dutch translation, as Nintendo of Europe did not localize games into that language at the time. Despite this, one single message in the game was translated, being the prompt to insert the Nunchuk into the Wii Remote.
*This game does not have a Dutch translation, as Nintendo of Europe did not localize games into that language at the time. Despite this, one single message in the game was translated, being the prompt to insert the Nunchuk into the Wii Remote.
*The game was released under the name ''Super Mario Wii: Galaxy Adventure'' in South Korea because "galaxy" was already a registered trademark there.<ref>{{cite|author=Patent Trial and Appeal Board|title=2006년 상표출원 제0063212 SUPER MARIO GALAXY|language=Korean|url=http://kdtj.kipris.or.kr/kdtj/grrt1000a.do?method=biblioJMFrame&masterKey=2007101010469&index=26&kindOfReq=J&valid_fg=N|date=13 Dec. 2006|location=Daejeon|publisher=Korean Intellectual Property Trial and Appeal Board}}</ref>


==Notes and references==
==Notes and references==
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