When compared to the past couple of generations, the Wii U launch line-up is quite impressive. While there don't seem to be any jaw-dropping must-have system sellers like Super Mario 64 back in the day, there is a rather diverse array of high quality games to pick from. Many of them are re-releases of games already available on other consoles, with a couple of additional features tacked on that utilize the Wii U's innovative tablet GamePad more or less successfully. That's nice enough, but I don't much care for those, either because I already own them on another system or simply because they can be had on another system. If I happen to grab myself a console on day one, I'm usually in for the exclusives. In this case: New Super Mario Bros. U and ZombiU. Consider my mouth watering.
During the course of the past months, I have happily been waiting for the Wii U to arrive, and I am still gripped by that childlike anticipation of a new toy to unwrap and discover. Recently however, I've been slowly realising that there's one thing I'm sorely missing in the list of launch games. It's something the previous two Nintendo consoles have been lacking on their days of birth as well but which they have delivered eventually, particularly the Wii. And how it has delivered.
I'm talking 3D Mario. I love 3D Mario games. Sunshine took its getting used to, but the two Galaxy games are masterpieces of three-dimensional platforming, and 64 more than solidly paved the road for its successors to paint golden. In fact, it seems I am missing a 3D Mario game so much that I'm finding myself unable to wait for Nintendo to finally announce one for the Wii U, not to mention release it. So a couple of days ago I briskly headed for my humble game shelves, snatched Super Mario Galaxy off them and frisbee'd the disc into my Wii. The last bit may be somewhat exaggerated.
My first and thus far only playthrough was in 2007, right around when the game was first brought upon the world. It filled me with the kind of intangible fleeting joy the vast majority of games doesn't quite manage to summon, not even the really good ones. It's just perfect platforming gameplay. Every single level is an utter blast to whirl through, and the love for detail is so palpable it keeps dragging the corners of my mouth dangerously close to my eyes. Okay, that bit may be exaggerated as well, but I'll be damned if I'm not enjoying the hell out of it! Even now, five years later and with the memories of all those star-collecting tasks not quite faded, it's as much fun as it was when things were still fresh.
So what is the secret formula for making a game this much fun to play? Polish, of course. Super Mario Galaxy has been polished so masterfully, you'd be hard-pressed to find a dent in there capable of catching your fingernail. First and foremost: the controls. It's hard enough to have a game work in a way that at once feels intuitive and keeps you in perfect control, and even harder to actually make every completed manœuvre feel satisfying. Super Mario Galaxy almost fully succeeds in this regard, and where it doesn't, it's because of the infinitely more difficult challenge of having Mario walk on walls and ceilings and of switching around the direction of gravity all the bloody time. The fact that this works so well and only rarely makes you lose control is nothing short of mind-boggling. It also opens up so many possibilities for brilliant game designers to shine, and what they've created here is so diversified and clever that every new collected star makes you muster ample motivation to keep the controller in your hands and go for the next one. Again and again.
With that, I've covered the second point already: incentive. Simple to explain, not so simple to accomplish. For a game to be fun, you need to want to keep playing it. If I knew a simple solution to this problem, I'd probably be in a different line of work, but judging by my own preferences and how Super Mario Galaxy satisfies them, this is probably best achieved by devising a core mechanic that works and intrigues the player and then bombarding him with tons of new little gameplay elements to stack upon the laid foundation and keep things fresh. Super Mario Galaxy quite literally does that in every single level. While those gameplay elements are re-used every so often (which they have to be, of course—you can't just introduce something cool and then throw it out the window again), there's almost always a twist to them, making them feel both familiar and new. This, I think, is what keeps things rolling.
Scrolling up, I see I've been indulging myself in quite a bit of chatter already, but hey, I don't even know whom I'm writing this for, so who cares! Rather than singing eulogies and going on about the game's genius, I'd like to talk about a couple of things I like a lot in Super Mario Galaxy. Oh, more eulogies after all, then.
Look to the right. I've embedded a video of the piece of music that accompanies the Gusty Garden Galaxy. The game's musical compositions are amazing from the get-go (being a composer myself, I readily admit that I have been a little envious of how some of those tunes manage to be catchy, complex and captivating all at once), but back in 2007, this one piece here actually made me stop in my tracks shortly after entering the level, just so I could listen undistractedly, mouth slightly agape, with goosebumps all over. I don't know what exactly it is that fascinates me about it—whether it's simply the fact that it's extremely pleasant-sounding or that it gratifies my artist's soul with how easily its melodies travel across nearly every note an octave has to offer. Anyway, just listen to it. It's a lovely tune.
What else do I like? Pull stars! It's a mechanic that really only works with a pointing device, such as the Wii Remote. You point at one of those little blue star thingies, grab them with A, and then Mario starts to slowly drift toward it, becoming progressively faster. In an entire plane full of these pull stars and with enough skill at your disposal, you can quickly pull yourself from star to star and thereby establish the exact path you want to travel along and how fast to do it. This sort of lazy slinging feels extremely rewarding, particularly if you manage to flawlessly direct Mario through a small opening, avoiding all obstacles. One of the levels I've recently finished involves racing a boastful ghost with a helmet through a course of pull stars, and the speed and fluidity with which I flung Mario along it caused a wonderful pang of exhilaration.
Then there's these little maniacal black ghosts which you can grab by their tongues and swing around you in circles. And when they hit something, they explode. It's hysterical. It makes the boss fight against Bouldergeist one of the best ones the game has to offer. I can only shake my head at what brainless fun it is to have an explosive ghost orbiting you, and even more so if you're in luck and get a hold of more than one.
Sure enough, there are things in Super Mario Galaxy that I enjoy doing more than others—for example, being Ghost Mario is a smidgeon too slow an affair for my tastes—but there's nothing here that I'd say isn't any fun to me. A game that is consistently and constantly fun is the very definition of a perfect game for me, and there's only a handful of other games that I'd put on the same level of awesomeness. Maybe I'll get to those some other time!
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