Wednesday, September 20, 2023

Super Mario Galaxy 2: A Favorite Game Retrospect

I love Mario games. I love Mario games as much as someone would love coffee or crack. Unfortunately, the problem with loving Mario games on the level of coffee is that Mario games are kind of harder to come by. Mario games, particularly the 3D entries have notoriously long development gaps. The most recent gap, which was Mario Odyssey and Mario Wonder, almost broke the record for biggest Mario drought (7 Years between SM64 and Sunshine), and that gap is still growing if you exclude 2D entries and Bowser's Fury. 

The wait for Mario Wonder was unbearable. So much so, I replayed Super Mario Galaxy 2 to 100% completion hence the existence of this retrospect. Why didn't I do Mario Galaxy 1? Well I did it because who gives a fuck, you OCD bastards will just have to accept an out of order entry for once. 

But in all seriousness, the reason I am singling out Mario Galaxy 2 is simply because I feel it is the neglected sibling out of the Mario games. Most if not all Mario games stand on their own, even the less than stellar ones. However, despite Mario Galaxy 2's qualities, it is always paired with Mario Galaxy 1 and treated as a glorified expansion pack whereas other notable Nintendo sequels like Majora's Mask and Thousand Year Door feel like they get their own pedestal. Granted, it kind of is a glorified expansion, but I also believe that is not giving the game enough credit. 

I want to explore it on it's own merits, at least somewhat. Plus, since Nintendo excluded it from the Mario 3D All Stars Collection for no particular reason other than they're greedy dicks, it gives all the more reason to give Super Mario Galaxy 2 special treatment. In this retrospect, I want to explain why not only Mario Galaxy 2 is good in having all of the standard Mario qualities, it also has enough that it should be treated more than just a standard sequel. 



Gosh, I want to say I have a cute story attached to Mario Galaxy 2, but I frankly don't have a personal connection to this one. I think I first saw Mario Galaxy 2 in GameInformer. Yeah, remember GameInformer? Those were the days. Gaming was still a niche hobby that any traditional media that promoted gaming was seen as the upmost validation. Yeah G4 was fucking terrible, but it was a television show about video games. And at the time, that's all you need. 

Anyway, the development of Mario Galaxy 2 is a tad unusual. Here is another question. Remember when game developers released an expansion pack, and it wasn't just a DLC level pack or an expansion pack sold for $60? Well Mario Galaxy 2 is a small reminder of those days. Galaxy 2 first started off as a special edition to the first galaxy game but quickly grew to a standalone sequel after the team realized they had too many ideas to use in just a simple special edition rerelease. For how greedy Nintendo can be, it's refreshing to see an instance where they actually avoided the path of least resistance and made a feature complete sequel that's as robust as the first game. 

It's also nice to get Mario game that's just a straight sequel. I know. Be careful what you wish for. I know what they did with New Super Mario Bros, but sometimes a standard sequel wouldn't be remiss as seen with the plethora of Mario rom hacks and the popularity of the Mario Maker series. In other words, it is hard to be upset with MORE Mario. And while a theoretical Mario 64-2 and Sunshine 2 have the potential to be generic, it would still be Mario, you know? 

I don't know. I suppose that ties into what makes Mario special. Mario spawned a whole genre of imitators. But regardless of how good they were, they can't replicate how Mario feels. There is a unique coziness on par with a Disney film or drinking in a piano bar. It's almost indescribable. It's easy on the eyes even though there are character designs and settings that are bizarre. The music spans multiple genres and all organically fit with the series. It's a game that's simultaneously accessible but invites a vast variety of skill expression as seen with the active speed running and challenge run communities.  

And personally, it is one of the few constants in my life. I was a fan of Mario for as long as I could hold onto memory. And while my interests changed, and naturally, there are plenty of other games I like more than Mario, Mario has always stayed closed to my heart. 

But sentimental tangent aside, because Lord knows I have been mushy on a Mario review before and will continue to do so for every subsequent Mario review in the future. I guess that's the power of nostalgia that a game that's considered a "standard sequel" still brings a tenderness out of me. 




Now, a caveat with talking about any of the Galaxy games is I have to mention the motion controls. The problem though is that my recent play through was played on the Dolphin Emulator. That said, I still have some things to say on this. Although, it is something more general than something tied to Galaxy 2. 

But to get it out of the way, the motion controls of Galaxy 2 are fine. They kind of show the entire spectrum of quality motion controls were capable of at the time. Their best is shown with Yoshi and the launch stars. Yoshi controls in such a way that it has made controlling Yoshi in every other game feel incomplete. And while the launch stars can easily be remapped to a button, there is a missing satisfaction of physically motioning your hand to activate the launch star especially in levels where the launch star is barely within reach. Uncharted wished it can have the high tension of barely latching onto safety the way Mario does with the launch stars. Additionally, you also have the opportunity to pick up star bits using the pointer which is a fun little distraction during launch star sequences or waiting for moving platforms and the like. Although, that is less impressive as with most motion controls at the time you can easily map the pointer to the right stick without changing the feeling of the game. 

At their worst, you have the tilt controls that I hate. And every time I'm ask to do these levels, I give that Ben Affleck look where he is holding that cigarette. This is a case where it is tedious regardless of how much your rectify it with an emulator. Play with motion controls, and it is tedious in a difficult way as it's finicky and one slip up sends you all the way back since the checkpoints are stricter. Play with the right stick, then it becomes a formality as it turns into a glorified autoscroller. 

It was those tilt missions that reminded me of the uphill battle video games have when it comes to preservation. Now, I will start by saying that Dolphin is in my opinion the best emulator out there. I can say with confidence that as long as Dolphin is around, Gamecube and Wii titles will be preserved for many years to come. Yet, while Dolphin has very robust options down to allowing you to connect your own Wii Mote, there is the sad reality that video games that have unique hardware controls face numerous challenges in being properly preserved. There is nothing that takes me out of a game more than having to pull up the emulator menu in order to readjust the settings to placate whatever control scheme or twist and shout the game needs you to imitate. 

So that's all I will say on the motion controls from the Wii era. It's hard to hate them as they occasionally enhance the game, but I would be lying if it didn't kneecap this game. 



One of the most profound innovations the Mario series is famous for is the camera system in Mario 64 which pretty much created the gold standard for 3D cameras during that console generation. Cinematography and shot composition often goes undiscussed in video games. With reviews and video game discourse being fairly shallow, camera systems are rated more for their functionality. In their defense, this isn't unwarranted. Unlike cinema, cinematography is usually a more collaborative effort between the camera and the player. And admittedly, we as humans tend to fixate on the negatives which explains why people will rail on the camera system of Mario 64 despite being an impressive feat even by modern standards.

Anyway, this is all to say that camera systems in Mario games are often an underrated quality, and Mario Galaxy 2 is no exception. What I like about Galaxy 2 is how much it improves the artistry of the camera system. I used the word cinematic as the chapter header, and that word has a stigma when it comes to games. Again, this isn't unwarranted. When devs flaunt the word cinematic, you get games that drown the player in cutscenes and unnecessary replications of film imperfections like lower frame rates or motion blur. It almost always worsens the game experience rather than enhance it. 

Despite this being a game about an stereotypical cartoon Italian man soaring through space, it does a far better job at being cinematic than pretty much every Triple AAA title out there, and it does that through its strong camera work. 


The images that likely come to mind first are the launch star sections. It's even used in the box art in both respective games. However, even when you are in control of Mario, the game has some solid use of designing a shot. A good comparison is Whomp's Fortress which just so happens to appear in both Mario 64 and Galaxy 2. When talking to the Whomp King in Mario 64, you get a fairly standard shot reverse shot. But in Galaxy 2, Whomp King is frame beautifully, towering over Mario making him far more intimidating. 




My favorite shot in the game is this moon shot which gives me A Trip to the Moon feel and other whimsical fantasies from the Silent Film Era. 

Now, I don't want to go through the game shot for shot because there is literally so many thoughtful shots in Galaxy 2. I highly suggest playing through yourself and really focus on the devs invisible hands on where they put the camera. 

Of course, this is not to say the camera in Mario Galaxy 2 is perfect as I will explain that later. However, it demonstrates the evolution from the camera system in older Mario games to here in Galaxy 2. it is a deeper understanding of how to making eye catching compositions while also giving the levels enough clarity for the player. It's one aspect among a bunch others showing that the Mario series was starting to self-actualize on what makes Mario great and leveraging that in future games. 



Alright, I've gone long enough without talking about Mario Galaxy 1. 

Now truth be told, Mario Galaxy 2 isn't the only Mario game to live under the shadow of its predecessor. 

When Mario 64 came out, it was during a time when people were still figuing out how to design 3D games, and SM64 was the first time Nintendo attempted to imagine how Mario played in a three dimensional space. And to everyone's surprise, they got a ton right for a first attempt. The movement system specifically is unreal even for modern standards. It's almost too good. 

But ever since Mario 64, Nintendo have somewhat stumbled on how Mario controls. Take Mario Sunshine which continued the movement options from SM64. The movement options are great but it isn't the best to use because the levels feel like they're cater to Mario 64 style platforming. And any dedicated use of nozzles are simple platforms spread from long distances which isn't very interesting. 

This leads to Mario Galaxy 1 which goes the opposite direction. A lot of the level design still has remnants of Mario 64's open level design, yet the movement of Mario is considerably nerfed and doesn't gel well with the level design. This reminded me of Banjo Kazooie and DK64. Both games have similar movement systems, but one is more expansive, and therefore different, level design. And as a result, one's movement feels more sluggish than the other despite both being nearly identical. It shows that movement is only really great if it synergizes well with the sandbox.

This is in my opinion what makes Mario Galaxy 2 a compelling entry in the 3D Mario series. For the first time since Mario 64, you start to see a better understanding of Mario's movement working hand in hand with the levels. Levels are more linear with more moving platforms, hazards, and aggressive enemies. Gravity gimmicks take more of a back seat only lending to aesthetic touches or simple changes in the orientation. There is less uses of situational power ups like Bee Mario and Boo Mario and more traditional power ups like Cloud Mario. All of these makes Mario Galaxy 2 feel less like Mario 64 and more like a game appropriate for this Mario's move set. 

I ask myself from time to time, "why do I revisit the Galaxy games when I far prefer the movement options of 64, Sunshine, and Odyssey?" And I think the reason is that the level design, particularly in Galaxy 2, is really strong. I'll save the redundant "what makes Mario fun" explanation. We've all seen the same game design video essay on "introduction, escalate, and test" structure of a basic Mario level. 

To summarize, Mario Galaxy 2 is the first promising step to understanding the relationship between the movement and level design, and it would improved with the 3D Land/3D World before being close to perfect with Mario Odyssey and Bowser's Fury. 

Oh and for the record, I don't want this to seen as some campaign against the other Mario games. All the games have their strengths and weaknesses,  and I am simply highlighting Galaxy 2 in its dedicated retrospect. I feel I don't need to say this, but you know how Mario fans get sometime. 



As you start to see a better understanding of Mario in terms of movement in level design, you get that same sense when looking at some of the new additions to Galaxy 2. I already mentioned Yoshi and how well it controls, but I didn't mention is how well Yoshi synergizes with Mario. Yoshi appears as a powerup in three mainline titles up to this point: SMW, Sunshine, and NSMB Wii. And aside from SMW, Yoshi feels like a superficial add on than a well considered power up. I know in the case of Mario Sunshine, it drove me nuts you couldn't dive or wall jump with Yoshi, and the Yoshi levels were as crippling as the ones where they flat out took your FLUDD pack away. 

Here, Yoshi feels very well considered. The spin attack also functions as a spin attack for Yoshi. The pointer collects star bits while also controlling its tongue. Yoshi gets his own alterations alla SMW with blue yoshi being able to float and red yoshi being able to run fast. Much like how the feather cape gets easier to control upon riding Yoshi, Mario becomes better to control in Mario Galaxy 2. You can even ditch Yoshi to spare you from a bottomless pit. 

Cloud Mario is also a good example of complementing the core mechanics. And in fact, I want to go as far as to say this is my favorite powerup in the series. It's an inspired idea to balance a powerup not through a timer like in SM64 but through ammo meaning you have to think about your jumps more carefully. I also love the levels that throw wrenches in this concept like the wind levels and the Bowser Jr. boss fight. It's kind of a missed opportunity that we didn't get to see Cloud Mario & Yoshi used together. I imagine you can make a very fun boss fight with these two power ups together. 

Some more less than worthwhile inclusions are the restructuring of the overworld and the Rock Mushroom. I understand that Starship Mario technically works better with the linear level design, and it is more convenient than having to amble over to the level entrance. But you know, sometimes I like a little pointless tradition. Maybe this catering to my kid self, but one of the things I love is a good overworld. And yeah, Starship Mario is less fun of a setting than any of the 3D Marios. I can't imagine my kid self pointlessly running around the planet the way I use to do for Peach's Castle or Isle Delfino. 

As for the Rock Mushroom, it's unfortunately very generic. It lacks the utility of either the Cloud Mushroom or Yoshi. It's only function is going straight until it hits a wall or object. You can't drift, cancel out of the transformation, or do any other movement tricks other than a basic jump. It's only purpose is for three gimmick levels, and they're my least favorite levels in the game. 



So we have great level design, great craftsmanship in the camera shots, and just great regular Mario goodness. And aside from minor sore spots here and there, it's as close to a perfect game as it can get. What can possibly ruin such a great-ohhhh...oh right.

This section was originally going to be about the general problems of the game, but then I realized all of it, and I mean ALL of it with an absolute A, can be traced back to the Green Star Challenge. 

I love being a completionist, but rarely do games make it enjoyable. In the case of Mario Galaxy 2, it felt like the designers were openly trying to sabotage their own game. 

But what is the Green Star Challenge? Well, after completing all the initial levels, an additional 120 Green Stars are scattered across the levels which unlocks a secret level upon completion. Simple as that. 

So what's the problem? EVERYTHING! That's what. 

First the structure is completely inefficient and feels like deliberate padding. In order to unlock the Green Star Challenge, you first have to get a 120 Stars and beat the final boss. The problem is two fold. Firstly, some stars are locked behind Hungry Lumas which require a bundle of star bits. In order to access the Hungry Lumas, which contain stars that are required to unlock the Green Stars, you have to amass 8500 star bits. And unless you use the bank feature which can carry over star bits from different files, there is a high likelihood that you will need to grind star bits in order to get the initial 120 stars. Worse still, is that those 8500 star bits aren't the only star bits you need to collect for 100%. In order to unlock the final level, you also need to collect 9999 star bits, which to my knowledge isn't conveyed to you until it is literally the last thing you need to do. So it's already bad that the total is now 18,499 star bits, but it is worse because the lack of prior warning means you aren't compel to collect more star bits while in regular play after the first 8500 star bits. And by the time you realize you need more star bits, it's too late. You have gotten everything else, and you are left to mindlessly grinding again. 

It would have been nice if there was a clear warning that 18,499 star bits was needed. It would have also been nice if the Green Star Challenge was unlocked after beating the story. Instead, beating the final boss only unlocks the special stages which have to be completed to unlock the Green Stars. And then, you have to beat the final boss AGAIN. What should have happened is the Green Stars and the special stages should have unlocked at the same time. That way, you have more opportunities to collect star bits needed for 100%. This game runs contrary to the two birds one stone philosophy. This is one bird with at least three stones, and you better make those shots count. 

I haven't even got to the Green Stars themselves which have their own abundance of issues. The base game does a really good job at hiding the warts of Mario Galaxy 2, but the Green Stars makes them so apparent. Load screens are unskippable unless you revisit a stage. You don't have free control of the camera. So in instances where the Green Star is just out of sight, you are frustrated that you can't maneuver the camera to get a better view of the star. Depth of field is a mess, so certain stars will have you flub jumps because the stars look either further or closer to the screen than they actually are. This is especially bad when certain stars make you do very precise tricks. And in those cases, they are also conveniently over bottomless pits or vertical stages which means flub jumps are incredibly punishing. 

Very few Green Stars are enjoyable to collect. Some stars are placed early in the level meaning you go through the rigamarole of loading the level, watching the unskippable cutscene, only to be in the level for five seconds before you get the star and are back to loading another level. Some as I mention are incredibly punishing if you make a mistake which makes the lives system more of a burden. You already have run through a level you have already completed. But if you game over or the like, you have to run through it again. Some stages have very cheap green star placements. Some are placed in slides or other one way paths meaning missing them forces you death warp to the last checkpoint. The worst of this are the two stars that require Cloud Mario. If you don't know to do this, you are left wasting time trying to perform crazy jumps. And once you figure it out, you have to restart the entire level just to get single star. All of it feels like I am being mocked while my time is wasted. There is even a star that's just next to a regular star meaning one green star is just doing a level over again with nothing new added to it. 

So you have the worst part of whole game, and the cherry on top is that the best level in the game is held hostage by this stupid challenge. 

But hey, it ain't the blue coins or the secret stars from Mario Sunshine, but that is for another favorite game retrospect. 



This entry started because I needed a Mario game to hold me over until Super Mario Wonder. Mario Galaxy 2 was the entry that I haven't revisited in a while, so the existence of this entry was more luck than anything else. Lord knows there are other Mario games that I would prefer doing a Favorite Game Retrospect than this game. 

However, replaying this game made me appreciate just how good Galaxy 2 is. For a game that started as a mere level pack for Galaxy 1, it is incredible how much they refined the series. The level design feels better catered to Mario's moveset. The composition and aesthetics are more striking and memorable. It's not just a 'sequel' in the derogatory sense. This is a Mario sequel!

"Alright review done." How much time did I kill? Hey Google, how many days till Super Mario Wonder?

"...a month..."

"....fuck....."