User:Nintendo101: Difference between revisions

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==Sandbox for current project==
==Sandbox for current project==
===Music===
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 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}}'' and [[Capcom]]'s ''{{wp|Monster Hunter}}'' series, served as conductor.<ref name=soundtrack>[[Mario Galaxy Orchestra]]. ''[[Super Mario Galaxy Original Soundtrack]]'' (Platinum Version) [album]. [[Nintendo|Nintendo of Europe]], 1 Jan, 2008. (English reprint of CN-R010-1~2; archived [https://vgmdb.net/album/18649 here] on the [https://vgmdb.net/ Video Game Music Database]).</ref>
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/> A live orchestra saw minimal usage in promotional pieces for ''[[zeldawiki:The Legend of Zelda: Twilight Princess|The Legend of Zelda: Twilight Princess]]'' (2006), another title Yokota had contributed music to. It was ultimately decided that a live orchestra would be appropriate for ''Super Mario Galaxy'' after three months of Yokota struggling to establish a sound appropriate for the game. 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. After Yokota presented his work to him, he remarked, "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 "[[:File:Good Egg Galaxy Super Mario Galaxy.oga|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.
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 element of the game.<ref name=iwata/> Another major way this was accomplished was with the music itself being an influenceable element.<ref name=napolitano>Jayson Napolitano. "[https://www.originalsoundversion.com/a-blast-from-the-past-koji-kondo-and-mahito-yokota-super-mario-galaxy-interview/ A Blast from the Past: Koji Kondo and Mahito Yokota Talk Super Mario Galaxy]". ''[https://www.originalsoundversion.com/ Original Sound Version]''. Published 23 Mar 2010. Accessed 08 Apr 2023.</ref> For example, there are three variations of "[[Comet Observatory#Music|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 the player, the [[:File:Comet Observatory 3 Super Mario Galaxy.oga|variation]] that plays is progressively more richly orchestrated.<ref name=reale>Reale, S. (2021). "Analytical Traditions and Game Music: Super Mario Galaxy as a Case Study". In M. Fritsch & T. Summers (Eds.), ''The Cambridge Companion to Video Game Music'' (Cambridge Companions to Music, pp. 193-219). Cambridge: Cambridge University Press. https://doi.org/10.1017/9781108670289.014</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, [[Super Mario Galaxy Original Soundtrack|two soundtracks]] were made available in Japan through [[Club Nintendo]]. One was a single-disc standard edition, the other a complete two-disc "platinum" edition. The platinum edition would see a release in Europe on the same date.<ref name=soundtrack/> The standard edition would eventually see a localized release in the United States on October 23, 2011 through its inclusion in a [[Wii]] console bundle.<ref name=meyer>John Meyer. "[https://www.wired.com/2011/10/wii-redesign/ Nintendo Bundles Redesigned Wii With Mario]". ''[https://www.wired.com/ Wired]''. Condé Nast. Published 12 Oct 2011. Accessed 08 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, which is included within the game. Select pieces from ''Super Mario Galaxy'' were included in ''[[Super Mario History 1985-2010#CD track listing|Super Mario History 1985-2010 Sound Track CD]]'' (2010), ''[[Nintendo Sound Selection: Endings & Credits]]'' (2015), and ''[[The 30th Anniversary Super Mario Bros. Music]]'' (2015).


===Staff===
===Staff===

Revision as of 12:40, April 9, 2023

Casual Nintendo historian. Otherwise an artist and a professional zoologist. Bio degree. I've had an account here since 2012.

I wrote the character sections for Super Mario 64, Super Mario Galaxy 2, and Super Mario Odyssey. I contributed much of the article for Super Mario Sunshine and am currently working on Super Mario Galaxy.

I have been a fan of Nintendo since a very young age. My first Mario games (and three of the first video games I ever owned) were Super Mario World: Super Mario Advance 2, Super Mario 64 DS, and Mario Kart DS. These games were good company for a young kid who moved around a lot and had difficulty keeping long-lasting friends.

During the COVID-19 pandemic, I sequentially played some of my favorite games in the Super Mario series to 100% completion. This includes, in order, Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, Super Mario World, Super Mario World 2: Yoshi's Island, Super Mario 64, Super Mario Sunshine, Super Mario Galaxy, Super Mario Galaxy 2, Captain Toad: Treasure Tracker, and Super Mario Odyssey. It's been really fun so far! These are great games, and I always wanted to marathon a series like this before but never had the time. It has been interesting to see where the series began and where it has ended up. The design philosophies, the characters, the art directions, world building, level design, narrative, etc. All good stuff. It might be fun to write something about it some day.

My favorite video game character is Yoshi.

My hope is to help make the SMG article on par with the best of the wiki (i.e. Super Mario World, Super Mario 3D World, the Donkey Kong Country games), and to use it as a reference for other Super Mario game articles. To me, these games are the heart of the franchise and it'd be nice if the articles can have some uniformity between them. I never intended to fully invest in just this one game, but as a person, it can be hard to move on when it feels like there is still work to be done. My hope is to bring some of what is done here to Super Mario Sunshine, Galaxy 2, and Odyssey.

Sandbox for current project

Staff

• First Super Mario game developed by Nintendo EAD Tokyo, a younger development team that had previously made Donkey Kong: Jungle Beat

• Jungle Beat’s development and the quality of the finished title informed Miyamoto’s decision to allow them to develop a mainline Super Mario title, the first new one since New Super Mario Bros. and the first 3D one since Super Mario Sunshine

• Director is Mahito Yokota, a friend and protégé of Shigeru Miyamoto who has been involved with Super Mario 64, Super Mario Sunshine, Ocarina of Time, Majora's Mask

• SMG is his debut as solo director, after co-directing Super Mario Sunshine with “what’s their face”


Development

• Of Super Mario 128 and the unreleased sequel to Super Mario 64

• Yokota on addressing issues with spatial navigation in 3D games

• Miyamoto on his dissatisfaction with Super Mario Sunshine’s development and the finished title, and how this informed development choices in SMG

• Review Yokota’s keynote and the Iwata Asks


Pre-release and unused content

• Guppy was not a dolphin!


Promotion

• Where exactly did that photo of Mario in the zero-gravity airlock come from?


Legacy

• SMG released during a period when the strength of Japan-based video game studios was generally thought to be on the decline, in part due to the rise of development in American studios to great financial success and the general marketing trends of the industry

• Well respected Japanese publishers such as Capcom, Konami, Sega, and Nintendo themselves had attempted to significantly retool some of their established franchises for western audiences; most of these attempts were not received well and sold terribly

• SMG was not artistically compromised by this trend and it was something noted by commentators at the time; its success at BAFTA over Call of Duty was described as a surprise; its reliance on providing accessible, rewarding fun was considered unique at the time (see comparison to Heavy Rain)

• Though not attributed as the catalyst to the rival of Japanese studios, the critical acclaim and commercial success of SMG was viewed as evidence that Japan was still a significant player in the video game industry

• SMG almost immediate influence other titles in the greater Mario franchise, such as Mario Kart Wii; Rosalina has been established as a major recurring character in Mario spin-offs

• Rosalina was one of the first characters pitched for SSB4

• Influenced development of Gears 5 (2019), Solar Ash (2021), Mario + Rabbids: Spark of Hope (2022), and Momoka


Remakes and ports

• Wii U

• Nvidia Shield

• Super Mario 3D All-Stars


Adaptations

• SUPER MARIO-KUN


Notable merchandise

• Cards

Potential articles to review

[1]

[2]

References