Super Mario Galaxy: Difference between revisions

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|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD Tokyo]]
|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD Tokyo]]
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
|release='''Original release:'''<br>{{release|Japan|November 1, 2007|USA|November 12, 2007|Mexico|November 12, 2007<ref>{{cite|author=Carlos Rodriguez, Antonio, editor|title="Las recomendaciones de Club Nintendo para el mes de noviembre" ''[[NWiki:Club Nintendo Mexico|Club Nintendo]]''|format=192|language=Spanish|date=Nov. 2007|page=54}}</ref>|Europe|November 16, 2007|Australia|November 29, 2007|South Korea|September 4, 2008}} '''[[Nintendo Selects#Wii|Nintendo Selects]]:'''<br>{{release|USA|August 28, 2011|Europe|September 16, 2011|Australia|November 7, 2013|South Korea|April 23, 2015}} '''Wii U (digital download):'''<br>{{release|Japan|May 31, 2015<ref name=wiiuJP>{{cite|author=[[Nintendo|Nintendo Co., Ltd.]] [Nintendo 公式チャンネル]|url=https://www.youtube.com/watch?v=mBl3jNhi73Q|title=スーパーマリオギャラクシー 紹介映像|language=Japanese|publisher=''YouTube''|date=31 May 2015|accessdate=6 Mar. 2021}}</ref>|USA|December 24, 2015<ref name=wiiuUS>{{cite|author=[[Nintendo|Nintendo of America]]|archive=https://web.archive.org/web/20160309231304/http://www.nintendo.com/games/detail/super-mario-galaxy-wii-u|title=Super Mario Galaxy (Wii U)|deadlink=http://www.nintendo.com/games/detail/super-mario-galaxy-wii-u the original|publisher=''Nintendo Official Site''|date=2015|accessdate=13 Dec. 2015}}</ref>|Europe|February 4, 2016<ref name=wiiuEU>Whitehead, Thomas. "[http://www.nintendolife.com/news/2016/02/nintendo_download_4th_february_europe Nintendo Download: 4th February (Europe)]." ''Nintendo Life'', 1 Feb. 2016.</ref>|Australia|February 5, 2016}}'''Nvidia Shield TV:'''<br>{{release|China|March 22, 2018<ref name=shield>{{cite|author=Nvidia [英伟达SHIELD|url=https://weibo.com/6154885380/G8y23yTnm?ssl_rnd=1616376742.279&type=comment|title=#NVIDIA SHIELD# #任天堂#《超级马力欧银河》今天正式登陆SHIELD国行版。全新中文体验+1080p高清重置画面,仅供SHIELD中国玩家专享,现在进入NVIDIA游戏中心即可购买。在这款重力弯曲、翱翔银河的满分神作里,玩家的征途真的是星辰大海!|language=Chinese|publisher=''Sina Visitor System''|date=22 Mar. 2018|accessdate=21 Mar. 2021}}</ref>}}
|release='''Original release:'''<br>{{release|Japan|November 1, 2007|USA|November 12, 2007|Mexico|November 12, 2007<ref>{{cite|author=Carlos Rodriguez, Antonio, editor|title="Las recomendaciones de Club Nintendo para el mes de noviembre" ''[[NWiki:Club Nintendo Mexico|Club Nintendo]]''|format=192|language=Spanish|location=Mexico City|publisher=[[Nintendo of America]]|date=Nov. 2007|page=54}}</ref>|Europe|November 16, 2007|Australia|November 29, 2007|South Korea|September 4, 2008}} '''[[Nintendo Selects#Wii|Nintendo Selects]]:'''<br>{{release|USA|August 28, 2011|Europe|September 16, 2011|Australia|November 7, 2013|South Korea|April 23, 2015}} '''Wii U (digital download):'''<br>{{release|Japan|May 31, 2015<ref name=wiiuJP>{{cite|author=[[Nintendo|Nintendo Co., Ltd.]] [Nintendo 公式チャンネル]|url=https://www.youtube.com/watch?v=mBl3jNhi73Q|title=スーパーマリオギャラクシー 紹介映像|language=Japanese|publisher=YouTube|date=31 May 2015|accessdate=6 Mar. 2021}}</ref>|USA|December 24, 2015<ref name=wiiuUS>{{cite|author=[[Nintendo of America]]|archive=https://web.archive.org/web/20160309231304/http://www.nintendo.com/games/detail/super-mario-galaxy-wii-u|title=Super Mario Galaxy (Wii U)|deadlink=http://www.nintendo.com/games/detail/super-mario-galaxy-wii-u the original|publisher=Nintendo Official Site|date=2015|accessdate=13 Dec. 2015}}</ref>|Europe|February 4, 2016<ref name=wiiuEU>{{cite|author=Whitehead, Thomas|url=http://www.nintendolife.com/news/2016/02/nintendo_download_4th_february_europe|title=Nintendo Download: 4th February (Europe)|publisher=Nintendo Life|date=1 Feb. 2016}}</ref>|Australia|February 5, 2016}}'''Nvidia Shield TV:'''<br>{{release|China|March 22, 2018<ref name=shield>{{cite|author=Nvidia [英伟达SHIELD]|url=https://weibo.com/6154885380/G8y23yTnm?ssl_rnd=1616376742.279&type=comment|title=#NVIDIA SHIELD# #任天堂#《超级马力欧银河》今天正式登陆SHIELD国行版。全新中文体验+1080p高清重置画面,仅供SHIELD中国玩家专享,现在进入NVIDIA游戏中心即可购买。在这款重力弯曲、翱翔银河的满分神作里,玩家的征途真的是星辰大海!|language=Chinese|publisher=Sina Visitor System|date=22 Mar. 2018|accessdate=21 Mar. 2021}}</ref>}}
|languages={{languages|en_us=y|en_gb=y|fr_fr=y|fr_ca=y|es_es=y|es_latam=y|de=y|it=y|jp=y|kr=y|zh_simp=y|zh_simp_note=&nbsp;(Nvidia Shield TV only)}}
|languages={{languages|en_us=y|en_gb=y|fr_fr=y|fr_ca=y|es_es=y|es_latam=y|de=y|it=y|jp=y|kr=y|zh_simp=y|zh_simp_note=&nbsp;(Nvidia Shield TV only)}}
|genre=[[Genre#Platform games|Platformer]], action-adventure
|genre=[[Genre#Platform games|Platformer]], action-adventure
|modes=Single-player, two-player co-op
|modes=Single-player, two-player co-op
|ratings='''Original release:'''{{ratings|esrb=E|pegi=3|usk=6|cero=A|acb=G|rars=0+|grac=all}} '''Nintendo Selects:'''{{ratings|dejus=L}} '''Wii U (digital download):'''{{ratings|acb=PG}}
|ratings='''Original release:'''{{ratings|esrb=E|pegi=3|usk=6|cero=A|acb=G|rars=0+|grac=all}} '''Nintendo Selects:'''{{ratings|dejus=L}} '''Wii U (digital download):'''{{ratings|acb=PG}}
|platforms=[[Wii]], [[Wii U]], {{wp|Nvidia Shield TV}} (Mainland China only)<ref>{{cite|author=浪玩堂|archive=http://web.archive.org/web/20171207175754/http://overseas.weico.cc/share/11183651.html?weibo_id=4181546857933690|title=英伟达全球副总裁,中国区总经理张建中先生在现场为我们介绍国行英伟达SHIELD的最新消息,来看看他的游戏阵容!任天堂Wii上游戏将在SHIELD上与我们见面!|language=Chinese|deadlink=http://overseas.weico.cc/share/11183651.html?weibo_id=4181546857933690|publisher=''Sina Visitor System''|date=5 Dec. 2017|accessdate=21 Mar. 2021}}</ref>
|platforms=[[Wii]], [[Wii U]], {{wp|Nvidia Shield TV}} (Mainland China only)<ref>{{cite|author=浪玩堂|archive=http://web.archive.org/web/20171207175754/http://overseas.weico.cc/share/11183651.html?weibo_id=4181546857933690|title=英伟达全球副总裁,中国区总经理张建中先生在现场为我们介绍国行英伟达SHIELD的最新消息,来看看他的游戏阵容!任天堂Wii上游戏将在SHIELD上与我们见面!|language=Chinese|deadlink=http://overseas.weico.cc/share/11183651.html?weibo_id=4181546857933690|publisher=Sina Visitor System|date=5 Dec. 2017|accessdate=21 Mar. 2021}}</ref>
|media={{media|wii=1|wiiudl=1|nvshield=1}}
|media={{media|wii=1|wiiudl=1|nvshield=1}}
|input={{input|nunchuk=1|wiiununchuk=1|wiimote=1|wiiumote=1|nvshield=1}}
|input={{input|nunchuk=1|wiiununchuk=1|wiimote=1|wiiumote=1|nvshield=1}}
}}
}}
'''''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]]'' ([[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!"


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#Ports|ported]] to the {{wp|Nvidia Shield TV}} console in 2018. A port of the game 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.]]'' ([[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]].


''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=チャンネル on ''YouTube''|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>
==Story==
==Story==
'''From the instruction booklet'''
'''From the instruction booklet'''
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Most levels are clusters of small planetary bodies with their own centers of [[gravity]], causing Mario to organically bend around them as he moves or jumps. Not all planetary bodies are spherical, but they at least have rounded edges to compliment the concept.<ref>{{cite|author=Black, Fletcher|title=''Super Mario Galaxy: PRIMA Official Game Guide''|format=Collector's Edition|location=Roseville|publisher=[[Prima Games]]|date=2007|page=12}}</ref> Planets with sharp edges only have one gravitational plane, like the courses in ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]''. Mario will fall and lose a life if he jumps off the edges of these planets. Some planetoids are so close to each other that Mario can simply jump between them, but others are very distant. In most cases, he can reach them by using [[Launch Star]]s, yellow objects that fire Mario through the sky. The levels in the game can be accessed by [[dome]]s scattered across the [[Comet Observatory]], the game's hub world. For more detail on level structure, galaxies, and the hub, see "[[#Locations|Locations]]" below.
Most levels are clusters of small planetary bodies with their own centers of [[gravity]], causing Mario to organically bend around them as he moves or jumps. Not all planetary bodies are spherical, but they at least have rounded edges to compliment the concept.<ref>{{cite|author=Black, Fletcher|title=''Super Mario Galaxy: PRIMA Official Game Guide''|format=Collector's Edition|location=Roseville|publisher=[[Prima Games]]|date=2007|page=12}}</ref> Planets with sharp edges only have one gravitational plane, like the courses in ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]''. Mario will fall and lose a life if he jumps off the edges of these planets. Some planetoids are so close to each other that Mario can simply jump between them, but others are very distant. In most cases, he can reach them by using [[Launch Star]]s, yellow objects that fire Mario through the sky. The levels in the game can be accessed by [[dome]]s scattered across the [[Comet Observatory]], the game's hub world. For more detail on level structure, galaxies, and the hub, see "[[#Locations|Locations]]" below.
===Co-Star Mode===
===Co-Star Mode===
The game has a multiplayer mode called Co-Star Mode. Connecting a second Wii Remote allows another player (P2) to join in and assist the first one (P1) by controlling a second Star Pointer. There are a number of actions that are available only to the second player. When Co-Star Mode is active, "<font color=Blue>1P</font>" appears below Player 1's Star Pointer, and "<font color=Orange>2P</font>" appears below Player 2's Star Pointer to help differentiate between them. Like the first player, P2 can collect Star Bits and fire them at enemies to briefly stun them. When P2 directs their Star Pointer at Mario and presses {{button|wii|A}}, he performs a unique action called the [[Co-Star Super Jump]]. Combining both jump techniques can make Mario jump higher than when controlled with only one controller. This works in midair, but it can be done only once before the player touches a horizontal surface.<ref>{{cite|author=Juliusaurus|url=https://www.youtube.com/watch?v=eRantJ0Acm8|title=Super Mario Galaxy Co-op Fun: Midair Jumps|publisher=''YouTube''|date=4 Jan. 2009|accessdate=6 Mar. 2021}}</ref>
The game has a multiplayer mode called Co-Star Mode. Connecting a second Wii Remote allows another player (P2) to join in and assist the first one (P1) by controlling a second Star Pointer. There are a number of actions that are available only to the second player. When Co-Star Mode is active, "<font color=Blue>1P</font>" appears below Player 1's Star Pointer, and "<font color=Orange>2P</font>" appears below Player 2's Star Pointer to help differentiate between them. Like the first player, P2 can collect Star Bits and fire them at enemies to briefly stun them. When P2 directs their Star Pointer at Mario and presses {{button|wii|A}}, he performs a unique action called the [[Co-Star Super Jump]]. Combining both jump techniques can make Mario jump higher than when controlled with only one controller. This works in midair, but it can be done only once before the player touches a horizontal surface.<ref>{{cite|author=Juliusaurus|url=https://www.youtube.com/watch?v=eRantJ0Acm8|title=Super Mario Galaxy Co-op Fun: Midair Jumps|publisher=YouTube|date=4 Jan. 2009|accessdate=6 Mar. 2021}}</ref>


===Luigi===
===Luigi===
[[File: SMG Freezeflame Frosty Cosmic Luigi Race.png|thumb|left|Luigi about to race against Cosmic Luigi in Freezeflame Galaxy.]]
[[File: SMG Freezeflame Frosty Cosmic Luigi Race.png|thumb|left|Luigi about to race against Cosmic Luigi in Freezeflame Galaxy.]]
Completing "[[The Fate of the Universe]]" after 120 Power Stars have been collected allows the player to replay the entire game as Mario's brother, [[Luigi]], who otherwise appears as a non-playable character that assists Mario. Luigi can jump higher than him but has worse traction, making him skid. He also runs slightly faster than Mario but takes longer to reach top speed. Luigi loses air faster while underwater and loses a chunk of air every time he spins underwater. [[Cosmic Luigi]], one of the rival characters, is more challenging than Cosmic Mario, and Luigi receives twenty [[1-Up Mushroom]]s from Princess Peach instead of Mario's usual five (although if Luigi's life counter is too high, he only receives five). Outside of these changes, the storyline is almost completely unchanged and even includes the original NPC Luigi, who will now react with confusion at seeing a copy of himself. When the player collect 120 Power Stars and replays "The Fate of the Universe", [[Grand Finale Galaxy]] becomes available for both Mario and Luigi, allowing the 121st Power Star to be collected by each of them.
Completing "[[The Fate of the Universe]]" after 120 Power Stars have been collected allows the player to replay the entire game as Mario's brother, [[Luigi]], who otherwise appears as a non-playable character that assists Mario. Luigi can jump higher than him but has worse traction, making him skid. He also runs slightly faster than Mario but takes longer to reach top speed. Luigi loses air faster while underwater and loses a chunk of air every time he spins underwater. [[Cosmic Luigi]], one of the rival characters, is more challenging than Cosmic Mario, and Luigi receives twenty [[1-Up Mushroom]]s from Princess Peach instead of Mario's usual five (although if Luigi's life counter is too high, he only receives five). Outside of these changes, the storyline is almost completely unchanged and even includes the original NPC Luigi, who will now react with confusion at seeing a copy of himself (although his height is marginally different). When the player collects 120 Power Stars and replays "[[The Fate of the Universe]]", [[Grand Finale Galaxy]] becomes available for both Mario and Luigi, allowing the 121st Power Star to be collected by each of them.


This mode is referred to by [[Rosalina]] as "another world". In the Japanese version, she describes it as the world where Mario may come across his alternate self who is not him.<ref>{{cite|author=リンカー Linker / 紫月リン Rin Shizuki|url=https://www.youtube.com/watch?v=CHRw7Mw6bfY|title=スーパーマリオギャラクシーを実況プレイ Part52|language=Japanese|publisher=''YouTube''|date=6 Oct. 2011|accessdate=27 Oct. 2019}}</ref>
This mode is referred to by [[Rosalina]] as "another world". In the Japanese version, she describes it as the world where Mario may come across his alternate self who is not him.<ref>{{cite|author=リンカー Linker / 紫月リン Rin Shizuki|url=https://www.youtube.com/watch?v=CHRw7Mw6bfY|title=スーパーマリオギャラクシーを実況プレイ Part52|language=Japanese|publisher=YouTube|date=6 Oct. 2011|accessdate=27 Oct. 2019}}</ref>
{{br}}
{{br}}


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When playing on a [[Wii]] or [[Wii U]] console by oneself (P1), the game requires one to use the [[Wii Remote]] attached to the [[Nunchuk]]. If the player attempts to access the game without the Nunchuk attached, it will prompt the player to do so before proceeding. One will not be able to access the rest of the game unless they do so. In Co-Star Mode, the second player (P2) is not required to have the Nunchuk attached to their Wii Remote but it still must be held vertically.
When playing on a [[Wii]] or [[Wii U]] console by oneself (P1), the game requires one to use the [[Wii Remote]] attached to the [[Nunchuk]]. If the player attempts to access the game without the Nunchuk attached, it will prompt the player to do so before proceeding. One will not be able to access the rest of the game unless they do so. In Co-Star Mode, the second player (P2) is not required to have the Nunchuk attached to their Wii Remote but it still must be held vertically.


The controller for the {{wp|Nvidia Shield TV}} has a more conventional layout, cannot display a pointer on screen, and lacks the same motion-sensing capabilities of the Wii Remote. To compensate, actions that originally involved shaking the Wii Remote are performed by pressing the X button. Actions involving the [[Star Pointer]] are instead performed with the right analog stick. In Co-Star Mode, both analog sticks can be used to control the Star Pointer.<ref>{{cite|author=Chinese Nintendo [@chinesenintendo]|url=https://twitter.com/jhstjh/status/978431140959805440|title=For some reasons, the A button when choosing a Galaxy has been bound to RT instead of A. (The second image is the same text from the original English release)|publisher=''Twitter''|date=24 Mar. 2018|accessdate=6 Mar. 2021}}</ref> The original tilt controls in the game is also replaced by the regular left analog stick control.<ref>{{cite|author=Chinese Nintendo [@chinesenintendo]|url=https://twitter.com/chinesenintendo/status/1019812333621669888|title=And yes, tilting in Super Mario Galaxy has been replaced by simply the left analog stick on Nvidia Shield|publisher=''Twitter''|date=19 Jul. 2018|accessdate=6 Mar. 2021}}</ref><ref>{{cite|author=ドラガリキノピコ|url=https://youtu.be/OryQXvTC-t4|title=スーパーマリオギャラクシー Part2 ワールド2 バスルーム|language=Chinese|publisher=''YouTube''|date=21 Jun. 2018|accessdate=6 Mar. 2021}}</ref>
The controller for the {{wp|Nvidia Shield TV}} has a more conventional layout, cannot display a pointer on screen, and lacks the same motion-sensing capabilities of the Wii Remote. To compensate, actions that originally involved shaking the Wii Remote are performed by pressing the X button. Actions involving the [[Star Pointer]] are instead performed with the right analog stick. In Co-Star Mode, both analog sticks can be used to control the Star Pointer.<ref>{{cite|author=Chinese Nintendo [@chinesenintendo]|url=https://twitter.com/jhstjh/status/978431140959805440|title=For some reasons, the A button when choosing a Galaxy has been bound to RT instead of A. (The second image is the same text from the original English release)|publisher=Twitter|date=24 Mar. 2018|accessdate=6 Mar. 2021}}</ref> The original tilt controls in the game is also replaced by the regular left analog stick control.<ref>{{cite|author=Chinese Nintendo [@chinesenintendo]|url=https://twitter.com/chinesenintendo/status/1019812333621669888|title=And yes, tilting in Super Mario Galaxy has been replaced by simply the left analog stick on Nvidia Shield|publisher=Twitter|date=19 Jul. 2018|accessdate=6 Mar. 2021}}</ref><ref>{{cite|author=ドラガリキノピコ|url=https://youtu.be/OryQXvTC-t4|title=スーパーマリオギャラクシー Part2 ワールド2 バスルーム|language=Chinese|publisher=YouTube|date=21 Jun. 2018|accessdate=6 Mar. 2021}}</ref>


For the control scheme of the iteration included in ''Super Mario 3D All-Stars'' for [[Nintendo Switch]] systems, click [[Super Mario 3D All-Stars#Super Mario Galaxy|here]].
For the control scheme of the iteration included in ''Super Mario 3D All-Stars'' for [[Nintendo Switch]] systems, click [[Super Mario 3D All-Stars#Super Mario Galaxy|here]].
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|{{button|nvshield|A}}
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|Phase through walls in Boo form
|Phase through [[Bars (Boo Mario)|walls]] in Boo form
|Shake {{button|wii|Wiimote}}
|Shake {{button|wii|Wiimote}}
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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 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).


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>[[Yoshiaki Koizumi|Koizumi, Yoshiaki]] (27 Nov. 2007). ''[https://youtu.be/A25Ab7RyUPs Super Mario Galaxy: The Journey from Garden to Galaxy]''. Montréal: Montreal International Games Summit, Alliance numériQC. Recorded by Eric St-Cyr, compiled by A Hover. ''YouTube'', 24 Sep. 2016. Retrieved 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]]'' ([[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/>


===Galaxies===
===Galaxies===
====Overview====
{{main|Galaxy}}
{{main|Galaxy}}
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*"'''Robust galaxies'''" that contain at least six missions. They either feature a high number of visitable planets or a small selection of large ones to explore. The missions build off of each other environmentally or narratively, meaning that the events that occur in one mission foreshadow the events of the subsequent mission. Two or more of the six missions typically involve a boss battle. Most domes contain two or three of these galaxies, and they are all listed together on the first page of the in-game [[Star List]]. They are the only galaxies orbited by [[Prankster Comet]]s. The robust galaxies of the Terrace are [[Good Egg Galaxy]] and [[Honeyhive Galaxy]].
*"'''Robust galaxies'''" that contain at least six missions. They either feature a high number of visitable planets or a small selection of large ones to explore. The missions build off of each other environmentally or narratively, meaning that the events that occur in one mission foreshadow the events of the subsequent mission. Two or more of the six missions typically involve a boss battle. Most domes contain two or three of these galaxies, and they are all listed together on the first page of the in-game [[Star List]]. They are the only galaxies orbited by [[Prankster Comet]]s. The robust galaxies of the Terrace are [[Good Egg Galaxy]] and [[Honeyhive Galaxy]].
*"'''Mystery galaxies'''" that each contain one mission. Before being unlocked, they are represented by course preview models shaped like [[? Block]]s. These galaxies are highly distinctive in theme and mission. Some of them entail minigames like [[ray surfing]] or [[Star Ball|ball rolling]]. Others are athletic obstacle courses. Mystery galaxies usually require completing a certain mission in another galaxy in addition to accumulating a specific number of Power Stars to unlock. Each dome contains one or two mystery galaxies. In the Terrace, they are [[Loopdeeloop Galaxy]] and [[Flipswitch Galaxy]].
*"'''Mystery galaxies'''" that each contain one mission. Before being unlocked, they are represented by course preview models shaped like [[? Block]]s. These galaxies are highly distinctive in theme and mission. Some of them entail minigames like [[ray surfing]] or [[Star Ball|ball rolling]]. Others are athletic obstacle courses. Mystery galaxies usually require completing a certain mission in another galaxy in addition to accumulating a specific number of Power Stars to unlock. Each dome contains one or two mystery galaxies. In the Terrace, they are [[Loopdeeloop Galaxy]] and [[Flipswitch Galaxy]].
*"'''Boss galaxies'''" that each contain one mission. They feature linear obstacle courses that lead to a boss battle. Half of them involve [[Bowser Jr.]], either directly or as the inciter for another boss (such as [[Megaleg]] or [[King Kaliente]]) to face Mario. The other half feature [[Bowser]] himself. With the exception of the Garden, each dome contains one boss galaxy and it is always on the dome's outermost ring. These galaxies have the highest or second-highest Power Star threshold, and completing the mission in these galaxies is a criterion needed to unlock a subsequent dome and is required for game progression. The preview model in orbit resembles a bust of Bowser's head with glowing eyes. The boss galaxy in the Terrace is [[Bowser Jr.'s Robot Reactor]].
*'''Enemy bases'''<ref>{{cite|quote=We have discovered an enemy base in the region!|author=[[Polari]] after the player has accumulated enough [[Power Star]]s|title=''Super Mario Galaxy'' by [[Nintendo EAD Tokyo]]|format=North American Localization|publisher=[[Nintendo of America]]|date=12 Nov. 2007|accessdate=26 Apr. 2024}}</ref> that each contain one mission. They feature linear obstacle courses that lead to a boss battle. Half of them involve [[Bowser Jr.]], either directly or as the inciter for another boss (such as [[Megaleg]] or [[King Kaliente]]). The other half feature [[Bowser]] himself. With the exception of the Garden, each dome contains one enemy base and it is always on the dome's outermost ring. These galaxies have the highest or second-highest Power Star threshold, and completing the mission in these galaxies is a criterion needed to unlock a subsequent dome and is required for game progression. The preview model in orbit resembles a bust of Bowser's head with glowing eyes. The enemy base in the Terrace is [[Bowser Jr.'s Robot Reactor]].


[[File:SMG Fat Hungry Luma.png|thumb|250px|left|A Hungry Luma outside the Terrace, almost completely stuffed with Star Bits. Feeding it the requested number of Star Bits makes the Luma transform into a wholly new galaxy.]]
[[File:SMG Fat Hungry Luma.png|thumb|250px|left|A Hungry Luma outside the Terrace, almost completely stuffed with Star Bits. Feeding it the requested number of Star Bits makes the Luma transform into a wholly new galaxy.]]
Certain galaxies can be accessed outside of the domes. With the exception of [[Gateway Galaxy]], these ones can also be categorized as mystery or boss galaxies. Most of them are unlocked by feeding [[Hungry Luma]]s a requested number of [[Star Bit]]s. These Lumas appear on the Comet Observatory once certain criteria are met within the dome galaxies (as seen in the chart below). There is a Hungry Luma associated with every dome, essentially functioning as an extra level for each one. A tiny house called the [[Gate (Super Mario Galaxy)|Gate]] rests on a grassy platform orbiting the observatory. It grants Mario access to Gateway Galaxy. This galaxy is the first level of the game, but it can only be revisited via the Gate once "[[King Kaliente's Spicy Return]]" is completed. Though it is not a dome, there is a Hungry Luma associated with it as well. A planetoid called the [[Planet of Trials]] orbits the observatory and has three galaxies of its own. It becomes reachable once all three of the secret [[Green Star|Green Power Star]]s have been collected. A Launch Star leading to [[Grand Finale Galaxy]] appears here after the player has collected 120 Power Stars as both [[Mario]] and [[Luigi]]. [[Bowser's Galaxy Reactor]] is only reachable by speaking to [[Rosalina]] after 60 Power Stars have been collected.
Certain galaxies can be accessed outside of the domes. With the exception of [[Gateway Galaxy]], these ones can also be categorized as mystery galaxies or enemy bases. Most of them are unlocked by feeding [[Hungry Luma]]s a requested number of [[Star Bit]]s. These Lumas appear on the Comet Observatory once certain criteria are met within the dome galaxies (as seen in the chart below). There is a Hungry Luma associated with every dome, essentially functioning as an extra level for each one. A tiny house called the [[Gate (Super Mario Galaxy)|Gate]] rests on a grassy platform orbiting the observatory. It grants Mario access to Gateway Galaxy. This galaxy is the first level of the game, but it can only be revisited via the Gate once "[[King Kaliente's Spicy Return]]" is completed. Though it is not a dome, there is a Hungry Luma associated with it as well. A planetoid called the [[Planet of Trials]] orbits the observatory and has three galaxies of its own. It becomes reachable once all three of the secret [[Green Star|Green Power Star]]s have been collected. A Launch Star leading to [[Grand Finale Galaxy]] appears here after the player has collected 120 Power Stars as both [[Mario]] and [[Luigi]]. [[Bowser's Galaxy Reactor]] is only reachable by speaking to [[Rosalina]] after 60 Power Stars have been collected.


Mario encounters his brother in four galaxies: Good Egg Galaxy, Honeyhive Galaxy, [[Battlerock Galaxy]], and [[Ghostly Galaxy]]. In Ghostly Galaxy, Luigi is at the end of the mission "[[Luigi and the Haunted Mansion]]" and gives Mario a Power Star when reached. After Luigi is rescued, he appears in the observatory and offers to help Mario collect Power Stars. Whenever Luigi visits a galaxy, he gets stuck and sends a letter to Mario asking for help, with each letter including a picture that hints at his location. Finding him within a galaxy awards Mario with a secret Power Star.
Mario encounters his brother in four galaxies: Good Egg Galaxy, Honeyhive Galaxy, [[Battlerock Galaxy]], and [[Ghostly Galaxy]]. In Ghostly Galaxy, Luigi is at the end of the mission "[[Luigi and the Haunted Mansion]]" and gives Mario a Power Star when reached. After Luigi is rescued, he appears in the observatory and offers to help Mario collect Power Stars. Whenever Luigi visits a galaxy, he gets stuck and sends a letter to Mario asking for help, with each letter including a picture that hints at his location. Finding him within a galaxy awards Mario with a secret Power Star.
{{br}}


There are 42 dedicated galaxies in the game. Of this total, 15 are robust galaxies, 20 are mystery galaxies, and 6 are boss galaxies. If the Comet Observatory, its [[Library (Super Mario Galaxy)|library]], and its domes are considered individual levels, then the true total number is 50. Some galaxies have tiny otherworldly subareas reached via [[Warp Pipe|pipes]] that contain an interactive side objective. If each of these areas were to be considered levels as well, then the true number is even higher. The chart below lists the galaxies of the game roughly as they are listed on the Star List. Each galaxy is given a brief description, an in-game screenshot, and a list of their missions. There is a legend at the bottom of the chart detailing what the symbols used in it represent.
====Chart====
There are 42 dedicated galaxies in the game. Of this total, 15 are robust galaxies, 20 are mystery galaxies, and 6 are enemy bases. If the Comet Observatory, its [[Library (Super Mario Galaxy)|library]], and its domes are considered individual levels, then the true total number is 50. Some galaxies have tiny otherworldly subareas reached via [[Warp Pipe|pipes]] that contain an interactive side objective. If each of these areas were to be considered levels as well, then the true number is even higher. The chart below lists the galaxies of the game roughly as they are listed on the Star List. Each galaxy is given a brief description, an in-game screenshot, and a list of their missions. There is a legend at the bottom of the chart detailing what the symbols used in it represent.
<center>
<center>
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|colspan="3"align=center|[[Princess Peach]]'s [[Castle Gardens]] in the [[Mushroom Kingdom]]. A small village of [[Toad (species)|Toad]]s and a large lake flank the road to the castle. The locals are in the midst of celebrating the [[Star Festival]].<br>'''Unlock criteria''': begin a new save file (first visit); collect 120 Power Stars as Luigi (revisit)
|colspan="3"align=center|[[Princess Peach]]'s [[Castle Gardens]] in the [[Mushroom Kingdom]]. A small village of [[Toad (species)|Toad]]s and a large lake flank the road to the castle. The locals are in the midst of celebrating the [[Star Festival]].<br>'''Unlock criteria''': begin a new save file (first visit); collect 120 Power Stars as Luigi (revisit)
|-
|-
|colspan="3" style="background:#E4E4E4; color:black;"|'''Level chart information and legend''': Galaxies accessed from inside a dome are designated with a unique number that correlates with the galaxy's distance from its dome's origin, with smaller numbers being closer and larger numbers farther. It very roughly correlates with how galaxies are listed within the game's [[Star List]]. Galaxies accessed by feeding [[Hungry Luma]]s are not located within domes and are denoted by {{chart icon|SMG-LumaH}}. Trial Galaxies lack numerical designation because they are unlocked concurrently and can be accessed in any order. Three symbols convey attributes about each galaxy: {{chart icon|SMG-totalS}} denotes the total number of obtainable [[Power Star]]s; {{chart icon|SMG-totalP}} denotes the total number of reachable planets and/or areas; and {{chart icon|SMG-totalB}} denotes the number of boss battles. The name of each mission is accompanied by a symbol that indicates what type of mission it is and the type of Power Star obtained. {{chart icon|SMG-Mission}} denotes a normal mission; {{chart icon|SMG-StarGrand}} denotes a [[Grand Star]] mission; {{chart icon|SMG-StarGreen}} denotes a [[Green Star|Green Power Star]] mission; {{chart icon|SMG-StarRed}} denotes a [[Red Power Star]] mission; {{chart icon|SMG-CometS}} denotes a [[Prankster Comet#Speedy Comet|Speedy Comet]] mission; {{chart icon|SMG-CometD}} denotes a [[Prankster Comet#Daredevil Comet|Daredevil Comet]] mission; {{chart icon|SMG-CometC}} denotes a [[Prankster Comet#Cosmic Comet|Cosmic Comet]] mission; {{chart icon|SMG-CometF}} denotes a [[Prankster Comet#SFast-Foe Comet|Fast-Foe Comet]] mission; {{chart icon|SMG-CometP}} denotes a [[Prankster Comet#Purple Comet|Purple Comet]] mission; and {{chart icon|SMG-MissionS}} denotes an intramissionary Secret Star.
|colspan="3" style="background:#E4E4E4; color:black;"|'''Level chart information and legend''': Galaxies accessed from inside a dome are designated with a unique number that correlates with the galaxy's distance from its dome's origin, with smaller numbers being closer and larger numbers farther. It very roughly correlates with how galaxies are listed within the game's [[Star List]]. Galaxies accessed by feeding [[Hungry Luma]]s are not located within domes and are denoted by {{chart icon|SMG-LumaH}}. Trial Galaxies lack numerical designation because they are unlocked concurrently and can be accessed in any order. Three symbols convey attributes about each galaxy: {{chart icon|SMG-totalS}} denotes the total number of obtainable [[Power Star]]s; {{chart icon|SMG-totalP}} denotes the total number of reachable planets and/or areas; and {{chart icon|SMG-totalB}} denotes the number of boss battles. The name of each mission is accompanied by a symbol that indicates what type of mission it is and the type of Power Star obtained. {{chart icon|SMG-Mission}} denotes a normal mission; {{chart icon|SMG-StarGrand}} denotes a [[Grand Star]] mission; {{chart icon|SMG-StarGreen}} denotes a [[Green Star|Green Power Star]] mission; {{chart icon|SMG-StarRed}} denotes a [[red Power Star]] mission; {{chart icon|SMG-CometS}} denotes a [[Prankster Comet#Speedy Comet|Speedy Comet]] mission; {{chart icon|SMG-CometD}} denotes a [[Prankster Comet#Daredevil Comet|Daredevil Comet]] mission; {{chart icon|SMG-CometC}} denotes a [[Prankster Comet#Cosmic Comet|Cosmic Comet]] mission; {{chart icon|SMG-CometF}} denotes a [[Prankster Comet#SFast-Foe Comet|Fast-Foe Comet]] mission; {{chart icon|SMG-CometP}} denotes a [[Prankster Comet#Purple Comet|Purple Comet]] mission; and {{chart icon|SMG-MissionS}} denotes an intramissionary Secret Star.
|}
|}
</center>
</center>
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The Comet Observatory is a nursery ground for [[Luma]]s, who are cared for by [[Rosalina]] and treated as if they were her children. As light is restored to the observatory, more and more Lumas appear. The Comet Observatory was built by Rosalina during her childhood with an [[Baby Luma|apricot-colored Luma]]. Over time, as more Lumas arrived and needed care, she expanded its size. The Comet Observatory visits Mario's home world once every hundred years, which is celebrated in the [[Mushroom Kingdom]] as the [[Star Festival]]. When the beacon is at its maximum size, Rosalina can make the observatory fold into the shape of a rocket ship and soar through the space like a comet. The domes are framed as an extension of the observatory that provide a view of the cosmos. Each one is themed around rooms in a house, such as a bedroom, kitchen, and so on. There are two locations similar in concept that are not domes on the observatory: the [[Garage (Super Mario Galaxy)|garage]] and the [[Library (Super Mario Galaxy)|library]]. The garage is framed as an intergalactic repair shop that [[Starshroom|starships]] can dock to. This is where the [[Toad Brigade]] and [[Luigi]] establish themselves once "[[Bee Mario Takes Flight]]" and "[[Luigi and the Haunted Mansion]]", respectively, are completed.
The Comet Observatory is a nursery ground for [[Luma]]s, who are cared for by [[Rosalina]] and treated as if they were her children. As light is restored to the observatory, more and more Lumas appear. The Comet Observatory was built by Rosalina during her childhood with an [[Baby Luma|apricot-colored Luma]]. Over time, as more Lumas arrived and needed care, she expanded its size. The Comet Observatory visits Mario's home world once every hundred years, which is celebrated in the [[Mushroom Kingdom]] as the [[Star Festival]]. When the beacon is at its maximum size, Rosalina can make the observatory fold into the shape of a rocket ship and soar through the space like a comet. The domes are framed as an extension of the observatory that provide a view of the cosmos. Each one is themed around rooms in a house, such as a bedroom, kitchen, and so on. There are two locations similar in concept that are not domes on the observatory: the [[Garage (Super Mario Galaxy)|garage]] and the [[Library (Super Mario Galaxy)|library]]. The garage is framed as an intergalactic repair shop that [[Starshroom|starships]] can dock to. This is where the [[Toad Brigade]] and [[Luigi]] establish themselves once "[[Bee Mario Takes Flight]]" and "[[Luigi and the Haunted Mansion]]", respectively, are completed.


The library is a closed off space behind the beacon that becomes accessible once "[[The Fiery Stronghold]]" is completed. Although it is entered like a dome, the library does not contain any galaxies or tangible incentives for visiting it, and as such, the player is never required to enter it. This is where Rosalina reads a [[Rosalina's Story|storybook]] to the Lumas. New chapters become available as Mario{{footnote|main|A}} collects more Power Stars. The book details her personal backstory, the history of the Comet Observatory, and provides insight into the past of the apricot-colored Luma that travels with Mario. This part of the game was created by [[Yoshiaki Koizumi]] and included at the discretion of [[Shigeru Miyamoto]].<ref name=kohler1/> While Miyamoto considers complex narrative elements to be extraneous for a ''Super Mario'' game, Koizumi believes they help the player foster an emotional resonance with the game that keeps them motivated.<ref>{{cite|author=Byford, Sam|url=https://www.theverge.com/2017/8/28/16213402/nintendo-yoshiaki-koizumi-super-mario-odyssey-interview-gamescom-2017|title=Nintendo's Yoshiaki Koizumi on Super Mario Odyssey and the Future of the Switch|publisher=''The Verge''|date=28 Aug. 2017|acessdate=6 Jan. 2024}}</ref> In his view, the optional storybook chapters do this without burdening disinterested players, as well as {{wp|Flavor text|contextualize}} the game's premise.<ref name=kohler1/> Rosalina's Story is noted for its heartfelt and melancholy elements.<ref name=geller/> The illustrations on the pages<ref name=ruben/> and narrative themes of the story have been likened to ''{{wp|The Little Prince}}''.<ref name=geller/><ref>{{cite|author=Beaumont, Peter|url=https://www.theguardian.com/world/2010/aug/01/little-prince-return-multimedia|title=Antoine de Saint-Exupéry's Little Prince poised for a multimedia return to Earth|publisher=''The Observer''|date=31 Jul. 2010|accessdate=22 Dec. 2023}}</ref>
The library is a closed off space behind the beacon that becomes accessible once "[[The Fiery Stronghold]]" is completed. Although it is entered like a dome, the library does not contain any galaxies or tangible incentives for visiting it, and as such, the player is never required to enter it. This is where Rosalina reads a [[Rosalina's Story|storybook]] to the Lumas. New chapters become available as Mario{{footnote|main|A}} collects more Power Stars. The book details her personal backstory, the history of the Comet Observatory, and provides insight into the past of the apricot-colored Luma that travels with Mario. This part of the game was created by [[Yoshiaki Koizumi]] and included at the discretion of [[Shigeru Miyamoto]].<ref name=kohler1/> While Miyamoto considers complex narrative elements to be extraneous for a ''Super Mario'' game, Koizumi believes they help the player foster an emotional resonance with the game that keeps them motivated.<ref>{{cite|author=Byford, Sam|url=https://www.theverge.com/2017/8/28/16213402/nintendo-yoshiaki-koizumi-super-mario-odyssey-interview-gamescom-2017|title=Nintendo's Yoshiaki Koizumi on Super Mario Odyssey and the Future of the Switch|publisher=The Verge|date=28 Aug. 2017|acessdate=6 Jan. 2024}}</ref> In his view, the optional storybook chapters do this without burdening disinterested players, as well as {{wp|Flavor text|contextualize}} the game's premise.<ref name=kohler1/> Rosalina's Story is noted for its heartfelt and melancholy elements.<ref name=geller/> The illustrations on the pages<ref name=ruben/> and narrative themes of the story have been likened to ''{{wp|The Little Prince}}''.<ref name=geller/><ref>{{cite|author=Beaumont, Peter|url=https://www.theguardian.com/world/2010/aug/01/little-prince-return-multimedia|title=Antoine de Saint-Exupéry's Little Prince poised for a multimedia return to Earth|publisher=The Observer|date=31 Jul. 2010|accessdate=22 Dec. 2023}}</ref>


==Characters==
==Characters==
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|align=center|[[Bowser's Galaxy Reactor]]
|align=center|[[Bowser's Galaxy Reactor]]
|-
|-
|align=center|[[File:SMG Screenshot Bars.png|100x100px]][[File:SMG Screenshot Wall.png|100x100px]]<br> [[bars (Boo Mario)|Bars]] / Crystal
|align=center|[[File:SMG Screenshot Bars.png|100x100px]][[File:SMG Screenshot Wall.png|100x100px]]<br> [[bars (Boo Mario)|Bars / Crystal]]
|Thin barriers that can only be phased through by [[Boo Mario]] while he is invisible.
|Thin barriers that can only be phased through by [[Boo Mario]] while he is invisible.
|align=center|[[Ghostly Galaxy]], [[Boo's Boneyard Galaxy]]
|align=center|[[Ghostly Galaxy]], [[Boo's Boneyard Galaxy]]
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|align=center|[[Battlerock Galaxy]], [[Dreadnought Galaxy]]
|align=center|[[Battlerock Galaxy]], [[Dreadnought Galaxy]]
|-
|-
|align=center|[[File:SMG Screenshot Dark Matter.png|100x100px]]<br>'''[[Dark matter]]'''
|align=center|[[File:SMG Screenshot Dark Matter.png|100x100px]]<br>[[Dark matter]]
|Dark matter causes Mario to disintegrate and lose a life if he makes contact with it.
|Dark matter causes Mario to disintegrate and lose a life if he makes contact with it.
|align=center|[[Bowser's Dark Matter Plant]]
|align=center|[[Bowser's Dark Matter Plant]]
|-
|-
|align=center|[[File:SMG Asset Model Electric Ball.png|100x100px]]<br>'''Electric Ball'''<ref>''Super Mario Galaxy'' internal filename (<tt>ObjectData/ElectricBall.arc</tt>)</ref>
|align=center|[[File:SMG Asset Model Electric Ball.png|100x100px]]<br>Electric Ball<ref>''Super Mario Galaxy'' internal filename (<tt>ObjectData/ElectricBall.arc</tt>)</ref>
|Metal orbs that spin around the sides of disc-shaped planetoids. They electrocute Mario on contact. They are similar to [[Amp]]s.
|Metal orbs that spin around the sides of disc-shaped planetoids. They are similar to [[Amp]]s and electrocute Mario on contact.
|align=center|[[Battlerock Galaxy]], [[Dreadnought Galaxy]]
|align=center|[[Battlerock Galaxy]], [[Dreadnought Galaxy]]
|-
|-
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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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|align=center style="background:#FFFFFF"|[[File:BooMarioSMG.png|110x110px]]<br>[[Boo Mario]]
|align=center style="background:#FFFFFF"|[[File:BooMarioSMG.png|110x110px]]<br>[[Boo Mario]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Boo Luigi.png|110x110px]]<br>[[Boo Mario|Boo Luigi]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Boo Luigi.png|110x110px]]<br>[[Boo Mario|Boo Luigi]]
|Mario is transformed into a [[Boo]] when he touches the Boo Mushroom. Shaking {{button|wii|wiimote}} makes Boo Mario become intangible for five seconds, enabling him to phase through walls. Continuously pressing {{button|wii|A}} makes Boo Mario hover, and he can read signs written in "Booish". Enemy Boos become infatuated with Boo Mario and pursue him. Receiving damage or making contact with a light source makes Mario lose the power-up.
|Mario is transformed into a [[Boo]] when he touches the Boo Mushroom. Shaking {{button|wii|wiimote}} makes Boo Mario become intangible for five seconds, enabling him to phase through [[bars (Boo Mario)|walls]]. Continuously pressing {{button|wii|A}} makes Boo Mario hover, and he can read boards written in "Booish". Enemy Boos become infatuated with Boo Mario and pursue him. Receiving damage or making contact with a light source makes Mario lose the power-up.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Ice Flower.png|100x100px]]<br>[[Ice Flower]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Ice Flower.png|100x100px]]<br>[[Ice Flower]]
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|-
|-
!colspan=3 style="background:#FF7733;"|Ground-poundable objects
!colspan=3 style="background:#FF7733;"|Ground-poundable objects
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Grate.png|100x100px]]<br>[[Grate]]
|Metal panels built into the floor of Bowser's airships. Ground Pounding one brings Mario to a lower deck.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Stone Wheel.png|100x100px]]<br>[[Stone wheel]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Stone Wheel.png|100x100px]]<br>[[Stone wheel]]
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|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Airship Model.png|100x100px]]<br>[[Airship]]
|align=center style="background:#FFFFFF"|[[File:SMG Airship Model.png|100x100px]]<br>[[Airship]]
|Bowser's flying ships. Enemies patrol the decks. Some are equipped with cannons that fire hazardous projectiles.
|Bowser's flying ships. Enemies patrol the decks. Some are equipped with cannons that fire hazardous projectiles. There are hatches on the floors of some airships. Ground-pounding one brings Mario inside the cargo hold.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Assembly Block (Red).png|100x100px]]<br>[[Assembly Block]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Assembly Block (Red).png|100x100px]]<br>[[Assembly Block]]
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|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Beacon (5 Grand Stars) 2.png|100x100px]]<br>[[Beacon]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Beacon (5 Grand Stars) 2.png|100x100px]]<br>[[Beacon]]
|The comet at the center of the [[Comet Observatory]] that gives it its energy. Collected Power Stars are fed to it. [[Grand Star]]s make it grow larger and unlocks new areas of the observatory to explore.
|The comet at the center of the [[Comet Observatory]] that gives it its energy. Collected Power Stars are fed to it. [[Grand Star]]s make it grow larger and unlocks new areas of the observatory to explore.
|-
|align=center style="background:#FFFFFF"|[[File:SMG Screenshot Board.png|100x100px]]<br>Board
|Posted signs that contain information on actions. Most Boards are inanimate objects that give Mario insight on his surroundings or actions when read. However, a few Boards are 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 BobOmb Dispenser.png|100x100px]]<br>[[Bob-omb dispenser]]
|align=center style="background:#FFFFFF"|[[File:SMG BobOmb Dispenser.png|100x100px]]<br>[[Bob-omb dispenser]]
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|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Painting.png|100x100px]]<br>[[Painting|Portrait]]
|align=center style="background:#FFFFFF"|[[File:SMG Asset Model Painting.png|100x100px]]<br>[[Painting|Portrait]]
|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>[[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.
|-
|-
|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]]
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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.


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. Pages 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]]'' ([[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>
===Media===
===Media===
{{main-media}}
{{main-media}}
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This is the first ''Super Mario'' game to feature Bowser's current voice actor, [[Kenneth W. James|Kenny James]].
This is the first ''Super Mario'' game to feature Bowser's current voice actor, [[Kenneth W. James|Kenny James]].


The staff credits in the Nvidia Shield TV version shows three people in charge of Chinese localization as well as an "iQue testing group". It is possible that the game was fully translated for the [[iQue]] Wii release before the console was canceled.<ref>{{cite|author=Chinese Nintendo [@chinesenintendo]|url=https://twitter.com/chinesenintendo/status/980318144131620864|title=iQue appears in the credits of Super Mario Galaxy on Nvidia Shield. It seemed that the game was fully translated for the iQue Wii release before the console was cancelled.|publisher=''Twitter''|date=1 Apr. 2018|accessdate=21 Mar. 2021}}</ref>
The staff credits in the Nvidia Shield TV version shows three people in charge of Chinese localization as well as an "iQue testing group". It is possible that the game was fully translated for the [[iQue]] Wii release before the console was canceled.<ref>{{cite|author=Chinese Nintendo [@chinesenintendo]|url=https://twitter.com/chinesenintendo/status/980318144131620864|title=iQue appears in the credits of Super Mario Galaxy on Nvidia Shield. It seemed that the game was fully translated for the iQue Wii release before the console was cancelled.|publisher=Twitter|date=1 Apr. 2018|accessdate=21 Mar. 2021}}</ref>


==Development==
==Development==
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''Super Mario Galaxy'' was developed to address the problems with 3D game design established by ''[[Super Mario 64]]''.<ref name=montreal/> That game was one of the first 3D titles ever published and has had a significant foundational influence on how 3D games are made, not just at [[Nintendo]] but throughout the entire industry.<ref name=barton>{{cite|author=Barton, Matt|title="Super Mario 64: No Disc, No Problem." ''Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time''|format=2nd ed.|location=United Kingdom|publisher=CRC Press|date=2019}}</ref><ref name=ruben/><ref name=Polygon/><ref>{{cite|author=Bycer, Joshua|title="11.3 The Mario 64 Formula." ''Game Design Deep Dive: Platformers''|location=United States|publisher=CRC Press|date=2019}}</ref><ref name=swink>{{cite|author=Swink, Steve|title=''Game Feel: A Game Designer's Guide to Virtual Sensation''|location=United Kingdom|publisher=CRC Press|date=2008|page=265–68}}</ref> Despite its influence, some members of Nintendo's staff observed that the game caused a divide between potential players that did not exist during the 2D era of video games, with some people feeling that 3D games are too difficult for them to play. [[Yoshiaki Koizumi]], one of the assistant directors on ''Super Mario 64'', believed that this perceived difficulty came from their attempts to keep the player from experiencing depth misperception, getting lost, and feeling motion sickness. The solutions created to mitigate these problems, most significantly camera controls, resulted in systems that were too cumbersome or at least intimidating for players.<ref name=montreal/><ref name=iwata/>
''Super Mario Galaxy'' was developed to address the problems with 3D game design established by ''[[Super Mario 64]]''.<ref name=montreal/> That game was one of the first 3D titles ever published and has had a significant foundational influence on how 3D games are made, not just at [[Nintendo]] but throughout the entire industry.<ref name=barton>{{cite|author=Barton, Matt|title="Super Mario 64: No Disc, No Problem." ''Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time''|format=2nd ed.|location=United Kingdom|publisher=CRC Press|date=2019}}</ref><ref name=ruben/><ref name=Polygon/><ref>{{cite|author=Bycer, Joshua|title="11.3 The Mario 64 Formula." ''Game Design Deep Dive: Platformers''|location=United States|publisher=CRC Press|date=2019}}</ref><ref name=swink>{{cite|author=Swink, Steve|title=''Game Feel: A Game Designer's Guide to Virtual Sensation''|location=United Kingdom|publisher=CRC Press|date=2008|page=265–68}}</ref> Despite its influence, some members of Nintendo's staff observed that the game caused a divide between potential players that did not exist during the 2D era of video games, with some people feeling that 3D games are too difficult for them to play. [[Yoshiaki Koizumi]], one of the assistant directors on ''Super Mario 64'', believed that this perceived difficulty came from their attempts to keep the player from experiencing depth misperception, getting lost, and feeling motion sickness. The solutions created to mitigate these problems, most significantly camera controls, resulted in systems that were too cumbersome or at least intimidating for players.<ref name=montreal/><ref name=iwata/>


After ''Super Mario 64'' was released, [[Shigeru Miyamoto]] assembled a team within [[Nintendo EAD]] to develop a successor tentatively titled ''[[Super Mario 128]]'' to address this problem.<ref name=pakwatch>{{cite|author=[[Leslie Swan|Swan, Leslie]], and Scott Pelland, editors|title="Pak Watch E3 Report 'The Game Masters'." ''[[Nintendo Power]]''|format=99|location=Redmond|publisher=[[Nintendo of America]]|date=Aug. 1997|page=104–05}}</ref><ref name=dunkey>{{cite|author=DidYouKnowGaming|url=https://www.youtube.com/watch?v=IU1IML3xlp0|title=Super Mario 128 Ft. Dunkey - DidYouKnowGaming|publisher=''YouTube''|date=10 Oct. 2020|accessdate=17 Apr. 2023}}</ref> At {{wp|Nintendo Space World|SpaceWorld 2000}}, it was presented to the public as a {{wp|technology demonstration}} for the [[Nintendo GameCube]]. Directed by Koizumi, the player controlled 128 [[Mario]]s on a saucer-shaped platform that dynamically changed its shape over the course of the demo. This iteration of ''Mario 128'' was never released as a full game, but Miyamoto did extrapolate the idea of having Mario run around "spherical worlds" from the demo.<ref name=GDC2007>[[Shigeru Miyamoto|Miyamoto, Shigeru]] (8 Mar. 2007). ''[https://www.youtube.com/watch?v=En9OXg7lZoE&list=PL861C5A6AE33D385D A Creative Vision]''. San Francisco: Game Developers Conference, Informa. Archived by CARSLOCK. ''YouTube'', 9 May. 2011. Retrieved 17 Apr. 2023.</ref><ref name=gantayat06>{{cite|author=Gantayat, Anoop|url=https://www.ign.com/articles/2006/08/21/miyamoto-opens-the-vault|title=Miyamoto Opens the Vault|publisher=''IGN''|date=21 Aug. 2006|accessdate=17 Apr. 2023}}</ref><ref name=dunkey/> It was believed that this concept would resolve many of the problems with previous 3D games in deemphasizing the need to control the camera and decreasing the likelihood of the player getting lost. When shared with Koizumi, he agreed this had the potential to become a full game, but was technically near-impossible.<ref name=iwata/>
After ''Super Mario 64'' was released, [[Shigeru Miyamoto]] assembled a team within [[Nintendo EAD]] to develop a successor tentatively titled ''[[Super Mario 128]]'' to address this problem.<ref name=pakwatch>{{cite|author=[[Leslie Swan|Swan, Leslie]], and Scott Pelland, editors|title="Pak Watch E3 Report 'The Game Masters'." ''[[Nintendo Power]]''|format=99|location=Redmond|publisher=[[Nintendo of America]]|date=Aug. 1997|page=104–05}}</ref><ref name=dunkey>{{cite|author=DidYouKnowGaming|url=https://www.youtube.com/watch?v=IU1IML3xlp0|title=Super Mario 128 Ft. Dunkey - DidYouKnowGaming|publisher=YouTube|date=10 Oct. 2020|accessdate=17 Apr. 2023}}</ref> At {{wp|Nintendo Space World|SpaceWorld 2000}}, it was presented to the public as a {{wp|technology demonstration}} for the [[Nintendo GameCube]]. Directed by Koizumi, the player controlled 128 [[Mario]]s on a saucer-shaped platform that dynamically changed its shape over the course of the demo. This iteration of ''Mario 128'' was never released as a full game, but Miyamoto did extrapolate the idea of having Mario run around "spherical worlds" from the demo.<ref name=GDC2007>[[Shigeru Miyamoto|Miyamoto, Shigeru]] (8 Mar. 2007). ''[https://www.youtube.com/watch?v=En9OXg7lZoE&list=PL861C5A6AE33D385D A Creative Vision]''. San Francisco: Game Developers Conference, Informa. Archived by CARSLOCK. ''YouTube'', 9 May. 2011. Retrieved 17 Apr. 2023.</ref><ref name=gantayat06>{{cite|author=Gantayat, Anoop|url=https://www.ign.com/articles/2006/08/21/miyamoto-opens-the-vault|title=Miyamoto Opens the Vault|publisher=IGN|date=21 Aug. 2006|accessdate=17 Apr. 2023}}</ref><ref name=dunkey/> It was believed that this concept would resolve many of the problems with previous 3D games in deemphasizing the need to control the camera and decreasing the likelihood of the player getting lost. When shared with Koizumi, he agreed this had the potential to become a full game, but was technically near-impossible.<ref name=iwata/>


While ''Super Mario 128'' continued development, Nintendo published ''[[Super Mario Sunshine]]'' for the GameCube in 2002. It was the first entry in the ''[[Super Mario (series)|Super Mario]]'' series released since ''Super Mario 64'' and shard many elements with it. However, Miyamoto asserted that ''Super Mario Sunshine'' was unrelated to ''Super Mario 128'' and was best viewed as a continuation of ''Super Mario 64'', not a proper successor that built on the concepts it introduced.<ref name=gantayat02>{{cite|author=Gantayat, Anoop|url=https://www.ign.com/articles/2002/12/10/nintendo-talks-pikmin-2-and-mario-128|title=Nintendo Talks Pikmin 2 and Mario 128|publisher=''IGN''|date=10 Dec. 2002|accessdate=17 Apr. 2023}}</ref><ref name=powersNWR>{{cite|author=Powers, Rick|url=https://www.nintendoworldreport.com/news/8097/miyamoto-confirms-two-sequels|title=Miyamoto Confirms Two Sequels|publisher=''Nintendo World Report''|date=10 Dec. 2002|accessdate=17 Apr. 2023}}</ref> ''Super Mario Sunshine'' was the last 3D-related project Koizumi helped develop for several years, having served as one of its co-directors. He regrettably oversaw the integration of a camera system in ''Super Mario Sunshine'' that he felt was even more cumbersome than ''Super Mario 64''{{'}}s and came to the perspective that it was too difficult to produce the "perfect 3D control environment", where the game was both fun to play and not needlessly stressful for the player.<ref name=montreal/><ref name=iwata/>
While ''Super Mario 128'' continued development, Nintendo published ''[[Super Mario Sunshine]]'' for the GameCube in 2002. It was the first entry in the ''[[Super Mario (series)|Super Mario]]'' series released since ''Super Mario 64'' and shard many elements with it. However, Miyamoto asserted that ''Super Mario Sunshine'' was unrelated to ''Super Mario 128'' and was best viewed as a continuation of ''Super Mario 64'', not a proper successor that built on the concepts it introduced.<ref name=gantayat02>{{cite|author=Gantayat, Anoop|url=https://www.ign.com/articles/2002/12/10/nintendo-talks-pikmin-2-and-mario-128|title=Nintendo Talks Pikmin 2 and Mario 128|publisher=IGN|date=10 Dec. 2002|accessdate=17 Apr. 2023}}</ref><ref name=powersNWR>{{cite|author=Powers, Rick|url=https://www.nintendoworldreport.com/news/8097/miyamoto-confirms-two-sequels|title=Miyamoto Confirms Two Sequels|publisher=Nintendo World Report|date=10 Dec. 2002|accessdate=17 Apr. 2023}}</ref> ''Super Mario Sunshine'' was the last 3D-related project Koizumi helped develop for several years, having served as one of its co-directors. He regrettably oversaw the integration of a camera system in ''Super Mario Sunshine'' that he felt was even more cumbersome than ''Super Mario 64''{{'}}s and came to the perspective that it was too difficult to produce the "perfect 3D control environment", where the game was both fun to play and not needlessly stressful for the player.<ref name=montreal/><ref name=iwata/>


Koizumi's next project was at the newly-formed branch Nintendo EAD Tokyo where he directed ''[[Donkey Kong Jungle Beat]]'', a 2D action-adventure platformer released in 2004 for the GameCube. The player controlled [[Donkey Kong]] with the [[Nintendo GameCube#DK Bongos|DK Bongos]], a controller with fewer input options than the conventional GameCube controller. The experience of directing ''Jungle Beat'' made Koizumi realize that one could create a robust action game with only a few button inputs required of the player. They had established what Koizumi called "contextual binding", where available player actions change depending on the context, resulting in more diverse ways of play without increasing the number of buttons. Koizumi also observed that an exaggerated presentation delighted bystanders that were not directly playing the game, allowing more people to gain from the experience than just the player. These were concepts he brought to Miyamoto, who was still working on ''Super Mario 128'' as its sole director.<ref name=dunkey/> In 2003, before they had started development on ''Jungle Beat'', a staff member expressed interest in making the next ''Super Mario'' game. The experience of working together as a team for ''Jungle Beat'' made Koizumi realize that this was something they could do. They had the technical skill needed to succeed the struggling ''Super Mario 128'' project and bring Miyamoto's spherical world concept to fruition.<ref name=montreal/><ref name=iwata/>
Koizumi's next project was at the newly-formed branch Nintendo EAD Tokyo where he directed ''[[Donkey Kong Jungle Beat]]'', a 2D action-adventure platformer released in 2004 for the GameCube. The player controlled [[Donkey Kong]] with the [[Nintendo GameCube#DK Bongos|DK Bongos]], a controller with fewer input options than the conventional GameCube controller. The experience of directing ''Jungle Beat'' made Koizumi realize that one could create a robust action game with only a few button inputs required of the player. They had established what Koizumi called "contextual binding", where available player actions change depending on the context, resulting in more diverse ways of play without increasing the number of buttons. Koizumi also observed that an exaggerated presentation delighted bystanders that were not directly playing the game, allowing more people to gain from the experience than just the player. These were concepts he brought to Miyamoto, who was still working on ''Super Mario 128'' as its sole director.<ref name=dunkey/> In 2003, before they had started development on ''Jungle Beat'', a staff member expressed interest in making the next ''Super Mario'' game. The experience of working together as a team for ''Jungle Beat'' made Koizumi realize that this was something they could do. They had the technical skill needed to succeed the struggling ''Super Mario 128'' project and bring Miyamoto's spherical world concept to fruition.<ref name=montreal/><ref name=iwata/>
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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]]'' ([[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>


==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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===Buzz Aldrin promotional events===
===Buzz Aldrin promotional events===
To correspond with its release in the United States, [[Nintendo of America]] hosted an event with {{wp|MTV}} in Las Vegas, Nevada on November 3, 2007 where someone dressed as Mario entered the {{wp|reduced-gravity aircraft}} G-Force One with former astronaut {{wp|Buzz Aldrin}}.<ref>{{cite|author=Jonathan|url=https://www.gamefront.com/games/gamingtoday/article/mario-and-buzz-aldrin-take-it-to-zero-g|title=Mario and Buzz Aldrin Take It to Zero-G|publisher=''GameFront.com''|date=7 Nov. 2007|accessdate=19 Oct. 2023}}</ref><ref>"{{cite|author=MTV|url=https://www.mtv.com/video-clips/ata8ev/multiplayer-mario-in-zero-g|title=Multiplayer: Mario in Zero-G - (Video Clip)|publisher=MTV|date=6 Nov. 2007|accessdate=19 Oct. 2023}}</ref> It was coordinated with the {{wp|Zero Gravity Corporation}}, who owns the aircraft.<ref>{{cite|author=Sablan, Kevin|url=https://www.ocregister.com/2007/11/05/creating-buzz-for-super-mario-galaxy/|title=Creating Buzz for 'Super Mario Galaxy|publisher=''The Orange County Register''|date=5 Nov. 2007|accessdate=18 Apr. 2023}}</ref> Patches labeled "Super Mario Galaxy Flight Team" were created for the suits worn by Aldrin and the assisting crew.<ref>{{cite|author=adolfin4ever|url=https://www.reddit.com/r/GamePreservationists/comments/kzz7x1/heres_a_super_mario_galaxy_flight_team_sewing/|title=Here's a Super Mario Galaxy "Flight Team" sewing patch which was worn by crew (including Buzz Aldrin) during a promotional shoot for the game which consisted of bringing a giant Mario costume into a Zero-G plane. Thanks to Galaxy Master for the photo of the patch!|publisher=''Reddit''|date=18 Jan. 2021|accessdate=18 Apr. 2023}}</ref>
To correspond with its release in the United States, [[Nintendo of America]] hosted an event with {{wp|MTV}} in Las Vegas, Nevada on November 3, 2007 where someone dressed as Mario entered the {{wp|reduced-gravity aircraft}} G-Force One with former astronaut {{wp|Buzz Aldrin}}.<ref>{{cite|author=Jonathan|url=https://www.gamefront.com/games/gamingtoday/article/mario-and-buzz-aldrin-take-it-to-zero-g|title=Mario and Buzz Aldrin Take It to Zero-G|publisher=GameFront.com|date=7 Nov. 2007|accessdate=19 Oct. 2023}}</ref><ref>"{{cite|author=MTV|url=https://www.mtv.com/video-clips/ata8ev/multiplayer-mario-in-zero-g|title=Multiplayer: Mario in Zero-G - (Video Clip)|publisher=MTV|date=6 Nov. 2007|accessdate=19 Oct. 2023}}</ref> It was coordinated with the {{wp|Zero Gravity Corporation}}, who owns the aircraft.<ref>{{cite|author=Sablan, Kevin|url=https://www.ocregister.com/2007/11/05/creating-buzz-for-super-mario-galaxy/|title=Creating Buzz for 'Super Mario Galaxy|publisher=The Orange County Register|date=5 Nov. 2007|accessdate=18 Apr. 2023}}</ref> Patches labeled "Super Mario Galaxy Flight Team" were created for the suits worn by Aldrin and the assisting crew.<ref>{{cite|author=adolfin4ever|url=https://www.reddit.com/r/GamePreservationists/comments/kzz7x1/heres_a_super_mario_galaxy_flight_team_sewing/|title=Here's a Super Mario Galaxy "Flight Team" sewing patch which was worn by crew (including Buzz Aldrin) during a promotional shoot for the game which consisted of bringing a giant Mario costume into a Zero-G plane. Thanks to Galaxy Master for the photo of the patch!|publisher=Reddit|date=18 Jan. 2021|accessdate=18 Apr. 2023}}</ref>


On November 13, 2007, Aldrin attended a press event held by [[Nintendo|Nintendo Ibérica]] in Madrid, Spain alongside marketing director Nicolás Wegnez and [[Wii]] brand manager Ernesto Fernández, during which they demonstrated Co-Star Mode. Aldrin shared his impression of ''Super Mario Galaxy'', noting that while he found it "quite the challenge" for someone who did not play video games, he felt it encouraged him to problem solve from new perspectives.<ref>{{cite|author=Polo, Fernando Borrego|url=https://as.com/meristation/2007/11/13/noticias/1194956760_069593.html|title=Mario alcanza las estrellas de la mano de Buzz Aldrin|language=Spanish|publisher=''MeriStation''|date=13 Nov. 2007|accessdate=19 Oct. 2023}}</ref> He also felt that the game invoked one's imagination about space travel, similar to the science fiction comics of his youth.<ref>{{cite|author=q256|url=https://www.ionlitio.com/buzz-aldrin-aterriza-en-la-presentacion-de-super-mario-galaxy/|title=Buzz Aldrin aterriza en la presentación de 'Super Mario Galaxy'|language=Spanish|publisher=''Ion Litio''|date=13 Nov. 2007|accessdate=19 Oct. 2023}}</ref>
On November 13, 2007, Aldrin attended a press event held by [[Nintendo|Nintendo Ibérica]] in Madrid, Spain alongside marketing director Nicolás Wegnez and [[Wii]] brand manager Ernesto Fernández, during which they demonstrated Co-Star Mode. Aldrin shared his impression of ''Super Mario Galaxy'', noting that while he found it "quite the challenge" for someone who did not play video games, he felt it encouraged him to problem solve from new perspectives.<ref>{{cite|author=Polo, Fernando Borrego|url=https://as.com/meristation/2007/11/13/noticias/1194956760_069593.html|title=Mario alcanza las estrellas de la mano de Buzz Aldrin|language=Spanish|publisher=MeriStation|date=13 Nov. 2007|accessdate=19 Oct. 2023}}</ref> He also felt that the game invoked one's imagination about space travel, similar to the science fiction comics of his youth.<ref>{{cite|author=q256|url=https://www.ionlitio.com/buzz-aldrin-aterriza-en-la-presentacion-de-super-mario-galaxy/|title=Buzz Aldrin aterriza en la presentación de 'Super Mario Galaxy'|language=Spanish|publisher=Ion Litio|date=13 Nov. 2007|accessdate=19 Oct. 2023}}</ref>


===Press Start 2008 concert===
===Press Start 2008 concert===
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==Reception==
==Reception==
===Reviews===
===Reviews===
''Super Mario Galaxy'' is universally acclaimed. It has an aggregated score of 97.64% from 78 reviews on {{wp|GameRankings}}. By the time of its closure in 2019, ''Super Mario Galaxy'' was the highest rated game on the site to have at least 20 different reviews.<ref>{{cite|author=GameRankings|archive=https://web.archive.org/web/20191206040748/http://www.gamerankings.com/wii/915692-super-mario-galaxy/index.html|title=Super Mario Galaxy|deadlink=http://www.gamerankings.com/wii/915692-super-mario-galaxy/index.html the original|publisher=''GameRankings''|date=3 Mar. 2009|accessdate=3 Mar. 2019}}</ref> Similarly, ''Super Mario Galaxy'' has a 97/100 on {{wp|Metacritic}} from 73 accredited outlets (i.e. its "Metascore") and 91% from 3,434 site users as of January 7, 2024, reaching the threshold for "Universal Acclaim" on both accounts.<ref>{{cite|author=Metacritic|archive=https://web.archive.org/web/20240110005603/https://www.metacritic.com/game/super-mario-galaxy/|title=Super Mario Galaxy|url=https://www.metacritic.com/game/super-mario-galaxy/|publisher=''Metacritic''|date=2007|accessdate=9 Jan. 2024}}</ref> As of January 9, 2024, it has the fourth highest Metascore on the site, following ''[[zeldawiki:The Legend of Zelda: Ocarina of Time|The Legend of Zelda: Ocarina of Time]]'', ''{{wp|Soulcalibur (video game)|SoulCalibur}}'' (1999), and ''{{wp|Grand Theft Auto IV}}'' (2008).<ref>{{cite|author=Metacritic|archive=https://web.archive.org/web/20240110010533/https://www.metacritic.com/browse/game/|title=Best Games of All Time|url=https://www.metacritic.com/browse/game/|publisher=''Metacritic''|accessdate=9 Jan. 2024}}</ref>
''Super Mario Galaxy'' is universally acclaimed. It has an aggregated score of 97.64% from 78 reviews on {{wp|GameRankings}}. By the time of its closure in 2019, ''Super Mario Galaxy'' was the highest rated game on the site to have at least 20 different reviews.<ref>{{cite|author=GameRankings|archive=https://web.archive.org/web/20191206040748/http://www.gamerankings.com/wii/915692-super-mario-galaxy/index.html|title=Super Mario Galaxy|deadlink=http://www.gamerankings.com/wii/915692-super-mario-galaxy/index.html the original|publisher=GameRankings|date=3 Mar. 2009|accessdate=3 Mar. 2019}}</ref> Similarly, ''Super Mario Galaxy'' has a Metascore of 97/100 on {{wp|Metacritic}} from 73 accredited outlets and 91% from 3,434 site users as of January 7, 2024, reaching the threshold for "Universal Acclaim" on both accounts.<ref>{{cite|author=Metacritic|archive=https://web.archive.org/web/20240110005603/https://www.metacritic.com/game/super-mario-galaxy/|title=Super Mario Galaxy|url=https://www.metacritic.com/game/super-mario-galaxy/|publisher=Metacritic|date=2007|accessdate=9 Jan. 2024}}</ref> As of January 9, 2024, it has the fourth highest Metascore on the site, following ''[[zeldawiki:The Legend of Zelda: Ocarina of Time|The Legend of Zelda: Ocarina of Time]]'', ''{{wp|Soulcalibur (video game)|SoulCalibur}}'' (1999), and ''{{wp|Grand Theft Auto IV}}'' (2008).<ref>{{cite|author=Metacritic|archive=https://web.archive.org/web/20240110010533/https://www.metacritic.com/browse/game/|title=Best Games of All Time|url=https://www.metacritic.com/browse/game/|publisher=Metacritic|accessdate=9 Jan. 2024}}</ref>


Reviewers have consistently praised the game's artistic fidelity, complimenting the character animations, lush vistas, environmental effects, enemy designs, audio design, and orchestrated soundtrack.<ref name=navarro>{{cite|author=Navarro, Alex|url=https://www.gamespot.com/reviews/super-mario-galaxy-review/1900-6182474/|title=Super Mario Galaxy Review|publisher=''GameSpot''|date=7 Nov. 2007}}</ref><ref name=casamassina>{{cite|author=Casamassina, Matt|url=https://www.ign.com/articles/2007/11/08/super-mario-galaxy-review|title=Super Mario Galaxy Review|publisher=''IGN''|date=8 Nov. 2007}}</ref><ref name=dickens>{{cite|author=Dickens, Anthony|url=https://www.nintendolife.com/reviews/wii/super_mario_galaxy|title=Super Mario Galaxy Review|publisher=''Nintendo Life''|date=12 Nov. 2007}}</ref><ref name=robertson>{{cite|author=Robertson, Margaret|url=https://www.eurogamer.net/super-mario-galaxy-review|title=Super Mario Galaxy|publisher=''Eurogamer''|date=23 Nov. 2007}}</ref><ref name=orry>{{cite|author=Orry, Tom|url=https://www.videogamer.com/reviews/super-mario-galaxy-review/|title=Super Mario Galaxy Review|publisher=''VideoGamer''|date=2007|accessdate=10 Jan. 2024}}</ref> Aaron Linde of ''{{wp|Destructoid}}'' described ''Super Mario Galaxy'' as "one of the most beauitufl games [he]'s seen in years,"<ref name=linde>{{cite|author=Linde, Aaron|url=https://www.destructoid.com/destructoid-review-super-mario-galaxy-53550.phtml|title=Destructoid review: Super Mario Galaxy|publisher=''Destructoid''|date=12 Nov. 2007}}</ref> while Penki Yamamoto of ''{{wp|Famitsu}}'' remarked that the game looked so nice that it was enjoyable to just watch other people play.<ref name=kamikaze>{{cite|author=Kamikaze, Nagata, Maria Yoshiike, Penki Yamamoto, and Gazō Aoyama|url=https://www.famitsu.com/games/t/449/reviews/|title=スーパーマリオギャラクシーのレビュー・評価・感想|language=Japanese|publisher=''Weekly Famitsu''|format=986|date=Oct. 2007|accessdate=21 Mar. 2021}}</ref> Controlling [[Mario]] was notably intuitive and comfortable, being instantly understandable for people who do not have a lot of experience with platform games while also {{wp|Game feel|feeling}} excellent for seasoned players.<ref name=casamassina/><ref name=dickens/><ref name=linde/><ref name=kamikaze/> The level design of ''Super Mario Galaxy'' was widely praised as some of the best of any 3D platformer at the time, and regularly subverted the player's expectations.<ref name=linde/><ref name=dickens/> Several reviewers felt that there was no certainty on the scope or unique gameplay mechanic that would be introduced in a [[galaxy]]. "You just follow the fun, chasing star trails and distant glimmers across oceans of empty sky. Levels form and dissolve under your feet, rotating and revolving," as put by Margaret Robertson for ''{{wp|Eurogamer}}''.<ref name=robertson/> This unpredictability and variety was widely acclaimed.<ref name=navarro/><ref name=casamassina/><ref name=kamikaze/> The game was often likened to ''[[Super Mario 64]]'', succeeding the game in many respects and building upon the foundation of what it had established in the 3D platform genre.<ref name=navarro/><ref name=kamikaze/> It was asserted to be a superior game to ''[[Super Mario Sunshine]]'', which had a more tepid response from critics.<ref name=casamassina/><ref name=dickens/><ref name=robertson/><ref name=orry/>
Reviewers have consistently praised the game's artistic fidelity, complimenting the character animations, lush vistas, environmental effects, enemy designs, audio design, and orchestrated soundtrack.<ref name=navarro>{{cite|author=Navarro, Alex|url=https://www.gamespot.com/reviews/super-mario-galaxy-review/1900-6182474/|title=Super Mario Galaxy Review|publisher=GameSpot|date=7 Nov. 2007}}</ref><ref name=casamassina>{{cite|author=Casamassina, Matt|url=https://www.ign.com/articles/2007/11/08/super-mario-galaxy-review|title=Super Mario Galaxy Review|publisher=IGN|date=8 Nov. 2007}}</ref><ref name=dickens>{{cite|author=Dickens, Anthony|url=https://www.nintendolife.com/reviews/wii/super_mario_galaxy|title=Super Mario Galaxy Review|publisher=Nintendo Life|date=12 Nov. 2007}}</ref><ref name=robertson>{{cite|author=Robertson, Margaret|url=https://www.eurogamer.net/super-mario-galaxy-review|title=Super Mario Galaxy|publisher=Eurogamer|date=23 Nov. 2007}}</ref><ref name=orry>{{cite|author=Orry, Tom|url=https://www.videogamer.com/reviews/super-mario-galaxy-review/|title=Super Mario Galaxy Review|publisher=VideoGamer|date=2007|accessdate=10 Jan. 2024}}</ref> Aaron Linde of ''{{wp|Destructoid}}'' described ''Super Mario Galaxy'' as "one of the most beauitufl games [he]'s seen in years,"<ref name=linde>{{cite|author=Linde, Aaron|url=https://www.destructoid.com/destructoid-review-super-mario-galaxy-53550.phtml|title=Destructoid review: Super Mario Galaxy|publisher=Destructoid|date=12 Nov. 2007}}</ref> while Penki Yamamoto of ''{{wp|Famitsu}}'' remarked that the game looked so nice that it was enjoyable to just watch other people play.<ref name=kamikaze>{{cite|author=Kamikaze, Nagata, Maria Yoshiike, Penki Yamamoto, and Gazō Aoyama|url=https://www.famitsu.com/games/t/449/reviews/|title=スーパーマリオギャラクシーのレビュー・評価・感想|language=Japanese|publisher=Weekly Famitsu|format=986|date=Oct. 2007|accessdate=21 Mar. 2021}}</ref> Controlling [[Mario]] was notably intuitive and comfortable, being instantly understandable for people who do not have a lot of experience with platform games while also {{wp|Game feel|feeling}} excellent for seasoned players.<ref name=casamassina/><ref name=dickens/><ref name=linde/><ref name=kamikaze/> The level design of ''Super Mario Galaxy'' was widely praised as some of the best of any 3D platformer at the time, and regularly subverted the player's expectations.<ref name=linde/><ref name=dickens/> Several reviewers felt that there was no certainty on the scope or unique gameplay mechanic that would be introduced in a [[galaxy]]. "You just follow the fun, chasing star trails and distant glimmers across oceans of empty sky. Levels form and dissolve under your feet, rotating and revolving," as put by Margaret Robertson for ''{{wp|Eurogamer}}''.<ref name=robertson/> This unpredictability and variety was widely acclaimed.<ref name=navarro/><ref name=casamassina/><ref name=kamikaze/> The game was often likened to ''[[Super Mario 64]]'', succeeding the game in many respects and building upon the foundation of what it had established in the 3D platform genre.<ref name=navarro/><ref name=kamikaze/> It was asserted to be a superior game to ''[[Super Mario Sunshine]]'', which had a more tepid response from critics.<ref name=casamassina/><ref name=dickens/><ref name=robertson/><ref name=orry/>


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''|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|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 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>


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.
{|class="wikitable reviews"
{|class="wikitable reviews"
!colspan="4"style="font-size:120%;text-align:center;background-color:silver"|Reviews
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===Sales===
===Sales===
''Super Mario Galaxy'' was a commercial success, selling 350,000 units in Japan within its first few weeks of sale.<ref>{{cite|author=Kohler, Chris|url=https://www.wired.com/2007/11/super-mario-gal/amp|title=''Super Mario Galaxy'' Makes Sales Splash In America|publisher=''WIRED''|date=21 Nov. 2007|accessdate=21 Mar. 2021}}</ref> In the United States, the game sold over 500,000 units within its first week of release, earning it the highest first-week sales for a ''Super Mario'' game in the country at the time.<ref name=raby>{{cite|author=Raby, Mark|archive=https://web.archive.org/web/20171208122419/http://www.tomshardware.co.uk/Wii-Mario-Nintendo,news-26933.html|title=Super Mario Galaxy sees record first week sales|deadlink=http://www.tomshardware.co.uk/Wii-Mario-Nintendo%2Cnews-26933.html|publisher=''Tom's Hardware''|date=27 Nov. 2007|accessdate=21 Mar. 2021}}</ref> Within its first two days on sale in the United Kingdom, the game was the fifth best selling piece of software.<ref>{{cite|author=Martin, Matt|url=https://www.gamesindustry.biz/super-mario-galaxy-breaks-500k-sales-in-first-week|title=Super Mario Galaxy breaks 500k sales in first week|publisher=''GamesIndustry.biz''|date=21 Nov. 2007|accessdate=8 Jan. 2024}}</ref> In 2008, [[Nintendo]] reported that the game was one of the titles that significantly contributed to a rise of console sales for the proceeding fiscal year.<ref>{{cite|author=[[Nintendo|Nintendo Co., Ltd.]]|url=https://www.nintendo.co.jp/ir/pdf/2008/annual0803e.pdf|format=PDF|title=Analysis of Operations and Financial Review|publisher=''Annual Report 2008''|date=2008}}</ref> ''Super Mario Galaxy'' has the ninth best lifetime sales of all [[Wii]] software and the third best of software to have never been bundled with the console, having sold 12.8 million copies worldwide as of September 30, 2023.<ref>{{cite|author=[[Nintendo|Nintendo Co., Ltd.]]|archive=https://web.archive.org/web/20231205011609/https://www.nintendo.co.jp/ir/en/finance/software/wii.html|title=IR Information : Financial Data - Top Selling Title Sales Units - Wii Software|url=https://www.nintendo.co.jp/ir/en/finance/software/wii.html the original|publisher=''Nintendo Co., Ltd.''|date=30 Sept. 2023|accessdate=8 Jan. 2024}}</ref>
''Super Mario Galaxy'' was a commercial success, selling 350,000 units in Japan within its first few weeks of sale.<ref>{{cite|author=Kohler, Chris|url=https://www.wired.com/2007/11/super-mario-gal/amp|title=''Super Mario Galaxy'' Makes Sales Splash In America|publisher=WIRED|date=21 Nov. 2007|accessdate=21 Mar. 2021}}</ref> In the United States, the game sold over 500,000 units within its first week of release, earning it the highest first-week sales for a ''Super Mario'' game in the country at the time.<ref name=raby>{{cite|author=Raby, Mark|archive=https://web.archive.org/web/20171208122419/http://www.tomshardware.co.uk/Wii-Mario-Nintendo,news-26933.html|title=Super Mario Galaxy sees record first week sales|deadlink=http://www.tomshardware.co.uk/Wii-Mario-Nintendo%2Cnews-26933.html|publisher=Tom's Hardware|date=27 Nov. 2007|accessdate=21 Mar. 2021}}</ref> Within its first two days on sale in the United Kingdom, the game was the fifth best selling piece of software.<ref>{{cite|author=Martin, Matt|url=https://www.gamesindustry.biz/super-mario-galaxy-breaks-500k-sales-in-first-week|title=Super Mario Galaxy breaks 500k sales in first week|publisher=GamesIndustry.biz|date=21 Nov. 2007|accessdate=8 Jan. 2024}}</ref> In 2008, [[Nintendo]] reported that the game was one of the titles that significantly contributed to a rise of console sales for the proceeding fiscal year.<ref>{{cite|author=[[Nintendo|Nintendo Co., Ltd.]]|url=https://www.nintendo.co.jp/ir/pdf/2008/annual0803e.pdf|format=PDF|title=Analysis of Operations and Financial Review|publisher=Annual Report 2008|date=2008}}</ref> ''Super Mario Galaxy'' has the ninth best lifetime sales of all [[Wii]] software and the third best of software to have never been bundled with the console, having sold 12.8 million copies worldwide as of September 30, 2023.<ref>{{cite|author=[[Nintendo|Nintendo Co., Ltd.]]|archive=https://web.archive.org/web/20231205011609/https://www.nintendo.co.jp/ir/en/finance/software/wii.html|title=IR Information : Financial Data - Top Selling Title Sales Units - Wii Software|url=https://www.nintendo.co.jp/ir/en/finance/software/wii.html the original|publisher=Nintendo Co., Ltd|date=30 Sept. 2023|accessdate=8 Jan. 2024}}</ref>


===Accolades===
===Accolades===
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=Accessed 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, 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>


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 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.
{|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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===Controversy===
===Controversy===
''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]]'' ([[List of games by date#2012|2012]]), which also features the Joual dialect.
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==Themes==
==Themes==
[[File:Mario looking at Luma.png|x130px|thumb|Mario after being stirred by the Apricot Luma towards the beginning of the game, with his home world far in the distance and unreachable. This was a particularly resonant moment for Jacob Geller.<ref name=geller/>|left]]
[[File:Mario looking at Luma.png|x130px|thumb|Mario after being stirred by the Apricot Luma towards the beginning of the game, with his home world far in the distance and unreachable. This was a particularly resonant moment for Jacob Geller.<ref name=geller/>|left]]
''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 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/>


The game's themes are most deeply and explicitly channeled through the characterization of [[Rosalina]].<ref name=nitrorad/><ref name=geller/><ref name=benfell/><ref name=webb/> As overseer of the domestic [[Comet Observatory]] and caretaker of the Lumas, she is widely perceived as a maternal figure that supports a warm, securing environment only amplified by the contrasting, cold backdrop of space. She is also presented as a figure of reliable support with godlike abilities. She is omnipotent, wise, and a timeless entity that has lived for centuries.<ref name=benfell/><ref name=webb/> Mario cannot be harmed on the Comet Observatory, and it is implied that she is the one who brings him back to safety if he falls off the side. No harm can come to the player as long as they are with her.<ref name=geller/>
The game's themes are most deeply and explicitly channeled through the characterization of [[Rosalina]].<ref name=nitrorad/><ref name=geller/><ref name=benfell/><ref name=webb/> As overseer of the domestic [[Comet Observatory]] and caretaker of the Lumas, she is widely perceived as a maternal figure that supports a warm, securing environment only amplified by the contrasting, cold backdrop of space. She is also presented as a figure of reliable support with godlike abilities. She is omnipotent, wise, and a timeless entity that has lived for centuries.<ref name=benfell/><ref name=webb/> Mario cannot be harmed on the Comet Observatory, and it is implied that she is the one who brings him back to safety if he falls off the side. No harm can come to the player as long as they are with her.<ref name=geller/>
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However, despite the security and warmth she radiates, she is simultaneously presented as reserved, longing, and melancholic. The context for this is not explained to the player unless they enter the library on the observatory, an optional element of the game not tied to any [[completion]] criteria.<ref name=geller/> It is here that she reads a [[Rosalina's Story|storybook]] detailing her past. Long ago, Rosalina lived on [[Earth|Mario's home world]]. Her mother died while she was a child, and she was still grieving that loss when she encountered one of the [[Baby Luma|Apricot Luma]]'s predecessors. He too had lost his mother before crash-landing on her world, and he was waiting for her to return to him. Rosalina befriended and chose to wait for her with him. After several years of waiting, they traveled into space to directly look for her. It is while in space that Rosalina takes on the role of "mama" for the Luma, when he comes to tearfully accept that his mother is really gone. Over time, more lost Lumas come to Rosalina and recognize her as their mother. Towards the story's emotional climax, with Rosalina overwhelmed with memories of her mother, the Apricot Luma transforms into a [[Beacon|comet]] so that she may be able to travel the stars and visit her home world again. It is through this selfless act that Rosalina realized that she was not truly alone. She realized her own purpose in life,<ref name=benfell/><ref name=webb/> embracing the role of mother for the Lumas, her family,<ref name=kim/> as her own mother did for her.
However, despite the security and warmth she radiates, she is simultaneously presented as reserved, longing, and melancholic. The context for this is not explained to the player unless they enter the library on the observatory, an optional element of the game not tied to any [[completion]] criteria.<ref name=geller/> It is here that she reads a [[Rosalina's Story|storybook]] detailing her past. Long ago, Rosalina lived on [[Earth|Mario's home world]]. Her mother died while she was a child, and she was still grieving that loss when she encountered one of the [[Baby Luma|Apricot Luma]]'s predecessors. He too had lost his mother before crash-landing on her world, and he was waiting for her to return to him. Rosalina befriended and chose to wait for her with him. After several years of waiting, they traveled into space to directly look for her. It is while in space that Rosalina takes on the role of "mama" for the Luma, when he comes to tearfully accept that his mother is really gone. Over time, more lost Lumas come to Rosalina and recognize her as their mother. Towards the story's emotional climax, with Rosalina overwhelmed with memories of her mother, the Apricot Luma transforms into a [[Beacon|comet]] so that she may be able to travel the stars and visit her home world again. It is through this selfless act that Rosalina realized that she was not truly alone. She realized her own purpose in life,<ref name=benfell/><ref name=webb/> embracing the role of mother for the Lumas, her family,<ref name=kim/> as her own mother did for her.


Sociologist Ciara Cremin of the {{wp|University of Auckland}} adapted {{wp|Gilles Deleuze}}'s analysis of cinema to ''Super Mario Galaxy'', providing a foundation for how video games can be studied as a discrete artform. She understood it to be a "masterpiece" of the form.<ref name=cremin/>
Sociologist Ciara Cremin of the {{wp|University of Auckland}} adapted {{wp|Gilles Deleuze}}'s analysis of cinema to ''Super Mario Galaxy'', providing a foundation for how video games can be studied as a discrete artform. She understood it to be a masterpiece of the form.<ref name=cremin/>


==Legacy==
==Legacy==
[[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/> ''[[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).
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]]).


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]].


''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.


===Nvidia Shield TV===
===Nvidia Shield TV===
''Super Mario Galaxy'' was ported to the {{wp|Nvidia Shield TV}} microconsole and digitally distributed on March 22, 2018, exclusively in China.<ref name=shield/> It was the first of six Wii games to be made available on the Nvidia Shield TV. It remained available for download until late 2021, when all Wii games were removed from the Shield. The game was {{wp|Porting|ported}} to the console, enabling it to run at {{wp|1080p}}. Sprites and textures were upscaled to match the higher-definition display. Inputs have been modified for the more conventional Shield controller, which cannot track motion like the Wii Remote can (see [[#Controls|above]]). Unused assets present in the data of the Wii release were removed. The game was officially localized into Chinese (Simplified Chinese) by [[iQue]]. As the Shield does not support [[Mii]]s, they are not available for save file icons in this version of ''Super Mario Galaxy''.<ref name=brian>{{cite|author=Chinese Nintendo [@chinesenintendo]|url=https://twitter.com/chinesenintendo/status/977408083176509441|title=Super Mario Galaxy (Nvidia Shield) screenshots. Images provided by @brian02031|publisher=''Twitter''|date=24 Mar. 2018|accessdate=15 Mar. 2021}}</ref> The copyright information displays "© 2007-2008 Nintendo". It is unclear what 2008 means in this context, but it potentially refers to the year ''Super Mario Galaxy'' was planned for release on the iQue Wii before the console failed to make its way into the Chinese market.<ref name=brian/>
''Super Mario Galaxy'' was rereleased to the {{wp|Nvidia Shield TV}} microconsole and digitally distributed on March 22, 2018, exclusively in China.<ref name=shield/> It was the first of six Wii games to be made available on the Nvidia Shield TV. It remained available for download until late 2021, when all Wii games were removed from the Shield. The game was emulated on the console, enabling it to run at {{wp|1080p}}. Sprites and textures were upscaled to match the higher-definition display. Inputs have been modified for the more conventional Shield controller, which cannot track motion like the Wii Remote can (see [[#Controls|above]]). Unused assets present in the data of the Wii release were removed. The game was officially localized into Chinese (Simplified Chinese) by [[iQue]]. As the Shield does not support [[Mii]]s, they are not available for save file icons in this version of ''Super Mario Galaxy''.<ref name=brian>{{cite|author=Chinese Nintendo [@chinesenintendo]|url=https://twitter.com/chinesenintendo/status/977408083176509441|title=Super Mario Galaxy (Nvidia Shield) screenshots. Images provided by @brian02031|publisher=Twitter|date=24 Mar. 2018|accessdate=15 Mar. 2021}}</ref> The copyright information displays "© 2007-2008 Nintendo". It is unclear what 2008 means in this context, but it potentially refers to the year ''Super Mario Galaxy'' was planned for release on the iQue Wii before the console failed to make its way into the Chinese market.<ref name=brian/>


===''Super Mario 3D All-Stars''===
===''Super Mario 3D All-Stars''===
{{main|Super Mario 3D All-Stars}}
{{main|Super Mario 3D All-Stars}}
In correspondence with the [[Super Mario Bros. 35th Anniversary|35th anniversary]] of ''[[Super Mario Bros.]]'', Nintendo released ''Super Mario 3D All-Stars'' for the [[Nintendo Switch]] on September 18, 2020 worldwide.<ref name=3DAS/> It is a compilation that includes upscaled versions of ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]'' in addition to ''Super Mario Galaxy''. This version of the game is comparable to the Nvidia Shield TV release and they share similar revisions, though it does not include the Chinese localization. It only offers menu translation for the Chinese-speaking audience. This is reportedly due to the translation not being fully owned by Nintendo.<ref>{{cite|author=Old_Bag_EN [@MetalMarioJSKR]|url=https://twitter.com/MetalMarioJSKR/status/1302445969770913792?s=20|title=I got in touch with people who worked on Nintendo's Chinese localization. SM3D All-Starts arrived at the localization team very early. Everyone thought they could just slap the existing Chinese ROMs from iQue/Nvidia, but negotiations weren't successful|publisher=''Twitter''|date=5 Sept. 2020|accessdate=19 Apr. 2023}}</ref> Like the Shield version, Miis cannot be chosen as save icons even though the Switch has an integrated Mii creation tool. The compilation had a limited physical release at retail outlets and was available to download on the Switch's eShop until March 31, 2021.<ref name=3DAS/> The official description of ''Super Mario Galaxy'' in the compilation is as follows:
In correspondence with the [[Super Mario Bros. 35th Anniversary|35th anniversary]] of ''[[Super Mario Bros.]]'', Nintendo released ''Super Mario 3D All-Stars'' for the [[Nintendo Switch]] on September 18, 2020 worldwide.<ref name=3DAS/> It is a compilation that includes upscaled versions of ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]'' in addition to ''Super Mario Galaxy''. This version of the game is comparable to the Nvidia Shield TV release and they share similar revisions, though it does not include the Chinese localization. It only offers menu translation for the Chinese-speaking audience. This is reportedly due to the translation not being fully owned by Nintendo.<ref>{{cite|author=Old_Bag_EN [@MetalMarioJSKR]|url=https://twitter.com/MetalMarioJSKR/status/1302445969770913792?s=20|title=I got in touch with people who worked on Nintendo's Chinese localization. SM3D All-Starts arrived at the localization team very early. Everyone thought they could just slap the existing Chinese ROMs from iQue/Nvidia, but negotiations weren't successful|publisher=Twitter|date=5 Sept. 2020|accessdate=19 Apr. 2023}}</ref> Like the Shield version, Miis cannot be chosen as save icons even though the Switch has an integrated Mii creation tool. The compilation had a limited physical release at retail outlets and was available to download on the Switch's eShop until March 31, 2021.<ref name=3DAS/> The official description of ''Super Mario Galaxy'' in the compilation is as follows:
<blockquote>
<blockquote>
It's the night of the [[Star Festival]], and [[Star Bit]]s are falling from the sky! As everyone celebrates, Bowser suddenly appears and lifts the castle—and Princess Peach—into space, leaving Mario stranded in orbit! It's here that Mario meets a curious star child, [[Baby Luma|Luma]], and a [[Rosalina|mysterious woman in blue]]...This game introduced new ways to control Mario, like pointing and shaking the Wii Remote, as he explores miniature planets with fun forms of gravity.</blockquote>
It's the night of the [[Star Festival]], and [[Star Bit]]s are falling from the sky! As everyone celebrates, Bowser suddenly appears and lifts the castle—and Princess Peach—into space, leaving Mario stranded in orbit! It's here that Mario meets a curious star child, [[Baby Luma|Luma]], and a [[Rosalina|mysterious woman in blue]]...This game introduced new ways to control Mario, like pointing and shaking the Wii Remote, as he explores miniature planets with fun forms of gravity.</blockquote>
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*''[[zeldawiki:The Legend of Zelda: Ocarina of Time|The Legend of Zelda: Ocarina of Time]]'': [[Ice bat]]s resemble [[zeldawiki:Ice Keese|Ice Keese]].
*''[[zeldawiki:The Legend of Zelda: Ocarina of Time|The Legend of Zelda: Ocarina of Time]]'': [[Ice bat]]s resemble [[zeldawiki:Ice Keese|Ice Keese]].
*''[[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]]" spoofs 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]]'': 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]].
*''[[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]].
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*''[[Super Mario Maker]]'': The victory and death themes from ''Super Mario Galaxy'' are used when the Rosalina [[Costume Mario|costume]] completes a level or loses a life, respectively.
*''[[Super Mario Maker]]'': The victory and death themes from ''Super Mario Galaxy'' are used when the Rosalina [[Costume Mario|costume]] completes a level or loses a life, respectively.
*''[[Mario & Sonic at the Rio 2016 Olympic Games]]'': An arrangement of "Rosalina in the Observatory" is available as a track.
*''[[Mario & Sonic at the Rio 2016 Olympic Games]]'': An arrangement of "Rosalina in the Observatory" is available as a track.
*''[[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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|JapR=Sūpā Mario Gyarakushī
|JapR=Sūpā Mario Gyarakushī
|JapM=Super Mario Galaxy
|JapM=Super Mario Galaxy
|Kor=슈퍼 마리오 Wii 갤럭시 어드벤처<ref>{{cite|author=[[Nintendo|Nintendo of Korea Co., Ltd.]]|archive=https://www.youtube.com/watch?v=ZE6WLea6nLo|title=Super Mario Galaxy Korean Trailer|language=Korean|date=2007|archiver=Japancommercials4U2|publisher=''YouTube''|archivedate=16 Jul. 2009|accessdate=21 Mar. 2021}}</ref>
|Kor=슈퍼 마리오 Wii 갤럭시 어드벤처<ref>{{cite|author=[[Nintendo|Nintendo of Korea Co., Ltd.]]|archive=https://www.youtube.com/watch?v=ZE6WLea6nLo|title=Super Mario Galaxy Korean Trailer|language=Korean|date=2007|archiver=Japancommercials4U2|publisher=YouTube|archivedate=16 Jul. 2009|accessdate=21 Mar. 2021}}</ref>
|KorR=Syupeo Mario Wii Gaelleoksi Eodeubencheo
|KorR=Syupeo Mario Wii Gaelleoksi Eodeubencheo
|KorM=Super Mario Wii: Galaxy Adventure
|KorM=Super Mario Wii: Galaxy Adventure
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==Trivia==
==Trivia==
*Coincidentally, the title "''Super Mario Galaxy''" was first mentioned in a fan letter written to ''[[Nintendo Power]]'' in 1991. The letter details a fantasy game console called the "Raw Power System" that would come bundled with a game named "Super Mario Galaxy", otherwise known as "Super Mario Bros. 24".<ref>{{cite|author=Peterford, Jimmy|title="If Only We Had 27 Fingers!" ''[[Nintendo Power]]''|format=31|date=Dec. 1991|location=Redmond|publisher=[[Nintendo of America]]|page=6}}</ref>
*Coincidentally, the title "''Super Mario Galaxy''" was first mentioned in a fan letter written to ''[[Nintendo Power]]'' in 1991. The letter details a fantasy game console called the "Raw Power System" that would come bundled with a game named "Super Mario Galaxy", otherwise known as "Super Mario Bros. 24".<ref>{{cite|author=Peterford, Jimmy|title="If Only We Had 27 Fingers!" ''[[Nintendo Power]]''|format=31|date=Dec. 1991|location=Redmond|publisher=[[Nintendo of America]]|page=6}}</ref>
*{{wp|Insomniac Games}}' marketing director, Ryan Schneider, believed the game's spherical world concept potentially derived from ''{{wp|Ratchet & Clank: Going Commando}}'' and ''{{wp|Ratchet & Clank: Up Your Arsenal|Up Your Arsenal}}'', which he thought was "flattering."<ref>{{cite|author=Doree, Adam|url=http://archive.videogamesdaily.com/features/ratchet_ps3_iv_p1.asp|title=Ratchet and Clank Future: Tools of Destruction for PS3: Insomniac Interview, October 2007|publisher=''Kikizo''|date=3 Oct. 2007|accessdate=7 Jan. 2024}}</ref> When asked if this was a correct observation in an interview with ''{{wp|Official Nintendo Magazine}}'', [[Shigeru Miyamoto]] shared he was unfamiliar with the ''{{wp|Ratchet & Clank}}'' games and did not even know what consoles they were on.<ref name=jackson>{{cite|author=Jackson, Mike|archive=https://web.archive.org/web/20071230065735/https://www.computerandvideogames.com/article.php?id=177554|title=Miyamoto's 'never seen' Ratchet and Clank]|deadlink=https://www.computerandvideogames.com/article.php?id=177554|publisher=''Computer and Video Games''|date=14 Dec. 2007|accessdate=7 Jan. 2024}}</ref>
*{{wp|Insomniac Games}}' marketing director, Ryan Schneider, believed the game's spherical world concept potentially derived from ''{{wp|Ratchet & Clank: Going Commando}}'' and ''{{wp|Ratchet & Clank: Up Your Arsenal|Up Your Arsenal}}'', which he thought was "flattering."<ref>{{cite|author=Doree, Adam|url=http://archive.videogamesdaily.com/features/ratchet_ps3_iv_p1.asp|title=Ratchet and Clank Future: Tools of Destruction for PS3: Insomniac Interview, October 2007|publisher=Kikizo|date=3 Oct. 2007|accessdate=7 Jan. 2024}}</ref> When asked if this was a correct observation in an interview with ''{{wp|Official Nintendo Magazine}}'', [[Shigeru Miyamoto]] shared he was unfamiliar with the ''{{wp|Ratchet & Clank}}'' games and did not even know what consoles they were on.<ref>{{cite|author=Jackson, Mike|archive=https://web.archive.org/web/20071230065735/https://www.computerandvideogames.com/article.php?id=177554|title=Miyamoto's 'never seen' Ratchet and Clank|deadlink=https://www.computerandvideogames.com/article.php?id=177554|publisher=Computer and Video Games|date=14 Dec. 2007|accessdate=7 Jan. 2024}}</ref>
*An automated phone message sent to people who preordered the game at {{wp|GameStop}} incorrectly stated ''Super Mario Galaxy'' is a Mature-rated game.<ref>{{cite|author=GoNintendoRMC|url=https://www.youtube.com/watch?v=tVbQTeKXwZI|title=Super Mario Galaxy - rated Mature?!|publisher=''YouTube''|date=14 Nov. 2007|accessdate=30 Dec. 2015}}</ref>
*An automated phone message sent to people who preordered the game at {{wp|GameStop}} incorrectly stated ''Super Mario Galaxy'' is a Mature-rated game.<ref>{{cite|author=GoNintendoRMC|url=https://www.youtube.com/watch?v=tVbQTeKXwZI|title=Super Mario Galaxy - rated Mature?!|publisher=YouTube|date=14 Nov. 2007|accessdate=30 Dec. 2015}}</ref>
*The galaxy image in [[:File:SMG Logo.png|the ''Super Mario Galaxy'' wordmark]] derives from [https://t.co/spMNj4aJS3?amp=1 this photograph] of the {{wp|Andromeda Galaxy}}.<ref>{{cite|author=Captain Byte! [@CometMedal]|url=https://twitter.com/CometMedal/status/1296637781842722822|title=I found the full image of the galaxy depicted in Super Mario Galaxy's logo - an edited image of Andromeda Galaxy taken by Robert Gendler in 2005. It took some tricky work to confirm, but I pulled it off|publisher=''Twitter''|date=20 Aug. 2020|accessdate=15 Mar. 2021}}</ref><ref>{{cite|author=Captain Byte! [@CometMedal]|url=https://twitter.com/CometMedal/status/1335745247708667908|title=Here's the exact edited image used by Nintendo, from Sonzaijiten, Vol. 21 (Space / Planets)|publisher=''Twitter''|date=6 Dec. 2020|accessdate=15 Mar. 2021}}</ref>
*The galaxy image in [[:File:SMG Logo.png|the ''Super Mario Galaxy'' wordmark]] derives from [https://t.co/spMNj4aJS3?amp=1 this photograph] of the {{wp|Andromeda Galaxy}}.<ref>{{cite|author=Captain Byte! [@CometMedal]|url=https://twitter.com/CometMedal/status/1296637781842722822|title=I found the full image of the galaxy depicted in Super Mario Galaxy's logo - an edited image of Andromeda Galaxy taken by Robert Gendler in 2005. It took some tricky work to confirm, but I pulled it off|publisher=Twitter|date=20 Aug. 2020|accessdate=15 Mar. 2021}}</ref><ref>{{cite|author=Captain Byte! [@CometMedal]|url=https://twitter.com/CometMedal/status/1335745247708667908|title=Here's the exact edited image used by Nintendo, from Sonzaijiten, Vol. 21 (Space / Planets)|publisher=Twitter|date=6 Dec. 2020|accessdate=15 Mar. 2021}}</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. Retrieved 2 Mar. 2021.</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 (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.


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