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You are here » articles » 2006 archive »  Electronic Theatre Special Report: E3 2006: Wii: Super Mario Galaxy
 
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Super Mario Galaxy

            Of all the titles demonstrated for Nintendo’s Wii, none could have been more anticipated then the next entrance in the Super Mario series. Super Mario Galaxy was on show in full-force, with a small demonstration area which seems to have been built purely for the E3 Preview Code, as Electronic Theatre Imageeach planet was confined by tracing only to the next in-sight. The small section will no doubt end-up being part of the larger play-scape come release, but purely as a test-drive, it did the title justice.

            Control is clearly an essential part of what will undoubtedly become one of Wii’s biggest names and in this respect Super Mario Galaxy doesn’t disappoint. Movement is controlled with the Analogue Stick whilst jumping is performed with the A Button on the Remote. The usual array of moves returns including the Triple Jump and Butt Slam, but also a remodelled Spin-Attack is performed by aiming the Remote at Mario and shaking it.

            Progression through the planets is less of a daunting affair than most would predict. Star Jumps are controlled by running Mario into the Star and wiggling the Remote over it to charge the launch. As Mario travels through space, items and power-ups can be collected, but were strictly limited in the Preview Code as so not to spoil any surprises. Each planet contained its own element of play whether it be chatting to the friendly local Toads or getting Bullet-Bills to chase you into destructible cages. Two Boss fights were available and both stunned on-lookers with their presentation Electronic Theatre Imageand screen-dominating girth. The first, a lava-based Octopus, chucked flaming balls-of-fire at our hero as he tried to return them in an unfriendly fashion, and the second was a giant mechanical monstrosity which Mario had to ascend.

            Many elements in the game world could be interacted with by aiming and shaking the Wii Remote – bells would drop Musical Notes and bushes would bring forth Coins – and Mario’s progress could be continued while the player explored certain parts of the on-screen local. The title’s graphical presentation is hard to knock. The special effects when travelling through space are simply astonishing and, in the usual Nintendo tradition, no bugging or Draw-Distance errors occurred in the seamless “galaxy” through which the player travelled. Basic Character Models were easily superior to that of Super Mario Sunshine and the environments were packed with detail.

            Super Mario Galaxy was undoubtedly one of the most precisely engineered titles on show for Wii and had clearly been finished for some time – a testament to Nintendo’s love of using the character to showcase hardware to Third-Party developers. As a fully-realised game there’s no doubt that Super Mario Galaxy will push through countless hardware sales, and many journalist discussions resulted in more favourable comparisons to Super Mario64 as opposed to the under-whelming Super Mario Sunshine.

Kev J

15/05/06

 

Return to the Articles Archive 2006 here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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