- Hey, y'all! Scott here. And it truly is absolutely astonishing what can happen in 10 years. (electronic whooshing) (gentle electronic music) Hey, y'all! Future Scott here. And welcome to 2027, where
I wear a chef hat now, and where Robo-Ebola reigns supreme. (thunder crashing) It's a 2027 thing. You
wouldn't understand. Man, I was expecting to see a gravestone, but a Robo-Ebola epidemic works too. But I think it's about time we roll the clock back 10 years instead, to the release of one
of the greatest things Nintendo ever spat out. (majestic music) This. This right here is my
favorite game of all time. "Super Mario Galaxy" was the perfect blend of everything Mario did prior, but pummeling in a hardy
dose of new and innovation. Development of "Mario Galaxy"
can be traced all the way back to the introduction of the GameCube. In 2000 at Nintendo's
Space World trade show, Shigeru Miyamoto showed off a tech demo entitled "Super Mario 128." The name was not only
supposed to insinuate it was sequel to "Super Mario 64," but also describe exactly
what it was, 128 Marios. Not only did it show
off how many characters could be displayed on a GameCube game, but also displayed shifting terrain and characters walking
on planet-like spheres. Miyamoto consistently
pleaded that "Mario 128" was still being worked
on in the coming years, saying that it was more than a tech demo, which ended up being a load of garbage. In 2007, Miyamoto confirmed "Mario 128" was merely just a tech demo to show off the power of the GameCube. Yet, they took the technology
employed in the demo and used it on other games. "Mario 128" became this sex of a game, "Metroid Prime," "Twilight Princess," and "Super Mario Galaxy." Development was headed
by Nintendo EAD Tokyo. In 2005, they recently
wrapped up development of "Donkey Kong: Jungle Beat" and wanted to make a Mario game that was a real crowd-pleaser, something that turned
every dial in the house as far to the right as possible. A cinematic epic Mario game. They wanted to expand upon
"Mario 128" spherical platforms, and the idea of them being
planets obviously made sense, so the outer space setting
was determined there. "Galaxy" was shown off at E3 2006 and was planned as a launch
title for the Wii at one point. But the developers wanted
to take their sweet time and the launch of the game
was delayed to November 2007. November 1st for Japan,
November 16th for Europe, and November 12th for
here in North America. Not only is the 12th of
November World Pneumonia Day, but also the day when boys
became men, girls became women, and the term nirvana started
making a whole lot more sense because this thick honker was
released in North America. 10 years, man. That is nuts! Back when Wii disks
looked like they were made with only three different colored Sharpies and "Madden 08" was justifiably
the latest and greatest. The story here is the same thing as the last century of Mario
games, but with some zaz. Mario's invited to the Star
Festival at Peach's Castle, Bowser crashes the party with a UFO. He rips the entirety of Peach's
Castle out of the ground as a means to kidnap Peach. Mario is blasted away by Kamek and awoken by a star creature named Luma on a small planet where
he meets up with Rosalina, the protector of galaxies. She reveals that Bowser
had stolen the Power Stars that help power her ship,
the Comet Observatory, and Mario will have to
go to various galaxies to collect these stars back
to help power the ship, so they can traverse to
the center of the universe to rescue Peach. The story works so well in "Galaxy." At no point does it really feel like the creators are saying, "All right, guys, hear me out on this." Everything works so well
in the context of the game. It's the tried and true Mario
lore we've gotten used to, but with the cinematic feel. "Galaxy" basically wants
you to audibly gasp at everything they
throw at you story-wise, and I kind of love it because of that. "Galaxy" can make a
run-of-the-mill trope of Mario game feel like a life or death situation. In recent Mario games like
"Super Mario Odyssey," Bowser looks like he needs tuba music accompanying his every move. When I see him, my only thought is, "Man, I gotta get out of
here. What if he sits on me? In "Galaxy," Bowser actually
feels like a threat, all based on the game's
amazing presentation. This is not only one of
the best-looking Wii games, but one of the best-looking
Mario games out there. Yeah, the graphics don't look
as smooth as forthcoming games such as "3D World,"
but my God, the colors, the lighting, the art design, it all culminates into a
game that's a joy to look at and it feels like they truly got the most out of the hardware this game is on. And the music is mwah worthy. I believe this is the first Mario game with an orchestrated score. They did this to give the
game a more epic feeling, and man, oh, man, what a score. Not all the tracks are fully orchestrated, but "Galaxy" is home
to some of the greatest Mario and Nintendo music ever created. There's such a good
variety of old remixes, new classics, and themes that
just add to the flavor seizure that your eyes are witnessing. So "Mario Galaxy" looks
fantastic, sounds brilliant, and has what I would consider
the perfect Mario story. But none of that matters
if the game blows. "Mario Galaxy" was touted by Nintendo as the true successor to "Mario 64." - [Reggie] In one sense, this is the first worthy
successor to "Super Mario 64." - [Scott] You see, there was this game that came after "64" entitled
"Super Mario Sunshine," but Nintendo decided that game was too "Super Mario Sunshiny" to be
considered a "Mario 64" sequel. "Super Mario Galaxy"
follows the basic format of prior 3D Mario games, being, of course, "64" and "Sunshine," but adds a large pot of
linearity to the mix. "Galaxy" features a
tremendous amount of levels, coined as galaxies, to explore in comparison
to its two predecessors. Select the galaxy, select the mission, and completed by nabbing
the Power Star at the end. These missions are
incredibly straightforward when looking at them next
to "64" and "Sunshine." Like I said, these three
games follow a similar format, the difference being at how
the levels are designed. Prior games featured far
fewer, yet bigger levels, which allowed them to cram
more missions in each of them. And, in some cases, allow players to select
a specific mission, but complete a different one. "Galaxy" has much smaller levels and less wiggle room for
the player to explore. "64" and "Sunshine" leave a
lot to the player to figure out and discover on their
own, while with "Galaxy," 90% of the time, it is
uproariously apparent what you're supposed to do
the second you enter a level. This sounds like a negative
aspect of the game, and for some, it is. "Galaxy" takes more
inspiration from 2D Mario games in terms of the player's objectives, as it's much more linear
and straightforward. I love the open sandbox
style of Mario game that "64" and "Sunshine" are. And overall I'd say I have
more of an appreciation towards that style of
gameplay and level design. But, man, "Galaxy is just so much fun and so freaky brilliant with
how it executes its concepts that I love both of these styles equally. Oh, oh, oh! And this game has
some insane gravity mechanics. "Mario Galaxy" utilized the
sphere walking technology from "Mario 128," and it definitely made
this game stick out hard. You can literally walk
all around a planet. Sometimes it can be a little weird, but it can be insanely
easy to get used to. It's really amazing how
they can make this mechanic that seems like it would
have been overly complicated, be simply second nature. You ever wonder what it would be like if they made "Jesus: The Game"? Oh, wait, Mario is a
Christ figure in this game, he controls fantastically. It may be just me, but I feel like they
tweaked Mario's controls so he'd feel completely one with the Wii Remote and
Nunchuk combo used in the game. When Mario crouches, I feel it, man. Like, they made him look a bit more boxy to look like the Z button.
I mean, it may be just me, but I think he looks like a Z button, which makes crouching fun. Moving around is fun. Performing pro moves like
triple jumping, wall jumping, long jumping, it's all
fun and feels great. Of course, the big new addition to Mario's move set is spinning. Flick the Wii Remote to make Mario spin, which can be used to defeat enemies and also give you some extra airtime. "64" and "Sunshine" both had
their own forms of attacking, with "64" having this rank punch and kick and "Sunshine" having F.L.U.D.D. allowing you to use water
to hover or stun enemies. However, I'd say the spin
is the most useful attack. I can't say F.L.U.D.D.
wasn't incredibly versatile and useful as a platforming tool, but attack-wise, spinning is so satisfying when you directly hit an enemy, man. It works so incredibly well. You may think flicking the
Wii Remote for this attack would be incredibly hit and miss but I've never had a
problem with the Wii Remote misreading my movements. "Galaxy" makes tremendous use of the Wii Remote's technology. It's definitely here but
doesn't take center stage. This is a true Mario game, with motion control
elements supplementing it. But I'd say the Wii Remote's
pointer functionality is more prevalent here than motion. Nearly all the time during gameplay, you can point the Wii Remote at the screen and the Star Cursor will appear, allowing you to immediately
collect a new item in the game, known as Star Bits. Star Bits were basically
implemented in the game due to the amount of quick cut scenes of Mario flying through space. These don't require player input, so most of the time during these sections there's a hefty display of
Star Bits for you to collect while Mario is zooming to the next planet to keep you interested. Star Bits can net you more one-ups and also be used to feed hungry Lumas to access new galaxies
and planets within levels. There's also Pull Stars, which require you to
point the remote at them and grab it with A, to
pull Mario towards them. These wads of gum, you have to pull back
to fling Mario forward. And missions that turn your cursor into a can of compressed air
to blow Mario within a bubble throughout a treacherous obstacle course. Of course, there are
sections that require the use of extensive motion control as well. As stated, spinning requires
flicking the Wii Remote and Launch Stars require a swift flick to launch Mario into space. These are amazing. Not only do these trigger
some wicked, neat, and quick animations, but
they're so satisfying to trigger. Power-ups returned in "Mario Galaxy" and a fair amount of them depend on the waggle of the Wii Remote. I gotta be honest, the power-ups in "Galaxy"
are nothing special. They're cool ideas, but
either they have a time limit or are just not that fun to use. The headliner is the Bee Mushroom, which transforms you into Bee Mario. You can fly for a very
brief period of time and can stand on flowers and clouds, while also being able to cling
and traverse honeycomb walls. I always find it weird
that puddles of honey still slowed Bee Mario down, though. It felt like moseying through
honey with no problems would have been an easy advantage
to give to this power-up. The Boo Mushroom turns you into a Boo, with the shake of a Wii Remote turning you invisible to
go through some objects. The Fire Flower makes a return in the form of a timed power up, flicking the Wii Remote throws
fireballs for a short period. The Ice Flower allows Mario
to turn water and lava into platformable ice with a shake, allowing Mario to skate on it. The Spring Mushroom turns Mario
into this ungodly creature and allows for some insane jumps but at the cost of being
an awkward mess to control. The Rainbow Star is an
invincibility power-up. And the most underwhelming
power-up in the whole game is the Red Star. Underwhelming because this
is actually a great power-up, but it's so underutilized
that it saddens me greatly. It allows you to fly and
controls extraordinarily well, I just wish it was in some actual stages. Power-ups are completely
context-sensitive. They're only available in
very specific instances and they mostly don't feel like a power-up but more so just an excuse
for a change of pace. But who could forget everybody's favorite motion-controlled segments of "Galaxy," the rolling ball, the manta
ray, and the trash stages. Hold the Wii Remote like a joystick to control Mario on a rolling ball. Get to the goal and get to the star, but my God, I think they
programmed this ball to make sure the player is breathing
extensively through their nose while controlling it. It's pretty stressful, but nowhere near that hard or annoying. With the manta rays sections, you point the Wii Remote at the screen and turn it like a key
to ride the manta ray and control where it goes. I always found these
missions to be far harder than the rolling ball ones. It just goes so much faster and it's so easy to fall out of the water. We also have the worst
part of the entire game, cleaning up the robot Gearmo's trash. Throw Bob-ombs to blow up the trash. You have a pretty strict time limit. You truly have to have a nearly
perfect run to succeed here. This guy acts ungrateful when I don't get all the
trash blown up in 30 seconds. What reality does this game live in? You have to throw the Bob-ombs where these golden dots
are for perfection, but man, did I not know
that on my first rodeo. I feel like everybody mentions these motion control missions in the game and make it seem as if "Galaxy" is filled to the brim with these things. Don't be fooled, these types
of missions only appear two to three times in the entire game. Out of the 121 stars to collect, these barely scratched the surface. "Galaxy" has a plethora of
variety in its missions. It truly doesn't get
boring and repetitive. And this is finally the portion where I can talk about some
specific levels and things. And oh me, oh my, please excuse me, this is my favorite game of all time. Honeyhive Galaxy, get out my mouth. This is such a charming level. All the bees are floating around and you get to traverse Queen Bee. Look how good this looks. Racing against Boo in the Ghostly Galaxy via in the Pull Stars was intense but man, it was so satisfying to win. And the boss fight in
that area, Bouldergeist. Oh, my God, what a boss. King Kaliente, oh, you gotta
wham the rocks back at him. And it's so satisfying. Like, here comes a bitch,
do a little jump, wham! Gusty Garden Galaxy is sex. The Toy Time Galaxy is amazing. It's just so much fun to
play through. I love it. The opening section, oh,
this is where it all began. And what an intro. It's
so beautiful and peaceful. Look at it for just a few moments. Rosalina's backstory is
told through a storybook. You get more and more chapters,
too, throughout the game. And holy moly, it's a downer and a half, but holy moly a Mario
character with a backstory. Prankster Comets appear
in the older stages that bring harder versions of stars you already completed into the mix. And one of them being a race against (Cosmic Mario laughing) this bastard. Completing the game with all
those stars gets you nothing. (majestic music) - [Luigi] "Super Luigi Galaxy." - Pardon me. You get Luigi! (screams) Nintendo didn't change the missions where you have to rescue Luigi, so it's Luigi rescuing Luigi. But still, it's nice to get something for completing the game. It's way better than "Sunshine," which didn't give you
diddles for completing it. Speaking of which, I feel
like this game's difficulty is just right, especially
when compared to "Sunshine." With "Sunshine" I always
had to ask the game, "What's so funny?" While "Galaxy" is a comfortable
ramp that isn't too easy, but can get a little feisty sometimes. Especially with Luigi's Purple Coins. This thing was straight-up anxiety attack my first time around. The Comet Observatory is a wonderful hub. It's not as fun to explore as
Peach's Castle in "Mario 64" or Isle Delfino in "Sunshine." But man, the music, the visuals, they all add up to such a
great place to roam around, to go level to level. The Bowser battles. Oh, my God. The most memorable thing about the game, whacking Bowser, seeing
him spin across the planet with the orchestrated
music in the background, the chorus chanting, this
is what society led up to. This game truly had my attention
the moment it started up. Just the way Mario runs
toward the Star Festival with his arms out gets me every time. It's just so charming. This was the first Mario game I really, really, really got into. As a kid, I played a lot
of "Super Mario World," "Yoshi's Island," Super
Mario Bros. 3," the original, and I dabbled in "Mario
64" and "Sunshine." But "Galaxy" truly engrossed me. This is not just a game, but truly an experience
and a masterpiece at that. Yeah, it's more linear than
"Mario 64" and "Sunshine," which some may dislike, but I believe the minds
behind this game did this because that was truly the perfect vision for what "Galaxy" should be. "Galaxy" was conceptualized as a 3D Mario that was more accessible
to novice players, and I think it succeeded greatly. It's easy for more to pick up compared to "64" and "Sunshine," but it's not dumbed down for veterans. The game "Super Mario 3D
World" does this as well, being a 3D Mario game that
plays just like a 2D one, but I prefer the way "Galaxy" executed the more accessible 3D Mario idea. "3D World" had less memorable
level and art design, while "Galaxy" is one of the
most memorable games out there. Recently, "Super Mario Odyssey" released to critical acclaim, and with its returned to
the nonlinear sandbox-style of the first two 3D games, many would say that that is
their new favorite Mario game. Dude, I can totally see why. "Odyssey" is a masterpiece and objectively, one could
say it's better than "Galaxy." But "Galaxy" means so much to me. It's a phenomenal experience. It's all up to preference. And while the future of Mario is looking brighter than
ever with "Odyssey," "Galaxy" will always be, not
only my favorite Mario game but my favorite game of all time. If they were to ever end the Mario series, I think "Galaxy" would have
been a perfect way to end it. (gentle thoughtful music) But, blam, we'll get to that eventually. Of course, with the game's
elements of the great beyond, one may wonder, is any of this possible in the distant crevices of outer space? And that's why I constructed the "Mario Galaxy" probability formula. It formulates the percent
chance of the probability of giant bees in outer space. It's zero. (upbeat electronic music)