| Super Mario Galaxy | |
|---|---|
North American cover art | |
| Developer | Nintendo EAD Tokyo |
| Publisher | Nintendo |
| Director | Yoshiaki Koizumi |
| Producers | |
| Designers |
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| Programmers |
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| Artist | Kenta Motokura |
| Writers |
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| Composers | |
| Series | Super Mario |
| Platforms | |
| Release | |
| Genres | Platform, action-adventure |
| Modes | Single-player, multiplayer |
Super Mario Galaxy is a 2007 platform game developed and published by Nintendo for the Wii. It is the eleventh mainline entry in the Super Mario series and the third 3D platformer after Super Mario 64 (1996) and Super Mario Sunshine (2002). As Mario, the player embarks on an extraterrestrial quest to rescue Princess Peach, reclaim Power Stars for the cosmic guardian Rosalina, and save the universe from Bowser, after which the player can replay the game as Luigi for a more challenging experience. The levels consist of galaxies filled with minor planets, asteroids, and worlds with varying gravity, the central element of gameplay. The player character is controlled using the Wii Remote and Nunchuk to complete missions, fight bosses, and reach designated areas to collect Power Stars, with several mechanics utilising the motion-sensing and pointer functions of the Wii Remote.
Nintendo EAD Tokyo began developing Super Mario Galaxy after the release of Donkey Kong Jungle Beat in late 2004, when Shigeru Miyamoto suggested that the studio commission a large-scale Mario game. The concept of spherical platforms originated from Super Mario 128, a technology demonstration for the GameCube shown at Nintendo Space World in 2000, and was developed to address camera and spatial orientation difficulties that had intimidated some players in earlier 3D games. Nintendo aimed to make the game appeal to players of all ages, and the team had greater creative freedom in designing it compared to previous Super Mario games because of the outer space setting. The game was directed by Yoshiaki Koizumi, and its soundtrack was composed by Mahito Yokota and Koji Kondo, using a symphony orchestra for the first time in the series.
Super Mario Galaxy was released for the Wii in Japan on 1 November 2007, followed by North America, Europe, and Australia later that month. The game received universal acclaim from critics, who lauded its visuals, gravity mechanics, level design, orchestrated soundtrack, setting, and narrative themes. It is the ninth-best-selling Wii game worldwide, with sales of 12.80 million copies. A direct sequel, Super Mario Galaxy 2, was released for the Wii in 2010 to similar acclaim.
Super Mario Galaxy is widely regarded as one of the greatest video games of all time. At the time of the review aggregator GameRankings' closure in 2019, it stood as the highest-rated game on the site. It won numerous awards from gaming publications and organisations, including multiple Game of the Year honours, and became the first Nintendo title to win the BAFTA Award for Best Game. The game was re-released as a Nintendo Selects budget title in 2011, digitally via the Wii U's Nintendo eShop in 2015, on the Nvidia Shield TV in China in 2018, and as part of the compilation Super Mario 3D All-Stars for the Nintendo Switch in 2020. Enhanced versions of both Galaxy games were released for the Nintendo Switch on 2 October 2025 as a bundle and as standalone digital titles. An animated film adaptation and sequel to The Super Mario Bros. Movie (2023), titled The Super Mario Galaxy Movie, was released on 1 April 2026 and is based on Super Mario Galaxy.

Super Mario Galaxy is set in outer space, marking the eleventh mainline entry in the Super Mario series, the first entry to feature an outer space setting since the Space Zone in Super Mario Land 2: 6 Golden Coins (1992), and the first such setting created by Nintendo EAD. Mario travels through different galaxies to collect Power Stars, earned by completing missions, defeating a boss, or reaching a particular area. Each galaxy contains planetoids and orbiting structures for the player to explore. Most astronomical objects have their own gravitational force, allowing the player to completely circumnavigate rounded or irregular planetoids, walking sideways or upside down. The player can usually jump from one independent object and fall towards another one nearby, or travel between distant planets using Launch Stars. Although the main gameplay is in 3D, there are several areas in the game in which the player's movements are restricted to a two-dimensional plane, some of which feature gravitational arrows that shift the direction of gravity. The game blends science fiction motifs—such as robots, starships, and black holes replacing traditional bottomless pits—with whimsical elements reminiscent of children's picture books, including planets shaped like apples and desserts. In retrospect, Nintendo classified Super Mario Galaxy as the first of the series' more linear "course clear-style" 3D games, distinguishing its mission structure from the open "sandbox-style" design of Super Mario 64 and Super Mario Sunshine.
The game's main hub is the Comet Observatory, a palace-like starship piloted by Rosalina and inhabited by star-shaped creatures called Lumas. The Observatory contains six domes—themed after rooms in a house, such as the Terrace, Fountain, Kitchen, Bedroom, Engine Room, and Garden—that provide access to most of the game's 42 available galaxies, with each dome except one holding five. Five domes end with a boss level in which the objective is to defeat Bowser or Bowser Jr. and earn a special Power Star, known as a Grand Star, that restores energy to the Observatory's central beacon and gives the player access to the next dome. Grabbing a Pull Star at the centre of a dome opens a galaxy-selection screen, where undiscovered galaxies require a set number of Power Stars to unlock. The player only has access to one galaxy when they begin the game; as more Power Stars are collected, more galaxies and Stars become available, including three bonus Trial Galaxies unlocked by finding three Green Power Stars. The Observatory also houses an optional library where Rosalina periodically reads chapters of an illustrated picture book to the Lumas as the player progresses, recounting her childhood and the origin of the Observatory.
As the player progresses, 30 "Prankster Comets" periodically enter orbit around previously visited galaxies, altering their rules to create special challenge missions that award a Power Star. There are five types of Prankster Comets: Speedy Comets, which require completing a mission within a strict time limit; Daredevil Comets, which reduce Mario's health to a single unit; Cosmic Comets, which pit the player in a footrace against a shadowy doppelgänger named Cosmic Mario; Fast-Foe Comets, which accelerate enemies and moving platforms; and Purple Comets, unlocked after defeating Bowser, which task the player with collecting 100 Purple Coins across a galaxy.
The player is awarded the ability to replay the game as Luigi after collecting all 120 Power Stars as Mario and defeating Bowser again. Compared to Mario, Luigi jumps higher and farther and runs faster, but has reduced traction that causes him to slide more easily. Once 120 Power Stars are collected with both characters, the player unlocks the Grand Finale Galaxy, a stage set during the Star Festival from the start of the game. Collecting 100 Purple Coins in this galaxy grants the 121st star for each character and sends a commemorative photo to the player's Wii Message Board.
The player character is controlled via the Wii Remote and Nunchuk. While most of Mario's abilities are taken directly from Super Mario 64, such as the long jump, wall jumps, ground pound, crouch, and a variety of somersaults, a new feature called the Star Pointer that uses the Wii Remote's motion sensor is included. It is an on-screen cursor that appears when the Wii Remote is pointed at the screen. The Star Pointer is used to pick up special konpeitō-shaped objects called "Star Bits" simply by pointing at them; pressing the B button then shoots them to stun enemies, manipulate obstacles, or feed Hungry Lumas, which transform into new planets or galaxies when full. The pointer can also latch onto small blue objects called "Pull Stars", which pull Mario through space, aim cannons, and pull back Sling Pods like a slingshot. In certain levels that encase the player in a floating bubble, the Star Pointer is used to blow wind and manoeuvre the bubble. Although the game's camera automatically frames the action, the player can manually adjust the angle using the Wii Remote's D-pad, press the C button on the Nunchuk to centre the view behind Mario, or press up on the D-pad to enter a first-person perspective.
Early in the game, the player learns a new ability known as the "Spin" technique, which has appeared in varying forms throughout the Super Mario franchise. It is granted by the apricot-coloured Luma travelling in Mario's cap and is activated by shaking the Wii Remote or Nunchuk. In Super Mario Galaxy, the spin is primarily used for melee attacks to stun enemies, deflect projectiles, and shatter objects, as well as to activate Sling Stars and Launch Stars that catapult Mario across large distances through space. Spinning in midair also gives Mario a brief lift (a Spin Jump). The spin utility is also used for climbing vines, ice skating, flipping switches, unscrewing bolts, throwing held Koopa shells, and activating several power-ups. Other Wii Remote functions are available for smaller quests, such as surfing aboard a manta ray by twisting and tilting the controller or balancing atop a large ball and rolling it through an obstacle course. While swimming underwater, the player presses Z to dive and taps A to perform a forward breaststroke, or holds a Green or Red Shell for a speed boost, with the Red Shell providing a faster boost and homing in on enemies when thrown.

Seven power-ups grant Mario temporary abilities. For example, special mushrooms bestow the player with a Bee, Boo, or Spring Mushroom. The Bee Mushroom allows Mario to hover through the air using a flight meter, climb on honeycombs, and walk on clouds and flowers, though touching an enemy or water reverts him to normal; the Boo Mushroom allows him to float through the air, shake the Wii Remote to become transparent, and move through bars and certain walls, though touching light reverts the form; the Spring Mushroom allows him to bounce and jump especially high to areas that would be otherwise inaccessible. The Fire Flower allows Mario to throw fireballs at enemies by shaking the Wii Remote, and the Ice Flower grants flame attack immunity and allows Mario to create hexagonal ice tiles to cover any liquid surface he walks on and wall-jump up waterfalls. The Rainbow Star grants Mario invincibility, defeats enemies on contact, and lets him run faster, while the Red Star allows him to fly for brief periods of time by shaking the Wii Remote as well as attract nearby coins and Star Bits.
Mario's health consists of a three-piece health meter, which is depleted through contact with enemies and hazards, though he does not take damage from falling from high places. When swimming underwater, Mario has an air supply meter, which quickly depletes his main health meter if it runs out. Mario's health can be restored by collecting coins, while underwater air is replenished by surfacing or touching air bubbles or coins. When the health meter becomes empty, the player loses a life and must go back to a predetermined checkpoint. The health meter can temporarily expand to six units through the use of a Life Mushroom, reverting to three if his health falls to three or lower. Instant death can occur by being swallowed by quicksand or dark matter, by being crushed by hazards, or by falling into black holes or other bottomless pits. The player can obtain extra lives by collecting 1-Up Mushrooms, 50 coins, or 50 Star Bits.
Super Mario Galaxy has a co-operative two-player option called "Co-Star" mode, in which one player controls Mario while the other uses only the Wii Remote to control a second Star Pointer on-screen to gather Star Bits and shoot them at enemies. The second player can also make Mario jump or spin in midair; the height of Mario's jump can be increased if the first and second player press the A button at the same time ("Powerful Jump"). The second player can prevent some enemies from moving by aiming the pointer star at them and holding the A button, though this does not work on all enemies.
Every hundred years, a massive comet passes over the Mushroom Kingdom, raining shooting stars down on the planet below that the Toads gather as Star Bits to celebrate the centennial Star Festival. On the night of the festival, Princess Peach discovers an apricot-coloured, star-shaped creature called a Luma and sends a letter inviting Mario to her castle to share a gift with him. As Mario arrives at the Castle Gardens, Bowser invades the Mushroom Kingdom with a fleet of airships, encases the Toads in crystals, and uses a giant flying saucer to rip Peach's castle from its foundations and lift it into outer space, proclaiming his intent to create his own galaxy at the centre of the universe. Mario reaches the castle's steps, but Bowser's henchman Kamek blasts him with magic, sending him hurtling across space as Peach's apricot Luma flees to find him.
Awakening on a small planetoid in the Gateway Galaxy, Mario meets the apricot Luma and is introduced to Rosalina, a mysterious woman who watches over the cosmos and serves as the adoptive mother of the Lumas aboard her starship, the Comet Observatory. Rosalina explains that Bowser attacked the Observatory and stole the Power Stars and Grand Stars that fuel its central beacon, leaving the vessel stranded. She offers to help Mario reach the centre of the universe and rescue Peach if he reclaims the stolen Power Stars. Rosalina entrusts the apricot Luma to Mario, granting him the power to spin and travel through space. As Mario explores the galaxies across the Observatory's domes, he is aided by a five-member group of Toads who escaped Bowser's attack—the self-styled Toad Brigade, led by Captain Toad aboard a mushroom-shaped starship—and rescues Luigi from a haunted mansion, after which Luigi searches galaxies for additional Power Stars. Inside the Observatory's library, Rosalina reads chapters of her storybook to the Lumas, revealing how, as a young girl grieving her late mother, she befriended a lost apricot Luma searching for its own mother, built the Comet Observatory together, and resolved to become a mother to all the Lumas of the cosmos.
Upon collecting at least 60 Power Stars, the Comet Observatory transforms into a comet-like vessel and flies Mario to Bowser's Galaxy Reactor at the centre of the universe. Mario defeats Bowser in battle, reclaims the final Grand Star, and rescues Peach. Immediately afterward, however, Bowser's artificial sun collapses into a supermassive black hole that begins consuming the surrounding galaxies, the Comet Observatory, and the entire universe. All of the Lumas, including Mario's apricot Luma companion, throw themselves into the black hole to neutralise it, causing it to collapse into a singularity and explode in a massive supernova. Amidst the void, Rosalina appears to a floating Mario and explains that the destruction is not the end, but the start of a new cycle of rebirth in which dying stars are reborn slightly differently across each repetition of the universe. Mario awakens in the restored Mushroom Kingdom alongside Peach and Bowser, surrounded by the allies and enemies he encountered on his journey, and exclaims, "Welcome, new galaxy!" as a newborn galaxy shines in the sky. After the player collects 120 Power Stars, a post-credits scene shows the apricot Luma awakening beside a damaged starship on a small planet while Rosalina departs aboard the Comet Observatory, thanking the player and promising to watch over them from beyond the stars.

The conception of Super Mario Galaxy traces back to late 1996, shortly after the release of Super Mario 64. Although Super Mario 64 had a foundational influence on 3D game design across the industry, members of Nintendo's staff observed that the shift from 2D to 3D alienated a segment of players who found 3D environments too difficult to navigate. Yoshiaki Koizumi, who served as an assistant director on Super Mario 64, believed that this perceived difficulty stemmed from issues with depth perception, spatial disorientation, and motion sickness, and that the manual camera controls created to mitigate these problems were too cumbersome or intimidating for casual players. Following Super Mario 64, series creator Shigeru Miyamoto assembled a team within Nintendo EAD to begin experiments on a successor, tentatively titled Super Mario 128, to address these design hurdles.
At Nintendo Space World in August 2000, Super Mario 128 was publicly presented as a technology demonstration to showcase the processing power of the GameCube. Directed by Koizumi, the demonstration featured 128 Marios running across a saucer-shaped surface that dynamically warped into a sphere. Miyamoto and Koizumi recognised that spherical worlds could solve many of the camera and navigation issues of 3D games, but Koizumi initially felt that turning the concept into a full game would be technically near-impossible. While Super Mario 128 remained in experimental development, Koizumi co-directed Super Mario Sunshine (2002) for the GameCube; Miyamoto stated at the time that Sunshine was an extension of Super Mario 64 rather than a project built on Super Mario 128. Koizumi later regretted implementing multiple camera modes in Super Mario Sunshine, feeling that forcing the player to manage camera angles remained a burden.
In 2003, Koizumi and producer Takao Shimizu founded Nintendo EAD Tokyo, a smaller branch composed largely of younger staff. Although a team member immediately expressed interest in creating the next Super Mario game, Koizumi first directed the 2D GameCube platformer Donkey Kong Jungle Beat (2004), which was controlled using the DK Bongos peripheral. Designing an action game around a two-button drum controller taught Koizumi the value of "contextual binding"—changing what a single input does depending on the gameplay situation—and how exaggerated animations and presentation could entertain bystanders watching the screen. After EAD Tokyo completed Donkey Kong Jungle Beat in late 2004, Koizumi felt the team had gained the cohesion and technical skill required for a complex 3D project, and Miyamoto urged them to realise the spherical platform concept for the next large-scale Super Mario game.
In 2005, Koizumi drafted a proposal under the working title Super Mario Revolution for Nintendo's next console, the Wii (then codenamed "Revolution"). Building on Super Mario 128 and Donkey Kong Jungle Beat, the proposal centred on Mario traversing small, spherical worlds with independent centres of gravity and minimal walls or ceilings; walking continuously in one direction would return Mario to his starting point, reducing the likelihood of getting lost. After Nintendo's executives approved the pitch, Koizumi and a small group of EAD Tokyo staff spent three months building a prototype set in outer space, reasoning that players would most intuitively understand small spherical worlds as planets. Throughout production, EAD Tokyo sent completed builds from Tokyo to Miyamoto's office in Kyoto so that he could be the first to playtest them, and Miyamoto made frequent in-person visits to the Tokyo studio during the final months of development. Miyamoto came to regard the project—retitled Super Mario Galaxy—as the true successor to Super Mario 64, superseding the stalled Super Mario 128 project.

To free players from manually managing the camera, EAD Tokyo engineered an automated "planet camera" that smoothly follows Mario across curved surfaces without sudden jerks or obstructed sightlines, relying on extensive playtesting to prevent motion sickness. Early in development, Koizumi and Shimizu concluded that judging jump distances on a curved, spherical surface was difficult for many players—with Koizumi remarking that forcing players to land precise jumps in a 3D space was "absurd". To supplement jumping, they introduced the Spin attack, which surrounds Mario with a wide hitbox. Before shifting development to the Wii, the Spin was executed by rotating the analogue stick on the GameCube controller and later the Nunchuk; once motion sensing was finalised for the Wii Remote, the Spin was mapped to shaking the controller. Initially, players could spin continuously, but Miyamoto instructed the team to add a brief cooldown delay between spins to maintain challenge. Applying the contextual binding principle from Jungle Beat, the team also created levels where the Wii Remote's motion sensors and minimal button inputs took on entirely different roles, such as rolling the Star Ball, surfing on a manta ray, or floating inside a bubble.
In line with Nintendo president Satoru Iwata's goal of expanding the Wii's audience to non-gamers and players aged "5 to 95", the developers designed Co-Star Mode so a second player could assist using only a Wii Remote pointer. Shimizu originally envisioned identical pointer actions for both players, including allowing the first player to hold moving obstacles in place with the cursor while moving Mario, but Miyamoto suggested restricting those actions to the second player, which the team felt significantly improved the single-player flow and cooperative balance. When Miyamoto playtested early builds, however, he felt the game was too easy and lacked intensity, warning that an unchallenging game quickly loses its excitement. To restore tension without alienating beginners, Koizumi reduced Mario's health meter from the eight segments used in Super Mario 64 and Super Mario Sunshine to three, made coins rarer, and counterbalanced the lower health by placing more 1-Up Mushrooms and checkpoints throughout the levels.
Initially, several key staff members were sceptical of the spherical world concept. Level design director Koichi Hayashida feared that spherical terrain would be "a bad match" for a jump-based platformer, while Shimizu felt "a sense of danger" over the technical hurdles until he began debugging the prototype and realised that it played "like nothing that's come before it". Level designer Futoshi Shirai and artist Kenta Motokura embraced the outer space setting because it allowed them to create whimsical planetoids—such as worlds shaped like apples, ice cream, and desserts, or a planetoid modelled after Captain Olimar's spaceship from Pikmin 2 (2004)—that would have felt out of place in a traditional Mushroom Kingdom setting. Similarly, when Koizumi polled the staff for transformation ideas, a female staff member wrote a note requesting "Bee Mario", which led to the Bee Mushroom and other power-up suits. Yoshi appeared in the 2005 Super Mario Revolution proposal documents before being deferred to the sequel so the team could focus on the core mechanics.
Whereas Miyamoto generally preferred minimal story elements in Super Mario games, Koizumi wanted to include a deeper narrative to foster emotional resonance and motivate players. With Miyamoto's approval, Koizumi wrote Rosalina's Storybook late at night and placed its chapters inside the Comet Observatory's optional library so players could experience the backstory at their own discretion without interrupting the action. The game was also the first mainline Super Mario title to feature voice actors Samantha Kelly as Princess Peach, Kenny James as Bowser, and Caety Sagoian as Bowser Jr., alongside Charles Martinet as Mario and Luigi. Although Nintendo executives initially hoped Super Mario Galaxy would launch close to the Wii's debut—and Miyamoto stated at E3 2006 that it would arrive within six months of the console's release—EAD Tokyo prioritised polishing the game, releasing it eleven months after the Wii's launch.
Mahito Yokota, who had scored Donkey Kong Jungle Beat, led the musical direction for Super Mario Galaxy under the supervision of longtime series composer Koji Kondo. Drawing on the tropical and Latin American percussion featured in earlier Super Mario instalments—such as steelpans, bongo drums, and congas—Yokota initially spent three months composing 28 tracks in a Latin-and-pop style combined with theremin-like synthesisers inspired by retro science fiction films. Although Koizumi approved the early main theme, Kondo rejected it, telling Yokota: "If somewhere in your mind you have an image that Mario is cute, please get rid of it ... Mario is cool." Discouraged by the rejection, Yokota briefly considered resigning from the project before Kondo mentored him on capturing the character's heroic tone.
Three months later, Yokota presented Miyamoto with three anonymous sample compositions: one fully orchestral, one pop, and one a hybrid of orchestral and pop styles. Unaware of who had written each track, Miyamoto selected the orchestral piece—Kondo's "Egg Planet", which accompanied the E3 2006 trailer and became the theme for the Good Egg Galaxy—stating that it sounded the most "space-like". To ensure stylistic variety across the score, Yokota asked Kondo to compose four pieces—including "Egg Planet" and the waltz "Rosalina in the Observatory"—while Yokota composed and arranged the remainder of the soundtrack, alongside orchestral arrangements of Kondo's classic themes from Super Mario Bros., Super Mario Bros. 3, and Super Mario 64.
The soundtrack features 28 orchestral tracks performed by a 50-piece symphony orchestra—credited as the Mario Galaxy Orchestra—conducted by Koji Haishima and recorded at Sound Inn Studios in Tokyo. To prevent the orchestral score from feeling like passive background music, the audio team had the musicians record to a metronome matched to Mario's running tempo. Sound director Masafumi Kawamura expanded upon techniques he had developed for The Legend of Zelda: The Wind Waker (2002) and Donkey Kong Jungle Beat by synchronising raw orchestral streaming data with MIDI data, allowing player actions and musical cues to align in real time. Similarly, "Rosalina in the Observatory" dynamically progresses across three variations, beginning with a sparse arrangement and adding richer orchestration as the player restores Power Stars to the Comet Observatory. Kawamura also restricted the Wii Remote's built-in speaker to tactile sound effects directly triggered by the player, such as spinning, collecting Star Bits, or striking enemies, to heighten immersion.
The official album, Super Mario Galaxy Original Soundtrack, was released in Japan on 31 January 2008 as an exclusive reward for Club Nintendo members in two editions: a single-disc standard edition containing 28 tracks and a two-disc Platinum Edition containing 81 tracks. Both editions were made available via the European Club Nintendo catalogue later in 2008, while the 28-track edition was bundled with a black Wii Family Edition console and New Super Mario Bros. Wii in North America in October 2011. The complete 81-track soundtrack was later included in the in-game music player of Super Mario 3D All-Stars (2020) and added as a launch title on the Nintendo Music streaming application on 30 October 2024. Selections from the score have been performed live by the Kanagawa Philharmonic Orchestra at Famitsu's Press Start 2008 – Symphony of Games concert, the WDR Rundfunkorchester Köln at Symphonic Legends in 2010, and the London Philharmonic Orchestra at Abbey Road Studios.
Super Mario Galaxy was first released in Japan on 1 November 2007, followed by North America on 12 November, Europe on 16 November, and Australia on 29 November. To promote the game's North American launch, Nintendo of America partnered with MTV and the Zero Gravity Corporation on 3 November 2007 in Las Vegas, where former Apollo 11 astronaut Buzz Aldrin flew aboard the reduced-gravity aircraft G-Force One alongside a costumed Mario, while trading card company Enterplay released Super Mario Galaxy trading card packs containing trivia cards, standees, and temporary tattoos. On 13 November 2007, Aldrin also appeared at a Nintendo Ibérica press event in Madrid to demonstrate Co-Star Mode, remarking that the game encouraged players to solve problems from new perspectives and evoked the science fiction comics of his youth.
In Canada, Super Mario Galaxy was the first Super Mario game to receive a dedicated French-language localisation for Quebec, following an agreement between the video game industry and the Office québécois de la langue française (OQLF) requiring French versions of games sold in the province by 2009. The localisation's heavy use of Joual—a working-class sociolect of Quebec French—for non-playable characters such as the Lumas and the Toad Brigade drew criticism from representatives of the OQLF and the Union des artistes, who argued that the slang promoted poor literacy among children. Nintendo of Canada marketing director Farjad Iravani defended the script as an effort to tailor the dialogue to the local market, which accounted for 25% of Nintendo's Canadian sales at the time. The game was subsequently released in Taiwan and Hong Kong on 12 July 2008, and in South Korea on 4 September 2008, where it was retitled Super Mario Wii: Galaxy Adventure (Korean: 슈퍼 마리오 Wii 갤럭시 어드벤처; RR: Syupeo Mario Wii Gaelleoksi Eodeubencheo) due to a preexisting local trademark on the word "Galaxy".
In 2011, Nintendo re-released the game under its budget Nintendo Selects label in North America on 28 August and in Europe on 16 September, followed by Australia and New Zealand on 7 November 2013.
| Aggregator | Score |
|---|---|
| GameRankings | 97.64% |
| Metacritic | 97/100 |
| Publication | Score |
|---|---|
| 1Up.com | A |
| Computer and Video Games | 9.5/10 |
| Destructoid | 9.6/10 |
| Edge | 10/10 |
| Eurogamer | 10/10 |
| Famitsu | 38/40 |
| Game Informer | 9.75/10 |
| GamePro | |
| GameRevolution | A |
| GameSpot | 9.5/10 |
| GameSpy | |
| GamesRadar+ | |
| GameZone | 9.8/10 |
| IGN | 9.7/10 |
| Nintendo Life | 10/10 |
| Nintendo World Report | 10/10 |
| Official Nintendo Magazine | 97% |
| Play | 10/10 |
| VideoGamer.com | 9/10 |
| Publication | Award |
|---|---|
| BAFTA, Edge, Famitsu, GameSpot, GameTrailers, IGN, Kotaku, Nintendo Power, Yahoo! Games | Game of the Year |
Super Mario Galaxy received universal acclaim upon release, becoming the fourth-highest-rated game of all time on the review aggregator Metacritic with an aggregate score of 97 out of 100 based on 73 critic reviews. Before the review aggregator GameRankings shut down in December 2019, Super Mario Galaxy stood as the highest-rated game on the site with at least 20 reviews, holding an aggregate score of 97.64% across 78 reviews.
The visuals and presentation were among the most praised aspects of the game. Chris Scullion of the Official Nintendo Magazine asserted that the graphics pushed the Wii to its full potential, stating that its visual effects and expansive playing areas constantly astounded the player. Jeremy Parish of 1UP.com noted that despite the Wii's hardware limitations, the visuals were "absolutely impressive". Computer and Video Games's Andy Robinson opined that Nintendo typically favoured gameplay over graphics, but felt that Super Mario Galaxy "got both perfect". Margaret Robertson of Eurogamer called the visuals an "explosion of inventiveness", stating that the game's detail was matched only by the ingenuity of its mission design. Aaron Linde of Destructoid described it as one of the most beautiful games he had seen in years, while Penki Yamamoto of Famitsu remarked that the game looked so appealing that it was enjoyable simply to watch others play. Andrew Reiner of Game Informer praised the portrayal of water and particle effects, while noting that the underlying geometry was comparable in detail to Super Mario Sunshine. Patrick Shaw of GamePro opined that the game took full advantage of the Wii's capabilities in both presentation and control schemes.
Regarding the overall presentation, GameRevolution's Chris Hudak called Super Mario Galaxy a "next-gen reincarnation" of Super Mario 64, describing it as polished, engaging, and evocative. Alex Navarro of GameSpot commended the colourful and vibrant level details, animations, and character designs, declaring that "there simply isn't a better-looking Wii game available" and praising the game engine for keeping frame rate drops to "infrequent bouts". Bryn Williams of GameSpy similarly asserted that the game had the best visuals on the Wii, saying that the graphics were "out of this world" and that its wide palette produced "better-than-expected" texturing. A reviewer for GamesRadar+ stated that "words simply can't describe" the game's visual concepts, and Louis Bedigian of GameZone felt the character models and planet designs were "pure eye candy" that contrasted sharply with the blockier models of earlier Super Mario games. Matt Casamassina of IGN argued that Super Mario Galaxy was the only title pushing the Wii hardware, combining "great art" with "great tech" to achieve "stunning results", while Dave Halverson of Play praised its "supremely" polished presentation.
The gameplay, particularly the gravity mechanics, level variety, and integration of the Wii Remote, received widespread acclaim. A reviewer for Famitsu praised the game's pacing as "abnormally good", noting how the variations in level design and difficulty gradually built momentum. Edge commended the implementation of the Wii Remote, writing that the motion and pointer controls were more subtle and persuasive than the "vigorous literalism" of The Legend of Zelda: Twilight Princess and allowed players to engage with the game in two ways simultaneously without feeling encumbered. Scullion was initially sceptical of using the Wii Remote as a pointer, but admitted that "within mere minutes it felt like we'd been doing this since the days of Mario 64", calling the gameplay "incomparable". Parish praised the fluctuating gravity for making "even the wildest challenge feel almost second nature", and Robinson wrote that the gravitational mechanics allowed the scale of the levels to grow to "genuinely jaw-dropping proportions". Reiner felt that the game reinvented the platform genre for the seventh generation of video game consoles by blending nostalgia with physics-defying design. Multiple critics considered Super Mario Galaxy a substantial improvement over Super Mario Sunshine and a true spiritual successor to Super Mario 64.
Shaw and Navarro highlighted the variety of the new power-up suits and motion-based minigames, such as the Rolling Ball and manta ray surfing, as bringing a fresh dimension to the platforming. Halverson called the Wii Remote and Nunchuk control scheme "at its finest", while Williams praised the controls as "pinpoint accurate", though he considered the two-player Co-Star Mode "shallow". The automated camera system was generally praised—with Edge describing it as flawless—though Casamassina, Navarro, Linde, and VideoGamer.com's Tom Orry noted that the camera occasionally struggled in sprawling or enclosed environments such as the Honeyhive Galaxy where manual adjustment was restricted. Some critics, including Casamassina, Edge, and Tim Rogers, also found the main path to the first 60 Power Stars and several boss encounters relatively easy, with Rogers arguing that the game relied too heavily on instructional signage compared to Super Mario Bros. 3 and Super Mario 64. A few reviewers also felt that the opening cutscenes and Rosalina's Storybook contrasted starkly with the series' traditionally lighthearted tone or lamented the lack of full voice acting.
The soundtrack and audio design were universally lauded. Scullion deemed it the best soundtrack in any Super Mario game, declaring that each composition matched its environment. Parish considered the orchestrated score even stronger than the visuals, describing the dynamic audio as "quintessentially Mario" yet uncharacteristically sophisticated. Reiner called the orchestral score both beautiful and nostalgic, while Robinson, Navarro, and GamesRadar+ praised its orchestral scale. Williams and Casamassina both judged it the finest music in any Nintendo first-party game to date, and Bedigian called the score "another step forward" in video game music.
Super Mario Galaxy was a major commercial success, selling 350,000 units in Japan within its first few weeks on sale. In the United States, the game sold more than 500,000 units in its first week, setting a record for the fastest-selling Super Mario title in the country at the time. In the United Kingdom, it debuted as the fifth-best-selling software title after just two days on sale. The NPD Group reported that 1.4 million copies were sold in the US during December 2007, making it the best-selling game of the month and the fifth-best-selling game of 2007 overall in the country with 2.52 million units sold. Nintendo credited the game with significantly driving Wii hardware sales during the 2007–2008 fiscal year, and after 13 months on the market, it had sold 7.66 million copies worldwide. By January 2010, US sales reached 4.1 million units, and by February 2010 it became one of nine Wii titles to surpass 5 million copies sold in the United States. As of March 2020, the Wii version had sold 12.80 million copies worldwide, making it the third-best-selling non-bundled Wii game and the ninth-best-selling Wii game overall.
Super Mario Galaxy was named 2007 Game of the Year by IGN, GameSpot, Nintendo Power, Kotaku, Yahoo! Games, GameTrailers, and Edge, which also awarded the game "Best Audio Design". It was additionally the highest-rated title of 2007 on GameRankings.
At the 2007 Spike Video Game Awards in December 2007, Super Mario Galaxy won "Best Action Game" and "Best Wii Game". In February 2008, it won "Adventure Game of the Year" at the Academy of Interactive Arts & Sciences' 11th Annual Interactive Achievement Awards, where it was also nominated for "Overall Game of the Year", "Console Game of the Year", "Outstanding Achievement in Game Design", "Outstanding Achievement in Gameplay Engineering", and "Outstanding Innovation in Gaming". Later that month, it was nominated for "Game of the Year" and "Best Game Design" at the 8th Annual Game Developers Choice Awards, and in March 2008 it won "Control Design" and "Game Sequel Children's" (from five nominations, including "Game of the Year") at the 7th Annual NAVGTR Awards. In Japan, it shared the "Game of the Year" grand prize with Monster Hunter Freedom 2 at the 2007 Famitsu Awards and received an "Award for Excellence" from the Computer Entertainment Supplier's Association at the 2008 Japan Game Awards. It also earned three nominations at the 2008 Golden Joystick Awards. In March 2009, Super Mario Galaxy won "Best Game" at the 5th British Academy Games Awards—where it was also nominated for "Gameplay" and "Use of Audio"—surpassing Call of Duty 4: Modern Warfare to become the first Nintendo game to win the top BAFTA honour. Accepting the award on behalf of the development team, Nintendo UK senior product manager Rob Lowe defended the title against claims that it was not a "gamer's game". Following its Nintendo Selects reissue, it was nominated for "Favorite Video Game" at the 2012 Kids' Choice Awards, losing to Just Dance 3.
In retrospective rankings, Super Mario Galaxy was named the number-one Wii game by IGN in 2009, ranked 29th on Guinness World Records' 2009 list of the top 50 console games of all time based on initial impact and lasting legacy, and placed 51st in Game Informer's "Top 200 Games of All Time" in 2009. Nintendo Power ranked it the best mainline Super Mario game in May 2012—naming Rosalina the series' "Best Supporting Character" for her emotional resonance—and ranked it the third-greatest game of all time in the magazine's final issue in December 2012. Both Eurogamer and IGN named it the "Game of the Generation" in 2013 and 2014, and the Official Nintendo Magazine ranked it third in its 2009 list of the 100 best Nintendo games. It subsequently placed 11th on USgamer's "15 Best Games Since 2000" list in 2015, was included in Polygon's "500 Best Video Games of All Time" in 2017, and ranked 56th in a 2021 TV Asahi poll of over 50,000 Japanese viewers voting on the greatest video games of all time.
Critics and scholars have highlighted Super Mario Galaxy's narrative themes—including isolation, grief, found family, acceptance, and cosmic rebirth—as unusually contemplative for the Super Mario series. Writing for GameSpot, Grace Benfell characterised the game's atmosphere as an "existential, joyful melancholy", observing how quiet musical cues and vast, dark backdrops of outer space contrast with the energetic platforming to emphasise Mario's smallness within an endless universe. Benfell also examined the role of the Lumas, who are predestined to transform into stars, comets, and planets at the end of their lifespans, and who transform into entirely new worlds populated with flora and fauna when fed Star Bits as Hungry Lumas. Noting that nearly every object and celestial body in the game is born from the Lumas' self-sacrifice—culminating in their leap into Bowser's supermassive black hole to trigger the rebirth of the universe—Benfell argued that the game portrays death and transformation not as despairing, but as essential parts of an ongoing cycle of creation.
These themes are chiefly channelled through Rosalina and her optional picture book in the Comet Observatory's library. While the Comet Observatory functions as a warm, domestic sanctuary where Mario cannot take damage, Rosalina is depicted with a reserved sadness rooted in the childhood loss of her mother. Through comforting the lost apricot Luma and adopting the Lumas as her family, she overcomes her grief and finds purpose as a maternal guardian of the cosmos. Commentators, including Ruben Aize Meintema in the journal Eludamos and Peter Beaumont in The Observer, have compared the storybook's illustrations, miniature planets, and themes of loneliness and companionship to Antoine de Saint-Exupéry's 1943 novella The Little Prince. In a 2012 paper for Games and Culture, sociologist Ciara Cremin applied Gilles Deleuze's philosophical analysis of cinema to Super Mario Galaxy, examining how its shifting gravitational planes and formal qualities exemplify video games as a distinct artistic medium.
Super Mario Galaxy established the structural template for the next decade of 3D Super Mario games, internally grouped by Nintendo alongside Super Mario Galaxy 2 (2010), Super Mario 3D Land (2011), and Super Mario 3D World (2013) as linear "course clear-style" 3D platformers. In 2015, Miyamoto remarked that Super Mario Galaxy 2 was Nintendo's last title to feature full 3D spherical worlds as the company sought a more accessible "middle ground" between the 3D worlds of Galaxy and the 2D New Super Mario Bros. series with Super Mario 3D Land and Super Mario 3D World. Super Mario Galaxy was the final game directed by Yoshiaki Koizumi, who transitioned into producer and executive roles at Nintendo and 1-UP Studio, while level design director Koichi Hayashida succeeded him as director on Super Mario Galaxy 2, Super Mario 3D Land, and Super Mario 3D World. It was also the last Super Mario game to see deep, hands-on involvement from Miyamoto until Super Mario Run (2016). Although Super Mario Odyssey (2017) returned to the open "sandbox-style" design of Super Mario 64 and Super Mario Sunshine, it incorporated elements inspired by Super Mario Galaxy, including a Snapshot Mode inspired by the team's work on Galaxy.
Characters and iconography introduced in Super Mario Galaxy became permanent fixtures of the Mario franchise. Rosalina, the Lumas, and Star Bits have recurred across mainline and spin-off titles—beginning with Rosalina's playable debut in Mario Kart Wii (2008), as a playable character in Super Mario 3D World, and as a fighter alongside Luma in Super Smash Bros. for Nintendo 3DS and Wii U (2014) and Super Smash Bros. Ultimate (2018)—while the Toad Brigade's leader starred in the spin-off game Captain Toad: Treasure Tracker (2014). To commemorate the 40th anniversary of Super Mario Bros., a giant character balloon modelled after Mario's pose on the Super Mario Galaxy cover art debuted at the 99th Macy's Thanksgiving Day Parade in New York City on 27 November 2025.
Outside of Nintendo, Super Mario Galaxy has been praised by industry figures including Gregg Mayles, Warren Spector, and Tim Schafer, and has been cited as an inspiration for games such as Armillo (2014), Gravity Ghost (2015), Gears 5 (2019), Solar Ash (2021), and Mario + Rabbids Sparks of Hope (2022). Prior to the game's launch, Insomniac Games marketing director Ryan Schneider remarked that Super Mario Galaxy's spherical worlds appeared to draw inspiration from the Ratchet & Clank series, though Miyamoto stated in a subsequent interview that he had never seen or played a Ratchet & Clank game. Beyond the gaming industry, Super Mario Galaxy and Super Mario 64 have been used in neurobiology studies examining how 3D platforming stimuli increase hippocampal and frontal eye field grey matter volume in older adults.
In the 1,000th issue of Famitsu, Miyamoto expressed his interest in making a direct follow-up to Super Mario Galaxy. The project was initially conceived as an expansion titled "Super Mario Galaxy More" featuring new mission variations on existing planets from Super Mario Galaxy; over time, the team generated enough new level concepts and mechanics—including Yoshi—to develop a full sequel. Super Mario Galaxy 2 was announced during Nintendo's press conference at E3 2009 in Los Angeles. It was released on 23 May 2010 in North America, 27 May in Japan, and 11 June in Europe. The sequel garnered critical acclaim comparable to its predecessor and sold 7.41 million copies worldwide.
Super Mario Galaxy was digitally re-released on the Wii U's Nintendo eShop in Japan on 31 May 2015, in North America on 24 December 2015, in Europe on 4 February 2016, and in Australia on 5 February 2016. The digital version runs via the Wii U's backward compatibility with Wii software and requires a Wii Remote and Nunchuk to play.
The game, alongside several other Wii titles, was released for Nvidia's Shield TV in China on 22 March 2018 through a partnership between Nintendo, Nvidia, and iQiyi. Localised into Simplified Chinese, the Shield TV version runs via an emulator with upscaled interface elements and textures at 1080p resolution. Because the standard Shield controller lacks infrared pointer and motion controls, inputs are remapped: spinning is assigned to the X button, tilting is mapped to the left analogue stick, the Star Pointer is controlled with the right analogue stick, and selecting a galaxy is mapped to the right trigger.
For the 35th anniversary of Super Mario Bros., Nintendo included a high-definition version of Super Mario Galaxy alongside Super Mario 64 and Super Mario Sunshine in the Super Mario 3D All-Stars compilation, released worldwide for the Nintendo Switch on 18 September 2020 and sold for a limited period until 31 March 2021.
To commemorate the 40th anniversary of Super Mario Bros., an enhanced version of Super Mario Galaxy was released for the Nintendo Switch on 2 October 2025, both as part of the retail and digital bundle Super Mario Galaxy + Super Mario Galaxy 2 and as a standalone digital purchase on the Nintendo eShop. The Switch release runs at 1080p resolution—and up to 4K resolution on the Nintendo Switch 2 via a free update—and adds an Assist Mode, Amiibo support, a Dutch localisation, and an additional chapter in Rosalina's Storybook. A physical hardcover edition of Rosalina's Storybook (featuring the original Wii chapters) was published separately, and two companion Amiibo figures were released on 2 April 2026. On review aggregator OpenCritic, the Super Mario Galaxy + Super Mario Galaxy 2 collection holds a 94% critic recommendation rating based on 79 reviews.
After elements from Super Mario Galaxy—including a Lumalee, the Penguin King, and musical motifs arranged by Brian Tyler—featured in The Super Mario Bros. Movie (2023), Nintendo announced during a Nintendo Direct presentation on 12 September 2025 that the film's sequel would be titled The Super Mario Galaxy Movie. Inspired by Super Mario Galaxy and Super Mario Galaxy 2, the film was released theatrically on 1 April 2026.