Super Mario Galaxy was a critical and commercial success, hailed as one of the best games in the series and one of thebest video games of all time. It was the highest-rated game of all time onreview-aggregating siteGameRankings at the time of the site's closure in 2019. The game'sgraphics, gravitymechanics, level design, soundtrack, setting, and story all received high praise. It won several awards from top gaming publications, including multiple "Game of the Year" titles, and became the first Nintendo title to win theBAFTA Award for Best Game. The game is the ninthbest-selling Wii game worldwide with sales of 12.80 million. It was released as aNintendo Selects title in 2011, as a download via theWii U'seShop in 2015, on theNvidia Shield in China in 2018, and as part of the limited-runSuper Mario 3D All-Stars collection for theNintendo Switch in 2020.
A sequel,Super Mario Galaxy 2, was released for the Wii in 2010. An enhanced collection of both games was released for Nintendo Switch in October 2025, with the games also being available separately on the system's eShop. In addition, elements from both games will appear in a feature film, titledThe Super Mario Galaxy Movie, serving as a sequel toThe Super Mario Bros. Movie (2023), scheduled for an April 2026 release date.
Mario running across aplanetoid. The game's gravitymechanics allow Mario to fully circumnavigate round or irregular objects.
Super Mario Galaxy is set inouter space,[3][4] whereMario travels through different galaxies to collect Power Stars, earned by completing missions, defeating aboss, or reaching a particular area.[3][5] Each galaxy containsplanetoids and orbiting structures for the player to explore.[3] Eachastronomical object has its owngravitational force, allowing the player to completely circumnavigate the planetoids, walking sideways or upside down.[6][7] The player can usually jump from one independent object and fall towards another one nearby. Although the main gameplay is in3D, there are several areas in the game in which the player's movements are restricted to atwo-dimensional plane.[8]
The game's mainhub is the Comet Observatory, aspaceship which contains six domes that provide access to most of the game's 42 available galaxies, with each dome except one holding five.[5] Five domes end with aboss level in which the objective is to defeatBowser orBowser Jr. and earn a special Power Star, known as a Grand Star, that gives the player access to the next dome.[5] 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. The player is awarded the ability to play asLuigi after collecting 120 Power Stars as Mario. Once 120 Power Stars are collected with both characters, the player is rewarded with one additional challenge. Completing this challenge grants the player the 121st star and a commemorative picture that can be sent to theWii Message Board.
The player-character is controlled via theWii Remote andNunchuk.[9] While most of Mario's abilities are taken directly fromSuper Mario 64, such as thelong jump,wall jumps, and a variety ofsomersaults, a new feature called the Star Pointer that uses the Wii Remote'smotion sensor is included. It is a small blue cursor that appears when the Wii Remote pointer is pointed at the screen.[10] The Star Pointer is used to pick up specialkonpeito-shaped objects called "Star Bits", which can then be shot to stun enemies, manipulate obstacles, or feed Hungry Lumas (star-shaped sentient beings).[3][11] The pointer can also latch onto small blue objects called "Pull Stars", which can pull Mario through space.[12] In certain levels that encase the player in a floating bubble, the Star Pointer is used to blow wind and maneuver the bubble.[13]
Early in the game, the player learns a new ability known as the "Spin" technique, which has appeared in varying forms throughout theSuper Mario franchise.[14] InSuper Mario Galaxy, the "spin" is primarily used formelee attacks to stun enemies and shatter objects,[11] as well as triggering special propellers called "Sling Stars" or "Launch Stars" that launch Mario across large distances through space.[11][15] The "spin" utility is also used for climbing vines,ice skating, flipping switches, unscrewing bolts, and for activating severalpower-ups. Other Wii Remote functions are available for smaller quests, such assurfing aboard amanta ray or balancing atop a large ball and rolling it through anobstacle course.[16][17]
From left to right clockwise; the interface displays number of Power Stars, life meter, number of coins and Star Bits, and number of lives.
Sevenpower-ups grant Mario temporary abilities. For example, specialmushrooms bestow the player with aBee,Boo, or Spring Mushroom.[18] The Bee Mushroom allows Mario to hover through the air, climb on honeycombs, and walk on clouds and flowers; the Boo Mushroom allows him to float through the air, become transparent, and move through certain obstacles;[19] and the Spring Mushroom allows him to jump to high areas that would be otherwise inaccessible.[20] TheFire Flower allows Mario to throw fireballs at enemies, and the Ice Flower grants flame attack immunity and allows Mario to createhexagonal ice tiles to cover any liquid surface he walks on.[20] The Rainbow Star grants Marioinvincibility 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.[19]
Mario's health consists of a three-piecehealth meter,[21] which is depleted through contact with enemies and hazards.[11] When swimming underwater, Mario has an air supply meter, which quickly depletes his main health meter if it runs out.[3] Mario's health and air supply can be restored by collecting coins, or through touching bubbles if underwater.[17] When the health meter becomes empty, the player loses a life and must go back to a predeterminedcheckpoint.[16] The health meter can temporarily expand to six units through the use of a Life Mushroom.[15] Instant death can occur by being swallowed byquicksand ordark matter, by being crushed by hazards, or by falling intoblack holes or otherbottomless pits.[3] The player can obtainextra lives by collecting1-Up Mushrooms, 50 coins without losing a life, or 50 Star Bits.[10]
Super Mario Galaxy has aco-operativetwo-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.[22][23] The second player can also make Mario jump, and the height of Mario's jump can be increased if the first and second player press the A button at the same time. The second player can prevent some enemies from moving by aiming the pointer star at them and holding the A button.[24]
The centennial Star Festival is held to watch a comet pass by theMushroom Kingdom. On the night of the Star Festival,Princess Peach discovers a star-shaped creature called aLuma and invitesMario to the festival to show it to him. As Mario approaches the castle,Bowser attacks the Mushroom Kingdom with a fleet of airships and a massiveflying saucer, which he uses to lift Peach's castle intoouter space. Mario attempts to enter the castle but is attacked byKamek,[25] one of Bowser's minions, and cast loose into space, with the Luma following after him.
Awakening on a small planet, Mario is introduced toRosalina, a guardian of the cosmos and caretaker of the Luma and his brethren, who resides in a starship called the Comet Observatory. Rosalina explains that during a centennial visit to her home world, Bowser attacked the Observatory and stole the Power Stars that act as its power source, rendering it immobile. Bestowed with the power to travel through space by the Luma that Peach found, Mario sets off on a journey across the universe to reclaim the Power Stars and restore power to Rosalina's observatory. Along the way, he finds friends from the Mushroom Kingdom such asLuigi and theToads while fighting Bowser and Bowser Jr. at certain points.[26]
Upon collecting enough Power Stars, the Comet Observatory flies to the center of the universe, where Bowser is holding Peach captive. While confronting Bowser, Mario learns that he plans to rule the entire universe with Peach at his side. Mario defeats Bowser and frees Peach, but one of the galaxy's planets collapses on itself, becoming asupermassive black hole that begins consuming the entire universe. The Lumas sacrifice themselves and jump into the black hole to destroy it, causing the black hole to collapse into asingularity; the universe is recreated entirely as the singularity explodes in asupernova. Rosalina appears to Mario, revealing that dying stars are later reborn as new stars, allowing the cycle of life to continue. Mario then awakens in the recreated Mushroom Kingdom alongside Peach and Bowser, and he celebrates the new galaxy that has emerged in the skies. If the player collects 120 stars, Rosalina will thank the player and, with the reborn Lumas, leave aboard the Comet Observatory to travel the cosmos again.
Yoshiaki Koizumi, director and designer ofSuper Mario Galaxy, had the idea to incorporate abilities shown in a technology demonstration for theNintendo Space World in 2000.
The concept forSuper Mario Galaxy's gameplay originated from ideas taken fromSuper Mario 128, atechnology demonstration shown atNintendo Space World in 2000 to exemplify the processing power of theGameCube.[27][28] The demonstration's director (and future director ofSuper Mario Galaxy),Yoshiaki Koizumi, desired that one of its distinguishing features,spherical-based platforms, should be used in a future game, but was held back in belief that such a feature would be impossible for technical reasons.[29]Super Mario creatorShigeru Miyamoto suggested to work on the next large-scale Mario game afterNintendo EAD Tokyo finished development onDonkey Kong Jungle Beat in late 2004,[29][30] pushing for the spherical platform concept to be realised.[29] Aprototype of the game's physics system took three months to build, where it was decided that the game's use of spherical platforms would best be suited to planetoids in an outer space environment, with the concept of gravity as a major feature.[29] During development, the designers would often exchange ideas with Miyamoto from his office inKyoto, where he would make suggestions to the game design.[29] According to Koizumi, many ideas were conceived before development of the Wii console itself begun.[28]
The idea for Mario to have a "spin" attack came during the early stages of development,[28] when it was decided that jumping on enemies on a spherical map would be difficult for some players – at one point, Koizumi remarked that making characters jump in a 3D environment was "absurd".[14] Takeo Shimizu, the game's producer and programmer, noted that the most basic action in a 3D action game was to simply run, and concluded that the easiest way to attack was to "spin", not jump. Prior to the development team shifting focus on the Wii and realising the potential of its different controls, the "spin" attack was originally planned to be executed by swivelling the analogue stick on the GameCube controller.[28] The "spin" was initially activated via rotation of the Nunchuk's control stick, but aftermotion sensing was confirmed to be implemented in the Wii Remote, the "spin" was changed to be activated through shaking the latter. Nintendo presidentSatoru Iwata wanted to prioritise the game's "fun factor" by giving the player a sense of achievement after they have completed a difficult task; Iwata noted an increasing number of consumers giving up during a video game and thus wantedSuper Mario Galaxy to appeal to that audience. In response, the development team created a co-operative mode which allowed one player to control Mario whilst the other controlled the pointer with the Wii Remote, therefore enabling lesser experienced players to enjoy themselves in the game.[14]
The development team wanted the game to be enjoyed from the ages of "5 to 95", so during early stages of development, they took steps to ensure that the player would adjust to the game without difficulty. However, Miyamoto thought that it was too easy and lacked insensitivity, asserting that a game loses its excitement when it is made unchallenging.[21] To balance out the difficulty, Koizumi suggested altering the game's "intensity factor" by limiting the number of hits the player could take to three as opposed toSuper Mario 64 andSuper Mario Sunshine, where the number was eight, but simultaneously placing more 1-Up Mushrooms andcheckpoints in the game. Retrospectively, Iwata said that the decision to decrease the health meter is "representative of the things that players do not notice that actually change the gameplay dramatically".[21]
With the concept of gravity and spherical platforms being the central elements of gameplay, the development team drafted several ideas on how to implement them into the game.[7]Koichi Hayashida, a co-designer of the game, initially expressed scepticism of incorporating a spherical playing field into a jump-based platform game, stating that it would be "a bad match". Shimizu also had a negative reaction to the idea, with his main concern being that the implementation of spherical platforms would be impossible to achieve due to technical reasons, and "felt a sense of danger" when the plan was eventually approved. However, once Shimizu starteddebugging the game he realised that the experience felt "totally fresh" and thought that he was "playing a game like nothing that's come before it".[7] Futoshi Shirai, the game's level designer, stated that unlike Hayashida and Shimizu, he had a positive impression of the new gameplay elements. Shirai liked the idea of being able to run on different types of planetoids, and came up with designs such as planets in the shape of ice cream and apples.[7] Because the game was set in outer space, the team could devise ideas that would have otherwise been hard to implement in otherSuper Mario games. Shirai said that the benefit of working with a spherical-shaped world was that they could design and discover new things, with Kenta Motokura, the game's artist, similarly stating that the player would be continuously enjoying their adventure by travelling to new planets.[7] Koizumi appreciated the "free and open" feel of developing the game, saying that it enabled the team to make the game more fun for the player.[28]
Throughout development, staff members enjoyed the level of freedom the game offered, in particular the transforming abilities of Mario.[31] Iwata noted that Mario's Bee Suit was popular with women, and also stated that the titular character's other suits were designed to add variations to the gameplay. According to Hayashida, the idea to include transformations in the game came from Koizumi. One of the female members of staff who worked onSuper Mario Galaxy wrote a note saying "I want a Bee Mario" when asked by Koizumi what they wanted to transform Mario into. Shirai stated that the development team always discussed their ideas together, and devised ways to incorporate an idea into the game and make it more entertaining. Iwata concluded that having the game take place in space was advantageous, as it was flexible enough to accommodate a wide range of ideas.[31]
After development was finished, the team reflected that the fundamental part of aSuper Mario game was to make the player think about how "fun" it was to play the game itself, rather than simply finishing it.[21] To accomplish this, Koizumi made sure that there were certain areas of the game which could be enjoyed by all types of people, including children. Shimizu added thatSuper Mario Galaxy's ulterior motive was to have everybody "gather around the TV", as he felt that a game starring Mario was not necessarily something which could be enjoyed by playing alone. The game was made to support six different save files – Shimizu liked the idea of one player looking at the progress of another player and seeing how they compared against their own.[21] Iwata stated that when the firstSuper Mario game was released, there used to be "many more" people gathering around the television who would enjoy watching the gameplay experience. Iwata asserted that well-made video games were more enjoyable to spectate, and hoped thatSuper Mario Galaxy's co-operative mode would tempt someone who does not usually play video games to join.[21]
During development,Mahito Yokota, who was in charge of the musical direction, originally wantedSuper Mario Galaxy to have aLatin American style of music, and even had composed 28 tracks in that style.[32] Latin American percussion instruments had already been featured in previousSuper Mario installments, such assteelpans,bongo drums, andcongas.[33] ForSuper Mario Galaxy's theme, Yokota used Latin American instruments and a synthesiser to replicate the sounds featured in old science fiction films. The composition was approved by Yoshiaki Koizumi, the game's director and designer, but when Yokota presented it to the game's sound supervisor,Koji Kondo,[34] he stated that it was "no good".[33] When asked why his music was rejected, Kondo responded: "if somewhere in your mind you have an image that Mario is cute, please get rid of it". Incensed by the rejection, Yokota almost resigned from his job, but Kondo implied that Mario's character was "cool" and instructed him to try again.[33]
According to Yokota, he was under the impression that Mario was suited for children, causing him to create "cute" music that would appeal to the targeted audience.[33] The game's director,Yoshiaki Koizumi, after Yokota's music was rejected, later complimented him telling him "It wasn't so bad".[33] Three months later, Yokota presented three different styles of music to Miyamoto: one piece had an orchestral sound, the other had pop music, and the last featured a mix of both orchestral and pop music.[35] Miyamoto chose the orchestral piece, as it sounded the most "space-like". Yokota stated that Miyamoto chose the piece without knowing that Kondo actually wrote it.[28][35] In a retrospective interview, Satoru Iwata said that Miyamoto chose the music that sounded "space-like" because he was looking for a sound that would express the game, in contrast to the tropical sounds ofSuper Mario Bros. Yokota revealed that he initially struggled to create music that sounded like aSuper Mario game, but as time progressed he declared that the songs he made for the game had "become natural".[35]
To create a sense of variety with the soundtrack, Yokota and Kondo wrote pieces individually; Kondo composed five pieces for the game whereas Yokota composed the rest. Kondo composed the pieces that Yokota specifically requested, as he thought that the game's soundtrack would "end up all sounding the same" if it were composed by one person.[35] The game originally heavily utilised the Wii Remote speaker for "all sorts of sound [effects]", but Masafumi Kawamura, the game's sound director, decided they were redundant when played in tandem with those from the television. Kawamura decided to restrict Wii Remote sound effects to those triggered by Mario's actions, such as hitting an enemy, feeling that it betterimmersed the player.[36]
The game's soundtrack features 28orchestral songs performed by a 50-person symphony orchestra.[34][37] Yokota initially had concerns whether or not orchestral music would fit in with the rhythm of a Mario game, but thought that such music would make the scale of the game "seem more epic". Kondo, on the other hand, believed if orchestral music were used the player would be "obligated to play the game in time to the music".[32] To synchronise the soundtrack to gameplay, Kawamura utilised similar techniques he used to synchronise sound effects inThe Legend of Zelda: Wind Waker andDonkey Kong Jungle Beat – in which the game synchronisesMIDI data with streaming data, resulting in sound effects playing at the same time as background music. To make synchronisation possible, the audio team requested the orchestra to perform at different tempos set with ametronome.[32]
The official soundtrack was released on 24 January 2008. It was initially an exclusive toClub Nintendo subscribers in Japan,[38] although the soundtrack became available to European Club Nintendo members in November 2008.[39] The soundtrack was released in two versions: theOriginal Soundtrack, which only contains 28 tracks from the game, and thePlatinum Edition, which contains another 53 tracks on a second disc for a total of 81 tracks.[39] In North America, theOriginal Soundtrack was included in a black Wii Family Edition console bundle alongsideNew Super Mario Bros. Wii in 2011.[40]
Super Mario Galaxy has received critical acclaim, becoming the fourth-highest-rated game of all time on review aggregatorMetacritic with an aggregate score of 97 out of 100 based on 73 reviews.[64][42] Before review-aggregate websiteGameRankings shut down in December 2019, it was listed as the highest-rated game with at least 20 reviews,[65] having a 97.64% ranking based on 78 reviews.[41]
The visuals and presentation were the most praised aspects of the game. Chris Scullion of theOfficial Nintendo Magazine asserted that the graphics pushed the Wii to its full potential, and stated that its visual effects and large playing areas would constantly astound the player.[66] Jeremy Parish from1UP.com noted that despite the Wii's limitations, the visuals were "absolutely impressive", especially when modified at a higher resolution.[43]Computer and Video Games's Andrew Robinson opined that Nintendo favored gameplay over graphics, but thoughtSuper Mario Galaxy "got both perfect".[44] Margaret Robertson ofEurogamer called the visuals an "explosion of inventiveness", stating that the game's detail is only matched by its mission design ingenuity.[16] Andrew Reiner ofGame Informer approved of the game's portrayal of water and particle effects, but noted the visuals were in similar detail toSuper Mario Sunshine.[49] Patrick Shaw fromGamePro opined that the game takes full advantage of the Wii's capabilities, both in terms of presentation and control schemes.[50]
Regarding the presentation,GameRevolution's Chris Hudak thought thatSuper Mario Galaxy was a "next-gen reincarnation" ofSuper Mario 64, stating the game was polished, engaging and evocative.[51] Alex Navarro ofGameSpot commended the colourful and vibrant level details, animations and character designs, saying that "there simply isn't a better-looking Wii game available". Furthermore, Navarro praised thegame engine's ability of keeping frame rate drops to "infrequent bouts".[52] Bryn Williams ofGameSpy asserted that the game had the best visuals on the Wii, saying that the graphics "are out of this world" and that its wide range of colours produces "better-than-expected" texturing.[53] A reviewer fromGamesRadar stated that "words simply can't describe" the game's visual concepts.[54] Louis Bedigan fromGameZone thought the visualisations fromSuper Mario Galaxy contrast from the blocky characters of previousSuper Mario games, praising the planet designs as beautiful and everything else as "pure eye candy".[55] Matt Casamassina ofIGN thoughtSuper Mario Galaxy was the only game that pushed the Wii console, stating it combines "great art" with "great tech", resulting in what he described to be "stunning results".[3] David Halverson ofPlay opined that the game was "supremely" polished and featured "gorgeous next-gen" graphics.[57]
The gameplay, in particular the gravitymechanics and use of the Wii Remote, was also praised. A reviewer fromFamitsu commented on the game's tempo, believing it was "abnormally good" and that the different variations in level design and difficulty gradually "builds things up".[48] A reviewer fromEdge praised the game's use of the Wii Remote, stating the control schemes were more subtle and persuasive as opposed to the "vigorous literalism" ofThe Legend of Zelda: Twilight Princess.[47] Scullion was initially sceptical about using the Wii Remote as a pointer, but admitted that "within mere minutes it felt like we'd been doing this since the days ofMario 64". Scullion also thought that the game's strongest aspect was the "incomparable" gameplay.[56] Parish praised the fluctuating gravity that was featured in the game, stating that it "makes even the wildest challenge feel almost second nature".[43] Robinson similarly commended the gravity, saying that the different uses of the game's gravitational pulls allows the scale to grow to "genuinely draw-dropping proportions".[44] Robertson regarded the use of gravity as an "explosion of inventiveness".[16] Reiner thought that the game reinvented the platform genre for theseventh generation of video game consoles, stating thatSuper Mario Galaxy was both nostalgic and new by breaking thelaws of physics.[49]
Shaw asserted that the new gameplay mechanics reinvigorated theSuper Mario franchise, and summarised by saying it was the best title sinceSuper Mario 64.[50] Similarly, Hudak thought that the game was a reincarnation ofSuper Mario 64, whilst stating that the variety of gameplay had a "signature Miyamoto style".[51] Navarro said that the level designs were "top flight in every regard" and also praised the game's introduction of suits, adding that they brought a "great dimension" to gameplay.[52] Williams opined that the game's "shallow" two-player mode did not add anything to the overall experience. He did praise the various gameplay components and the use of both the Wii Remote and Nunchuck, stating that the setup was "pinpoint accurate".[53] A reviewer fromGamesRadar thought that the control scheme had a fluid response that improved over the controls of its predecessor,Super Mario Sunshine.[54] Regarding the controls and world designs, Bedigan stated that both aspects are "close to perfection as a game can get".[55] Casamassina found the gameplay mechanics, in particular varying physics, as "ridiculously entertaining". He also regarded the motion control as being well implemented, stating that the player would appreciate the change of pace that the levels offer.[3] Halverson particularly commended the innovative controls, saying the Wii Remote and Nunchuck was "at its finest" and that it was difficult to imagine playing it in another fashion.[57]
The soundtrack and audio were well received by critics. Scullion believed it to be the best out of anySuper Mario game, declaring that each track matches the environments featured throughout the game.[67] Parish considered the orchestrated music superior to the visuals, saying that the dynamic sounds were "quintessentially Mario" yet uncharacteristically sophisticated.[43] Reiner stated that the orchestrated soundtrack was beautiful as well as nostalgic,[49] with Robinson similarly citing it as "amazing".[44] Navarro praised the modernised orchestrated soundtrack, stating that it was both excellent and "top-notch".[52] Williams thought the game featured the best sound on the Wii, stating that original soundtrack would "go down in history" as Nintendo's best first-party effort.[53] A reviewer fromGamesRadar stated thatSuper Mario Galaxy featured the finest orchestral bombast ever heard in a game.[54] Bedigan asserted that the soundtrack was "another step forward" invideo game music, praising the music as moving and breathtaking.[55] Casamassina judged the game's music "so exceptional" and "absolutely superb", summarising that it had the best music out of any Nintendo game to date.[3] Hudak criticised the "traditional Mario-esque" lack of voice acting, despite admitting that if the game did feature voice acting it would "probably seem lame and wrong".[51]
Super Mario Galaxy has been a commercial success, selling 350,000 units in Japan within its first few weeks of sale.[68] In the United States, the game sold 500,000 units within its first week of release, earning it the highest first-week sales for a Mario game in the country at the time.[69] TheNPD Group reported that 1.4 million copies of the game were sold in the US in December 2007, making it the highest-selling game of the month, and that the game had become the fifth best-selling game of 2007 with 2.52 million units having been sold since its release.[70] After 13 months, it had sold 7.66 million copies worldwide.[71] By January 2010, the game had sold 4.1 million units in the US,[72] and by February it had become one of nine Wii titles to surpass 5 million unit sales in the country.[73] By the end of March 2020, Nintendo had sold 12.80 million copies of the game worldwide, making it the third best-sellingnon-bundled Wii game and the ninth best-selling Nintendo-published game for the Wii.[74]
In the 1,000th issue ofFamitsu, Miyamoto expressed his interest in making a sequel toSuper Mario Galaxy.[88] The game was originally called "Super Mario Galaxy More" during development, and was initially going to feature variations of planets featured inSuper Mario Galaxy. Over time, new elements and ideas were brought into the game, and it was decided that the game would be a full sequel.[89]Super Mario Galaxy 2 was announced during the Nintendo conference atE3 2009 held inLos Angeles.[90][91] It was released on 23 May 2010 in North America, 27 May 2010 in Japan and on 11 June 2010 in Europe.[92] The sequel has been met with as much critical acclaim as its predecessor,[93][94] and has sold 6.36 million copies worldwide as of April 2011.[95]
Super Mario Galaxy, as well as several other Wii games, was rereleased forNvidia'sShield TV in China on 22 March 2018 as the result of a partnership between Nintendo, Nvidia andiQiyi.[96] The game runs on the Shield via anemulator, but has interface and control modifications, and support for1080p resolution.[97] Due to the lack of motion controls on the Shield, some controls are remapped; for example, the on-screen pointer is remapped to the right analogue stick and the button to choose a Galaxy is remapped to the right trigger.[98]
To commemorate the 40th anniversary ofSuper Mario Bros., an enhanced version ofSuper Mario Galaxy was released for Nintendo Switch on 2 October 2025. The game is available as part of a collection with its sequel, as well as being sold separately on theNintendo eShop. The Switch version runs at 1080p resolution, and up to4K resolution onNintendo Switch 2 via a free update. A pair ofAmiibo for the game will be released on 2 April 2026, which can be scanned to receive items in the game.[100]
On 12 September 2025, it was revealed in aNintendo Direct presentation that the sequel toThe Super Mario Bros. Movie (2023) would be titledThe Super Mario Galaxy Movie, which is currently scheduled for a release of 3 April 2026.[101][102]