Super Mario Galaxy and Odyssey: The Two Great 3D Adventures

Mario Boutique · The branch that takes on volume

The two peaks of Mario in three dimensions

Galaxy turned the ground into a sphere; Odyssey turned every enemy into a costume. Between the two, six other episodes looked for the right shape to give a level when you can walk all the way round it.

8Mario in 3D, from 64 to Bowser's Fury
82detailed profiles
12Odyssey kingdoms profiled
1996-2021twenty-five years of 3D platforming

Updated 3 September 2026

In 1985, a Mario level was a line: you moved to the right, and the scenery stopped at the edge of the screen. Eleven years later, Super Mario 64 opened up the volume, and posed a question the series has never let go of: what shape do you give a level when the player can walk all the way round it? This page tells the eight successive answers, and dwells at length on the two best ones.

The first is Super Mario Galaxy (2007). Its find is disarmingly simple: if the level is a small planet with its own gravity, it no longer has an edge. Wherever the player goes, they come back — and the camera no longer has anything to arbitrate, it follows the curvature. From there, everything becomes possible: cylinders, cubes, planets that turn over, a floor that becomes a ceiling.

The second is Super Mario Odyssey (2017). It takes the problem from the other end: rather than reinventing the ground, it reinvents the character. With Cappy, Mario takes control of whatever his hat touches — 52 different bodies, each with its own verbs. Exploring is no longer about visiting places, but about collecting ways of moving.

82 profiles each lead to the full article on the blog: the games, the kingdoms, the powers, the bosses, the composers. If you simply want to know which one to launch this evening, the Galaxy or Odyssey section decides, and Where to start gives the order according to your profile.

📋 Contents

Where it all begins

Super Mario 64: the third dimension is invented here

Nintendo 64, 1996 — the game that had to invent the camera at the same time as the level

You have to remember how completely nothing existed. In 1996, nobody knows how you steer a character through a space with volume, nor where to place the player's gaze. Nintendo EAD, under the direction of Shigeru Miyamoto, therefore has to solve three problems at once: an analogue movement that conveys the nuance between walking and running, a camera that does not fight the walls, and a setting in which you do not get lost.

The answer comes down to one phrase: the sandbox. Rather than a corridor, each course is a small enclosed territory, visited six or seven times to look for different things. The player learns the setting, then rereads it. It is that structure, more than 3D itself, that the series would take up for twenty-five years — and thatOdyssey would push to its conclusion in 2017.

The rest of the vocabulary is born there too: the backflip, the long jump, the triple jump, the ground slide. The game earns 94 out of 100 on Metacritic and sells around 11.9 million copies, the Nintendo 64's best seller. Thirty years later, its speedrun scene is still active, and still counts in categories: 16 stars, 70 stars, 120 stars.

Super Mario 64The first Mario with volume

Super Mario 64

A cake, a castle, and fifteen levels hidden in paintings hung on the wall

ReleaseNintendo 64, 23 June 1996 (Japan)
StudioNintendo EAD, under Shigeru Miyamoto
To collect120 Power Stars
Re-releaseSuper Mario 3D All-Stars, Switch, 2020

The starting point is an invitation to eat cake. Mario arrives at Peach's castle, finds it deserted, and understands that Bowser has shut the princess and the Toads inside the paintings hung on the walls. Each canvas is a world; jumping into it takes you in. The idea elegantly solves the problem of the level select menu: here, the menu is a place you inhabit.

Progression does not come from finishing the levels, but from reopeningthem. The same course is replayed several times, with a different objective each time: beating a boss, winning a race, reaching a summit, gathering eight red coins. The setting stays the same, the instruction changes — and the player, who already knows the ground, plays better with every return.

Technically, the real hero is the controller. The Nintendo 64's analogue stick, designed for this game, finally makes the difference between a light touch and a full push palpable: Mario tiptoes, trots, then runs. No platform game could express that before, and many have never quite managed it since.

A camera you hold in your hand

The camera is not automatic: it is held by a character, Lakitu, perched on his cloud with a boom. The player orients it with the C buttons. Justifying the camera through fiction rather than through an options menu remains one of the game's most elegant gestures.

The power caps

Three coloured blocks deliver temporary headgear: the Wing Cap for flying, the Vanish Cap for passing through grates, and the metal one that makes you invulnerable and sinks Mario to the bottom of the water. It is the first system of powers tied to the hat — Cappy descends directly from it.

Three duels against Bowser

The Koopa King is not beaten by a jump on the head but by his own tail : you grab it, you spin, you throw him onto a mine placed at the edge of the arena. Three arenas, three duels, a Grand Star each time.

What the game never says

Nothing ever explains that the castle can be explored like a level. The secret slides, the basement rabbit, the moat you can drain: everything is found by searching. That trust placed in the player is precisely what the series relearned in 2017.

Peach's Castle1996 · Super Mario 64Peach's CastleThe first menu you inhabit

A central tower, four turrets, a moat and a stained-glass window: the castle's silhouette is fixed in 1996 and has not moved since. The game calls it Mushroom Castle, and makes it far more than a welcome backdrop. You come in through a door, you climb staircases locked behind a number of stars, you look for paintings hidden in corners. Some rooms only open once the moat has been drained; others conceal slides. That playable hub is the direct ancestor of Delfino Plaza and of the Comet Observatory.

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King Bob-omb1996 · Super Mario 64King Bob-ombThe first boss in all of 3D

He waits at the summit of the very first course, Bob-omb Battlefield, crown on his head and white moustache in the wind. His lesson is decisive for 1996: you do not beat him by jumping on him. You have to get behind him, lift him — a new verb, impossible in two dimensions — and throw him to the ground, three times over. Throwing him out of the arena does not count: the monarch cries foul and the fight starts again. In three minutes, the player has understood that 3D is not there to redo the same moves more prettily.

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Whomp1996 · Super Mario 64WhompA wall that grew arms

A grey rectangular slab, two short arms, a furious face: the Whomp — Battan in Japan, Ba-Boum in Quebec — lets itself drop with all its weight the moment Mario comes near. Its silhouette comes from the nurikabe, that yōkai of Japanese folklore which takes the form of a living wall barring travellers' way. Countering it requires understanding the geometry of volume: you have to let it slam down, then strike the crack on its back, invisible from the front. A broader Whomp King serves as a boss in the same level, in 1996.

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Mips1996 · Super Mario 64MipsNamed after the processor

In the flooded basement of the castle scurries a small yellow rabbit that has to be caught bare-handed, with no weapon and no power. The reward is a Star, and he lets himself be cornered twice: at fifteen stars, then at fifty. His name is the game's most technical nod — MIPS is the architecture of the Nintendo 64's processor. The rabbit was one of the very first models with volume created for the project, used to test the machine. Speedrunners have since made a tool of him: the “MIPS Clip” is used to get through locked doors.

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Metal Mario1996 · Super Mario 64Metal MarioAn effect turned into a character

The metal cap covers Mario in a reflective surface and gives him three properties at once: he becomes invulnerable, he sinks instead of floating, and he resists wind as well as gas. It is not a power bonus but a problem-solving tool — walking on the bottom of a lake, crossing a poisoned corridor. The transformation made such an impression that it eventually left the game: fifteen years after that first appearance in 1996, Mario Kart 7 lists him on the menu as a driver in his own right, with his own weight and his heavyweight statistics.

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Lakitu the cameraman1996 · Super Mario 64Lakitu the cameramanThe cameraman who used to bombard Mario

Here is an enemy promoted to technician. Since 1985, this round-spectacled Koopa perched on a cloud has bombarded Mario with eggs that hatch into Spinies. In 1996, Super Mario 64 gives him a radically different role: he is the one holding the camera, boom in hand, and the player orients it with the C buttons. The credits list him as a reporter, in fact. He would follow up with a third job, starter and referee in Mario Kart. Few extras have changed function so often without ever changing cloud.

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Mario 64 versus Banjo-Kazooie1998 · Super Mario 64Mario 64 versus Banjo-KazooieThe pioneer against the perfectionist

Two years after the shock of 1996, Rare released Banjo-Kazooie in 1998 on the same machine, and took up the model while thickening it: a hundred musical notes per level, Jiggies to gather, a duo with complementary abilities — flying, shooting, swimming better. The debate between the two games is still going, and it turns on a real design question: is it better to have a very pared-down, perfectly tuned vocabulary of moves, or an accumulation of tools that multiplies the uses? The Mario series has answered both ways depending on the era.

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What Mario 64 leaves as its legacy is neither the setting nor the story, but a method : an enclosed space, several reasons to come back to it, a golden object to pick up. The seven games that follow vary the three parameters without ever leaving them behind. The next one starts by breaking one.

The episode that complicates everything

Super Mario Sunshine: a holiday, a trial and a water pack

GameCube, 2002 — an inhabited island, two peoples, and a tool bolted to Mario's back

Six years after Mario 64, Nintendo EAD takes up the work again with Yoshiaki Koizumi and Kenta Usui directing, Miyamoto producing. The wager is risky: instead of refining the formula, Sunshine adds a permanent constraint to it. Mario carries F.L.U.D.D., a talking water pump, and the entire adventure is played with that weight on his back. Movement, aiming, verticality — everything now goes through a jet of water.

The narrative context, for its part, has no equivalent anywhere else in the series. Mario goes on holiday, discovers the island fouled by an impostor, and finds himself tried and sentenced in the first few minutes: his sentence is to clean up. It is the only time the plumber acts under judicial constraint rather than out of heroism, and it colours the whole game — you are not saving a kingdom, you are making good a wrong.

The other singularity lies in the place. Where the other episodes juxtapose unrelated worlds,Isle Delfino is a single coherent territory : two peoples sharing the coast and the inland, jobs, a commercial harbour, an amusement park, a hotel. Seen from the sky, the island traces a dolphin — *delfino* in Italian — and “Dolphin” was the GameCube's code name during its development.

Super Mario SunshineThe GameCube's 3D Mario

Super Mario Sunshine

The hero begins the adventure tried, sentenced and charged with cleaning everything up

ReleaseGameCube, 19 July 2002 (Japan)
DirectionYoshiaki Koizumi and Kenta Usui
To collect120 Shine Sprites
Re-release3D All-Stars, Switch, 2020

The adventure starts with an accusation. A thick sludge covers the island, the Shine Sprites that used to light it have disappeared, and the witnesses describe a moustachioed culprit in red dungarees. The court sentences Mario to clean everything up before leaving. The rest of the game is nothing other than the carrying out of that sentence — and the hunt for whoever framed him.

Mechanically, the episode is a unique case in the series: the tool precedes the move. Each F.L.U.D.D. nozzle opens a different way of getting past an obstacle, and the player spends their time choosing which one to equip rather than looking for a power-up. The game also regularly offers to take it all away: secret levels with no F.L.U.D.D., pure platforming, are among the most demanding Nintendo has ever produced.

The Shines are collected in two ways. The missions first, at a rate of eight numbered episodes per region. Then the blue coins : the game hides 240 of them on the island, and ten of them are exchanged for a Shine at the merchant, that is 24 of the 120 in total. It is the pure collecting share, the one that pushes you to revisit every corner you have already cleaned.

Yoshi comes back, and dissolves on contact with water

The dinosaur reappears in volume for the first time since Mario 64, with a delicious constraint: his tongue spits fruit juice that dissolves certain sludges, but he dissolves himself if he falls into the water. A mount you cannot take swimming, on an island surrounded by ocean.

A setting that changes state

Delfino Plaza floods, empties, darkens according to your progress. The inhabitants comment on the state of their town, and the same alleys are walked differently. It is the first time a Mario hub reacts to the story instead of staying fixed.

The composer changes register

Koji Kondo and Shinobu Tanaka write a soundtrack of steel drums, marimbas and lazy brass, without a single heroic theme. Five years later, Galaxy would tip the series into the symphonic — but this is where Mario stops being purely chiptune.

Still playable today

The episode came back in the Super Mario 3D All-Stars compilation on Switch in 2020, then was announced on the Nintendo Classics service dedicated to the GameCube for 13 August 2026. Legal access to it will therefore have been complicated for nearly twenty years.

F.L.U.D.D.2002 · Super Mario SunshineF.L.U.D.D.Four nozzles, a whole game built around them

F.L.U.D.D. stands for Jerrycan Expérimental Transformable in French — F.L.U.D.D. in English. It is a water pump endowed with speech, out of the workshop of Professor E. Gadd, the same scientist who would later equip Luigi with his vacuums. The device talks, advises, comments. Its four nozzles define four ways of playing: the front jet for cleaning, the hover nozzle to float for a few seconds, the turbo to charge and cross water, the rocket for a vertical leap. None is optional: the game builds its puzzles assuming you know how to switch from one to another.

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Shine Sprite2002 · Super Mario SunshineShine SpriteThe star, but in a solar version

A small golden body with a smiling face, the Shine — *Shine Sprite* in English — occupies exactly the place the Power Star held in Mario 64. Same total, 120 of them, same role as a key. The difference is narrative: these Shines are not trophies, they are the luminous guardians of the island, and their disappearance plunges Delfino into an unusual gloom. Finding them again is therefore not a completionist's collection, it is literally giving light back to a place. Twenty-four of them are obtained by exchanging blue coins, at a rate of ten for one.

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Bowser Jr.2002 · Super Mario SunshineBowser Jr.The impostor behind the mask

It is here, in 2002, that Bowser's son makes his debut — and he arrives in disguise. Under the name Shadow Mario, he dirties the island with a magic paintbrush, an invention of Professor E. Gadd, and lets the real plumber carry the can. The twist revealed at Pinna Park is sadder than it looks: the boy is convinced that Peach is his mother, a belief planted by his father to motivate him. Bowser Jr. thus inaugurates a register new to the saga, that of the villain you pity. His gadget-laden vehicle, the Junior Clown Car, would never leave him again.

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Petey Piranha2002 · Super Mario SunshinePetey PiranhaThe carnivorous plant turned star

Bipedal, covered in spotted petals, Petey Piranha has little left of the little plant that comes out of the pipes. Born in 2002 in Bianco Hills, it is fought there twice, and its mud spawns secondary plants along the way that complicate the arena. Its career then goes far beyond that frame: recurring boss, then playable character in the sports and racing spin-offs. Few creatures designed for a single platform episode have ended up on the character select menu of so many games.

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Isle Delfino: seven worlds around a crossroads

From Delfino Plaza, you reach seven main worlds : Bianco Hills, Ricco Harbour, Gelato Beach, Pinna Park, Sirena Beach, Pianta Village and Noki Bay. Six of them have their profile below; Pianta Village, perched in the trees, is covered inside the profile of the Piantas, who live there. That leaves Corona Mountain, the final volcano, which you only reach once everything has been cleaned.

The way those worlds open follows the logic of a town rather than of a menu: you look for a golden M-shaped graffiti hidden somewhere on the plaza, you spray it, and a portal opens — behind the lighthouse, in the boathouse, under a large statue.

Isle Delfino2002 · Super Mario SunshineIsle DelfinoA dolphin-shaped island

*Delfino* means dolphin in Italian, and the archipelago does indeed trace one seen from the sky, with little Pinna Island as the fin. The nod is a double one: “Dolphin” was the GameCube's code name during its development, the machine on which the game came out in 2002. The island is volcanic, tropical, and above all inhabited by two distinct peoples who do not occupy the same ground. That is what sets it apart from a simple holiday backdrop: it has a geography, an economy and neighbourly tensions.

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Delfino Plaza2002 · Super Mario SunshineDelfino PlazaA hub you clean and you flood

The plaza is the base camp: you come back to it after every mission, successful or failed. But it is not a menu in disguise — it is a real level, with its rooftops to climb, its secret sewers, its monumental Shine Gate and fifteen Shines to flush out on the spot. It also changes state as the story goes on: a flood transforms it, the mood darkens, the inhabitants comment. It is also where the opening trial is settled. For a platform game hub, in 2002, that was an unusual ambition.

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Bianco Hills2002 · Super Mario SunshineBianco HillsThe training ground for F.L.U.D.D.

The first real world in the game, unlocked from a statue on the plaza, Bianco Hills swaps the cobblestones for rolling countryside with windmills, dominated in the distance by Corona Mountain. In the middle of the lake, the Big Windmill serves as a visual landmark and a goal to reach. This is where F.L.U.D.D. stops being a tutorial: the sludge takes shapes that force you to change nozzle, the slopes call for sliding, the heights call for hovering. The local boss, Petey Piranha, is fought here twice over the course of the eight episodes.

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Port Ricco2002 · Super Mario SunshinePort RiccoA working commercial harbour

The second stop, Ricco Harbour stacks up working settings: fish market, crates to spray, fruit machine, wooden jetties and a vast scaffolding site that serves as vertical ground. It is a working harbour, and the setting moves accordingly. Its name plays on *ricco*, “rich” in Italian, and on Puerto Rico. There are two set pieces here: the fight against Méga Bloups clinging beneath a jetty, and a surfing race on the back of a Blooper, which has stayed a cult favourite. Eleven Shines in all.

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Gelato Beach2002 · Super Mario SunshineGelato BeachThe beach the sludge spares

The third stage, this white sand cove marries the Italian *gelato* to a nod to French seaside resorts. Its peculiarity is one of design: along with Pinna Park, it is one of only two levels the sludge never covers. The sand stays immaculate there, and the game can therefore offer something else — the legend of theSand Bird, a bird brooded by three giant mirrors at the top of a tower, which you end up riding in mid-flight. Add to that a Wiggler driven into a rage, Sand Flowers and a coral reef to explore.

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Pinna Park2002 · Super Mario SunshinePinna ParkThe funfair where everything is explained

The fourth major world, built on an islet linked to the rest of the archipelago by a tunnel: *pinna* means “fin” in Italian, and the park occupies precisely the tail fin of the dolphin traced by Delfino. Big wheel, roller coaster, pirate ships: every ride carries its mission. The opening episode is a duel against a giant Mecha-Bowser , fired at from a carriage launched on the rails. And this is where the plot turns: Shadow Mario takes off his mask, and the accused finally understands who framed him.

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Sirena Beach2002 · Super Mario SunshineSirena BeachThe only level played at night

Every other region of the island is crushed by sunlight; this one is visited under a permanent dusk, between orange and midnight blue. On the edge of a fine sand cove stands theHotel Delfino, a four-star resort that quickly turns into a haunted house: prankster Boos in the corridors, doors that lead somewhere else, and a casino hidden in the basement where King Boowaits. The opening episode pits Mario against a giant ghost ray, which splits into smaller and smaller pieces with every blow it takes. A rare shiver of horror in a holiday game.

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Noki Bay2002 · Super Mario SunshineNoki BayCliffs, diving and water that eats away

Right at the north of the archipelago, hidden behind the island's dorsal fin, Noki Bay is a narrow cove ringed by dizzying cliffs. You climb it via three pillars topped with shells, linked by ropes strung above the void; murals fade under the water and reveal passages. Beneath the surface sleep sunken ruins and a poisoned water that wounds on contact. The level lines up more bosses than any other, and culminates in a fight against the giant eel Eely-Mouth, who has to be cured by having his teeth brushed.

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Those who live on the island, and those who get in the way

A holiday setting could have made do with extras. Sunshine builds instead two complementary peoples whose physiology explains their way of life, plus a small fauna that serves as a gameplay mechanic in its own right.

Piantas2002 · Super Mario SunshinePiantasColossi with a palm tree on their skulls

A massive yellow, pink or blue body, a leaf skirt and a genuine palm tree planted on top of the skull: the Piantas have occupied the land and the beaches of Delfino since 2002, and their Village perched in the trees constitutes one of the game's seven worlds. They also serve as a mechanic: well placed, they catapult Mario up to the heights. Their posterity is delicious — a Don Pianta in a suit runs the Rogueport underworld in The Thousand-Year Door, turning the most easy-going people on the island into a mafia family.

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Nokis2002 · Super Mario SunshineNokisA people built around a shell

Small, reserved, their bodies housed in a shell: the Nokis form the island's second population, the one on the water's edge, while the Piantas occupy the land. The opposition is gentle but structuring — big against small, arboreal against maritime, jovial against discreet — and it is what gives Delfino a depth rare for a platforming setting. Their territory, the bay that bears their name, is the most vertical zone in the game, extended by undersea depths where the light fades as you descend. The design tells the function.

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Cataquack2002 · Super Mario SunshineCataquackHalf bird, half spring, all beak

A rotund body on two short legs, topped with an oversized beak: the Cataquack slides its beak under Mario's feet and sends him ten metres into the air. Its French name is a portmanteau of “catapulte” and a duck's quack; in Japan, it is called Poihana, from *poi* (throw) and *hana* (nose). Its colour changes everything : the blue one is harmless and serves as a useful springboard for reaching a ledge, the red one genuinely means to hurt. The creature eventually landed, much later, a job as a kart driver.

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Il Piantissimo2002 · Super Mario SunshineIl PiantissimoNobody knows who is under the mask

An athletic silhouette, blue costume skin, leaf skirt, palm tree on the head and a rigid mask with a fixed smile: Il Piantissimo disguises himself as a Pianta without convincing anyone — his build is too slim, the skin around the eyes too pale. His name is a fanciful Italian superlative, “the very Pianta”; in Japan he answers to Monteman. He challenges Mario to a race on three grounds, with a Shine at stake. More than twenty years after 2002, Nintendo has never revealed his identity, and the character has never reappeared anywhere else.

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Méga Bloups2002 · Super Mario SunshineMéga BloupsA cork in the mouth, under a jetty

People take it for an octopus: it is a giant Blooper, bristling with long tentacles, that spits ink to dirty the scenery. Beating it follows a two-stage ritual — tearing off the tentacles one by one, then pulling on the cork blocking its mouth. The game has you face it three times: at Ricco Harbour in the first episode, then again in the fifth, and at Noki Bay in the second, where it guards the entrance to a tomb. It swears allegiance to nobody, not even Bowser, and has since made a career in the spin-offs and the Paper Mario games.

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Sunshine breaks the first parameter inherited from Mario 64: the vocabulary of movement is no longer fixed, it depends on a tool. The next episode would take on the second — the shape of the ground.

The first peak

Super Mario Galaxy: when the ground becomes a sphere

Wii, 2007 — the idea that removed the edge of the screen, and with it the camera problem

Since Mario 64, platforming with volume had run into the same wall: as soon as you open up the space, the player gets lost and the camera fights the scenery. Galaxy goes around the obstacle instead of confronting it. If the level is a tiny planet with its own gravity, it no longer has an edge or an off-screen: wherever you go, you come back. The camera no longer has anything to arbitrate, it follows the curvature.

The idea does not come from the Wii but from a GameCube prototype, where Mario was already being run around a small planetoid. It was the arrival of the motion controller that made it possible to realise it: the spin, the game's central move, is triggered by a shake. Direction goes to Yoshiaki Koizumi, at Nintendo EAD Tokyo, and the adventure appears on 1 November 2007 in Japan.

Once the constraint of the edge is lifted, the inventiveness takes off. Each galaxy offers a different geometry: cylinders you travel in a spiral, flat discs, cubes, planets that turn over when you pass beneath them, floors that become ceilings. The game strings ideas together without repeating them — which is why it is still cited as the creative peak of the series, 97 out of 100 on Metacritic and nearly 12.8 million copies sold on Wii.

That leaves the music, which counts for a great deal in how the game is remembered. Galaxy is the first Mario whose soundtrack is fully orchestrated: Mahito Yokota composes it under the supervision of Koji Kondo, and the recording calls on an orchestra of some fifty musicians. The series changes register at a stroke, and has never gone back.

Super Mario GalaxyThe creative peak of the series

Super Mario Galaxy

A festival, a comet that passes every hundred years, and a plumber flung into the void

ReleaseWii, 1 November 2007 (Japan)
StudioNintendo EAD Tokyo, Yoshiaki Koizumi
MusicMahito Yokota, supervised by Koji Kondo
Re-release3D All-Stars 2020, Switch port 2025

The starting point is a celebration. The Star Festival is in full swing in the Mushroom Kingdom when Bowser bursts in, kidnaps Peach and tears her entire castle out of the ground to carry it into space. Mario, hurled into the void, wakes up on the Comet Observatory, where a guardian asks him to find the stars that keep the universe turning.

The game's new move is the spin : a shake of the controller makes Mario pivot on the spot, which stuns a nearby enemy, shatters a crystal, or extends a jump by a decisive half-metre. Combined with the launch stars, which catapult you from one body to another, it gives the journey the rhythm of a skimming stone — you do not walk from one point to another, you fling yourself.

Gravity, for its part, is the subject of the entire level design. A planetoid pulls from its centre, and two neighbouring planetoids create a zone where you tip from one attraction to the other. The galaxies exploit that relentlessly: walking on the ceiling, falling upwards, circling a giant apple. Nowhere else in the series, except in this episode's direct sequel, has the ground become the subject of the level.

An adventure told in a picture book

The past ofRosalina is read, chapter by chapter, in an illustrated book you can consult aboard the Comet. The story of a little girl who set off to look for her mother among the stars is told there in drawn pages, outside the main adventure — and Nintendo deliberately leaves it uncertain how much of it to believe.

Three transformations peculiar to this episode

The Bee Mushroom lets you fly for a few seconds, the Boo Mushroom lets you pass through grates, the Spring Mushroom makes you bounce without ever setting your foot flat. Each one takes away something at the same time as it gives: that is what makes them memorable.

Luigi plays too, in his own way

The green brother is unlocked and steered with his own physics: faster, more slippery, a higher jump and catastrophic braking. The same galaxy is replayed differently, and some challenges become easier with him, others distinctly less so.

Two ways of replaying it today

The episode features in the Super Mario 3D All-Stars compilation, released on Switch on 18 September 2020, then in the joint port Super Mario Galaxy + Super Mario Galaxy 2 published in 2025. Two appearances on recent hardware, where its own sequel had to wait for the second.

Dino Piranha2007 · Super Mario GalaxyDino PiranhaIt bursts out of an egg in the very first galaxy

The first boss of 2007 arrives by breaking his shell: a carnivorous plant head grafted onto a dinosaur body, stocky legs and a long tail ending in a club. The fight teaches the game's central move — impossible to jump on that head, you have to grab the club on the tail and spin in order to smash it against its owner. Its Japanese name, Dino Pakkun, links the dinosaur to the term used for Piranha Plants. It would come back in Galaxy 2, in an incandescent version that leaves a trail of fire behind it.

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Major Burrows2007 · Super Mario GalaxyMajor BurrowsA helmeted mole chasing a rabbit

Major Burrows guards the game's best-loved galaxy. The staging of his arrival has stuck in the memory: when Mario lands, the giant mole is in the middle of chasing a little star bunny across the planet, thoroughly intent on making a meal of it. His blue helmet bristling with spikes rules out any attack from above and serves him for diving back underground. Beating him therefore means making him come out of his hole with a ground pound, then catching him with a spin. He would pass through again in Galaxy 2.

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Gusty Garden2007 · Super Mario GalaxyGusty GardenThe waltz fans put at the top

*Gusty Garden Galaxy* is an archipelago of planetoids in improbable shapes — a giant apple, a question mark, a puzzle cube — that you cross while clinging to flying dandelion seeds. But it is its music that made it famous: a waltz in three-four time carried by the strings, composed by Mahito Yokota and recorded with an orchestra. The piece comes back in several arrangements across the rest of the game, and it tops most fan rankings. Its birth was nonetheless difficult: Koji Kondo had rejected Yokota's first proposals.

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Bee Mushroom2007 · Super Mario GalaxyBee MushroomFly, yes — but never touch water

Yellow cap striped with brown, antenna helmet, translucent wings: the Bee Mushroom turns Mario into an insect able to fly for a few seconds, climb along honey walls and land on flowers without crushing them. Flight is managed by a gauge, and picking up coins recharges it — which turns some passages into a route to be calculated. Its weakness is absolute: the slightest contact with water cancels the transformation, which puts entire zones out of bounds and gives the power its personality. Introduced in 2007, it comes back in Galaxy 2.

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Boo Mushroom2007 · Super Mario GalaxyBoo MushroomPass through grates, flee the light

*Boo Mushroom* in English. Mario becomes a translucent Boo wearing his red cap: he floats, turns invisible and passes through grates, which inverts the very principle of the haunted galaxies — the creature that usually frightens becomes the disguise. Its Achilles heel is light: the slightest beam dispels the transformation, and several puzzles consist in progressing while avoiding the lit areas. The power descends in a straight line from the Vanish Cap of Mario 64, and it came back in Galaxy 2 and then in the 2025 Switch port.

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Spring Mushroom2007 · Super Mario GalaxySpring MushroomThe power you love to hate

A metal spring wraps itself around Mario at a stroke, and he never sets his foot flat again: he bounces continuously, and direction can barely be corrected in the air. It is one of the rare transformations in the series to impose a constraint rather than offer a bonus. Its value lies in the timed super-jump: pressing at the precise instant of the bounce propels you far higher than any other power in the game. It is also the most fragile — water, one hit, a star ring, and the spring vanishes. Since 2007, it has divided players more than any other transformation in the game.

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Galaxy settles the question of the ground. It still had to populate that sky — and that is where the game gives itself its most melancholy passage.

The comet's crew

The Comet Observatory, Rosalina and the Lumas

a hub, a guardian, a people of living stars — and four golden objects to pick up

The previous Marios placed their base in a neutral place: a castle, a village square. Galaxy makes it a collective character. The Comet Observatory is not a menu, it is a ship inhabited by a silent guardian, a taciturn steward and a swarm of little stars who call their protector “mama”.

That crew alone carries the tone of the episode. Where Sunshine made you laugh and Mario 64 made you explore, Galaxy does something the series had never attempted: it makes you sad. The story ofRosalina, told outside the adventure in a picture book you may never open, remains the most adult passage Nintendo has published under the name of Mario.

Comet Observatory2007 · Super Mario GalaxyComet ObservatoryA hub that passes every hundred years

Half fairy-tale castle, half starship: glass domes, Victorian-looking towers and metal walkways. The Comet Observatory replaces Peach's castle as the starting point, and works as a circular hub level in which each dome gives access to a group of galaxies. Its fiction gives it a rare rhythm: the station only crosses the sky of the Mushroom Kingdom once every hundred years, during the Star Festival — and it is precisely that passage Bowser chooses to strike in 2007. Its propulsion comes from the energy of the Grand Stars he steals.

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Rosalina2007 · Super Mario GalaxyRosalinaThe guardian, and her picture book

Rosalina appears in 2007 and resembles nothing the series had produced before: a grave, distant figure who watches over the galaxies and raises the Lumas as her children. Her powers are on the scale of the setting — levitation, teleportation, manipulation of gravity — and she plays a decisive role in the rebirth of the universe at the end of the game. Her past is discovered in an illustrated book available on board: the story of a little girl who left the Earth to look for her mother among the stars.

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Luma2007 · Super Mario GalaxyLumaStars that become planets

Small creatures shaped like a starry droplet, multicoloured, with big round eyes: the Lumas populate the Comet Observatory and guide Mario from galaxy to galaxy. The game gives them a status unusual for supporting characters — they are embryonic stars, a life in the making, and some of them literally metamorphose into planets or galaxies to open the way. One Luma accompanies Mario permanently and lends him the spin. Their silhouette has become one of the most widely reused motifs in the saga, right down to the night lights sitting on bedside tables.

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Polari2007 · Super Mario GalaxyPolariThe black Luma who is never amazed

In a population of talkative, enthusiastic living stars, he stands out: dark silhouette, motionless, the measured voice of a steward who has already seen it all. Polari serves as intermediary between Rosalina and the rest of the crew — he is the one who comments on the state of the Observatory, points out newly accessible galaxies and explains what the guardian, more distant, will not say. The division of labour is clever: she keeps her mystery, he provides the dashboard. His black colour, in a game built on the bright hues of 2007, is enough to mark him as the elder.

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Four golden objects, and one same family

Galaxy inherits the Power Star from Mario 64 but multiplies it: a giant version that serves as fuel, a green version reserved for searchers, and a purple currency that serves only for timed challenges. The four profiles below describe one and the same idea in four uses.

Grand Star2007 · Super Mario GalaxyGrand StarThe fuel, not the reward

An oversized version of the Power Star, the Grand Star does not fit in Mario's hand: it is bigger than he is. That difference in scale reflects a difference in function. It is not a trophy but a source of energy — it is what sets the Comet Observatory in motion, opens new domes and bends space to create passages. It is also what Bowser covets in order to build his cosmic empire, which makes it the stake of the plot rather than its currency. It keeps the same double status in Galaxy 2, released in 2010.

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Green Star2007 · Super Mario GalaxyGreen StarIt rewards the search, not the finish

The same five-pointed silhouette, but in a sparkling emerald green. The Green Star appears in Galaxy in 2007 and grants no power: it rewards pure exploration, hidden in corners nothing points to. Galaxy 2 makes a complete post-credits game of it, and Super Mario 3D World places three per level, needed to unlock the last stages. It is the most honest collectible in the series: it is not earned by finishing a level, only by combing through it — and it doubles the playing time without costing a single extra setting.

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Purple Coins2007 · Super Mario GalaxyPurple CoinsA hundred coins, often against the clock

They bring neither lives nor health, and exist only during special missions that open only once Bowser has been beaten. The principle does not vary: a hundred purple coins to gather in a galaxy you already know, often with a stopwatch, sometimes on a geometry turned upside down for the occasion. Every mission completed yields a Power Star, essential for one hundred per cent. It is the part of the 2007 game reserved for those who come back after the credits — and the one where mastering gravity stops being a pleasure and becomes a requirement.

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The power starsCross-seriesThe power starsOne family, four names

Power Star, Grand Star, Shine, Green Star: the saga has given four names to objects that fill the same function — a golden key that opens what comes next. This dossier traces the thread, from the first hunt for a hundred and twenty stars in Peach's castle to their frankly cosmic dimension with Rosalina, where they stop being rewards and become sources of energy that stabilise the universe. Along the way it distinguishes the Power Star from the flashing Super Star, which makes you invincible for a few seconds and has never had the same role.

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Three years later, Nintendo took that setting back to draw a sequel from it. It made a rare choice: keep the mechanic, throw away almost everything else.

The sequel that refuses to recycle

Super Mario Galaxy 2: denser, harder, more generous

Wii, 2010 — four profiles for the sequel many rank above the original

A platform sequel usually takes the engine and changes the settings. Galaxy 2 does the opposite of what you expect: Miyamoto announces that close to 90% of the content will be new, and the studio keeps its word. The galaxies are new, so are the powers, the structure changes — only gravity stays.

The hub disappears. No more Observatory to explore between levels: a Starship Mario carved in the shape of the plumber's head replaces the comet, and a far more direct world map strings the galaxies together. The choice caused debate, and it is coherent: this sequel is not looking for the emotion of the first episode, it is looking for the density of ideas per minute.

The result earns 97 out of 100 on Metacritic, one of the highest scores ever awarded to a game. What clinches it is what waits after the credits: once the hundred and twenty Power Stars have been gathered, the game reveals a hundred and twenty more, green ones, hidden in the corners of galaxies you have already crossed. And right at the end, a challenge that has stayed famous, The Perfect Run, which forgives not one single mistake.

Super Mario Galaxy 297 out of 100 on Metacritic

Super Mario Galaxy 2

Three years on, a sequel that keeps gravity and throws away almost everything else

ReleaseWii, 11 June 2010 (Europe)
StudioNintendo EAD Tokyo
To collect120 Stars, then 120 Green Stars
Re-releaseGalaxy 1+2 port, Switch, 2025

The big novelty stands on four legs. Yoshi, absent from the first episode, becomes fully playable: Mario frees him from an egg, climbs on his back and uses his tongue to grab enemies, objects and grip points at a distance. Three fruits transform him temporarily — one makes him charge, another inflates him to rise, the third lights up what remains invisible.

The rest of the game follows that logic of controlled accumulation. The powers absent from the first episode arrive in numbers: the Rock Mushroom turns Mario into a launched boulder, the Cloud Flower lets him manufacture his own ground. Each gets its dedicated galaxy, built entirely around it.

On the story side, the sequel stays restrained: a Bowser turned giant, a Baby Luma taken in along the way, and Lubba as a talkative captain. Nothing approaching Rosalina's picture book — that is the accepted price of density. The game makes up for it with sheer generosity: more galaxies, more powers, and a second complete game after the credits.

A hub with Mario's face

Starship Mario is a spacecraft shaped like the plumber's face, moustache included, patched up by a crew of Lumas after an attack by Bowser. It serves as world map as much as base camp — but you do not explore it the way you explored the Observatory.

The Green Stars double the game

Once the first 120 Stars have been obtained, 120 Green Stars appear in the galaxies you have already finished. Nothing signals them and they lodge themselves in blind spots, at the top of a trajectory or behind a planet. It is a second game, built on the settings of the first, at zero production cost.

The Perfect Run

The ultimate post-credits challenge: a galaxy with no checkpoint, where a single hit sends you back to the start. It features in every ranking of the hardest passages in the saga, alongside Champion's Road and Odyssey's Darker Side.

Finally out of the Wii

Unlike its elder, this episode was not in the 3D All-Stars compilation and stayed a prisoner of the Wii for fifteen years. The port Super Mario Galaxy + Super Mario Galaxy 2, published on Switch in 2025, got it out.

Lubba2010 · Super Mario Galaxy 2LubbaThe Luma who turned a wreck into a ship

Massive, purple, cheeky: Lubba looks nothing like the pastel Lumas orbiting Rosalina. Mario meets him in a bad way, his ship having just been attacked by Bowser, and watches him patch it up with his crew — to the point of giving it the shape of a plumber's head. His role is that of a good-natured foreman: he comments on progress, hands out directions, punctuates his sentences with the turns of phrase of an old space hand. Against Rosalina's silence, he alone embodies the more direct tone this 2010 sequel takes on.

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Rock Mushroom2010 · Super Mario Galaxy 2Rock MushroomMario locks himself inside a boulder

*Rock Mushroom* in English, this grey, bristling mushroom encloses Mario in a block of rock that barrels straight ahead. The transformation is activated by shaking the controller, and the movement can only be steered at the margins: once launched, the boulder crushes what it touches and shatters the purple crystals that resisted everything else. A whole galaxy, Boulder Bowl, is built around it like a cosmic bowling alley. On the Wii in 2010, the power was called Champi pierre in French; the recent re-release has given it back its full name.

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Cloud Flower2010 · Super Mario Galaxy 2Cloud FlowerMaking the missing ground yourself

A small white flower topped with a cottony heart, and Mario is dressed in white: by spinning, he materialises a cloud platform right in front of him, up to three in a row. Where the other powers change the way you cross a gap, this one removes the gap. It also allows a gentler fall and lengthened jumps. Its fragility is the usual trade-off — water and the slightest hit cancel it. Introduced in 2010, the Cloud Flower made its return on screen in the 2026 film, in Luigi's hands.

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Two episodes, one same idea pushed to its limit. The series then changes ground completely: it comes down from space to fit in a pocket.

The in-between people forget

3D Land, 3D World, Bowser's Fury: 3D tries the corridor

2011-2021 — seven profiles on the episodes that tightened the volume before opening it wide again

Between the two peaks, the series tries a third form. The idea comes with a hardware constraint: fitting a Mario with volume onto a handheld console. Nintendo EAD Tokyo, under the direction of Koichi Hayashida, draws from it a hybrid nobody expected — the freedom of movement of 3D, but the linear route and short rhythm of the two-dimensional episodes. A level is finished in a few minutes and ends on a flagpole.

That intermediate form can be called the corridor : you go round the setting without ever getting lost in it, because the setting heads in one direction. It produced two games, 3D Land in 2011 and 3D World in 2013, and a whole generation of players discovered it as their way into platforming with volume.

Then, in 2021, the same team turns about. Added to the Switch port of 3D World, Bowser's Fury is a single continuous territory, with no loading screen between the islands, roamed on the back of a dinosaur, where a giant Bowser rises at regular intervals to destroy everything. It is the most open laboratory the series has published — and the best clue to what would come next.

Super Mario 3D World + Bowser's FuryTwo games on one cartridge

Super Mario 3D World + Bowser's Fury

A feline world playable four-handed, and a sandbox where Bowser rises without warning

Original releaseWii U, 29 November 2013 (Europe)
Switch port12 February 2021, with Bowser's Fury
DirectionKoichi Hayashida and Kenta Motokura
Distinctive featureco-operation for up to four players

On Wii U, in 2013, the episode went largely unnoticed — the fault of a console with modest success, not of the game, which the critics rated 93 out of 100. Its big idea is four-player co-operation : Mario, Luigi, Peach and Toad each have their own physics, the princess floats, Luigi skids, Toad runs fast, and a platform level with volume suddenly becomes a joyful shambles.

The 2021 Switch port, released for the thirty-fifth anniversary of Super Mario Bros., did not merely adapt the game: it sped it up. The characters move faster, the rhythm is transformed by it, and the title finally found the audience it had not had. It had sold around 5.89 million copies on Wii U, which already made it one of that machine's best scores.

The addition, for its part, is in a different category. Bowser's Fury places Mario on Lake Lapcat, a stretch of islands linked without a break, crossed on the back of Plessie. Every few minutes, a colossal Bowser emerges and bombards the setting; you then have to find a Giga Bell and answer him at equal size. It is the first time the series has tried an open world.

A game built on cats

The Super Bell is the pivot of 3D World: it gives claws, vertical climbing and a dive attack. Almost all the level design follows from it, right down to the enemies, the settings and the mini-games — and down to the Giga Cat Mario of Bowser's Fury.

Bowser Jr. in support

In Bowser's Fury, the son serves as an ally: he paints the areas to be cleaned, distracts the enemies and can be handed to a second player. Father against son, with Mario in the middle: it is the clearest reversal of roles since the character's debut in 2002.

Champion's Road

The final level of 3D World is a condensed set of millimetric traps, with not a single checkpoint, where conveyor belts, lasers and synchronised platforms follow one another. In multiplayer, it becomes a test of collective patience.

What Bowser's Fury announces

No loading screen, no separate levels, a threat that comes back at the rhythm of the weather: the formula has more in common with Odyssey's sandbox than with 3D World's corridor. On one 2021 cartridge, the two forms coexist — and are compared live.

Super Mario 3D Land2011Super Mario 3D LandThe first 3D Mario designed for the pocket

Released on 3DS on 18 November 2011 in Europe, the episode takes on a wager that seemed lost in advance: a real Mario with volume on a portable console. Its answer is the mixture — free movement, but short levels that end at the flagpole. Above all it brings back a power that had been gone since 1988, the Super Leaf and its Tanooki tail, which slows the fall and strikes with a swipe of the tail. Add to that a Boomerang Flower and a genuine use of stereoscopic 3D to judge distances. Around 12.9 million copies sold, and formidable Special worlds after the ending.

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Super Bell2013 · Super Mario 3D WorldSuper BellClaws, and walls become climbable

A golden bell, a chime, and Mario slips into a cat suit. The power, introduced in 2013, brings three verbs at once: clawing enemies, climbing any wall vertically, and swooping down from the air. The climbing changes all the level design — a wall stops being a limit. Success was immediate, to the point where the transformation became a mascot in its own right, right up to the amiibo, Mario Kart and the cinema. Its oversized variant, the Giga Bell, is used to answer the colossal Bowser of Bowser's Fury.

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Double Cherry2013 · Super Mario 3D WorldDouble CherryA power born from a development bug

Two pink cherries joined by their stalk, and a second Mario appears, copying every move identically. Picking up several gives a small synchronised squad, which lets you press three switches at once or cover an entire corridor. The item, which arrived in 2013, has a delicious origin: it was not supposed to exist. It is a development error, spotted by chance, which the team turned into a design idea, to the point of devoting a whole level to it, Double Cherry Pass. Every playable character can take hold of it, not just Mario.

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Plessie2013 · Super Mario 3D WorldPlessieA plesiosaur that carries four heroes

Yellow and red body, long neck, fixed smile and a back broad enough to carry the whole team: Plessie reigns in 2013 over levels of their own, long descents of rapids down which four of you slide. Its name tells its double parentage, between the plesiosaur and Nessie. Its real promotion comes with Bowser's Fury, where it becomes the main mount of an open world: it is on its back that you link the islands of Lake Lapcat. A detail players pass on to one another: stroking it makes coins appear.

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Captain Toad2007 · Super Mario GalaxyCaptain ToadHis pack is too heavy for him to jump

He appears in 2007 in Super Mario Galaxy, where he introduces himself as the self-proclaimed head of the Toad Brigade and crosses the cosmos to help Mario. What made him famous came later: an acknowledged inability to jump, on account of an overly heavy backpack. In a universe whose founding verb is the jump, that handicap is a design manifesto — removing the main movement forces the level to be rethought from top to bottom. His courses in 3D World, which you rotate to spot the right path, have since given rise to his own game.

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Captain Toad: Treasure Tracker2014Captain Toad: Treasure TrackerDioramas you turn around

The spin-off was born from a handful of bonus levels, so well liked that Nintendo EAD Tokyo, backed by 1-UP Studio, made a complete game of them under the direction of Shinya Hiratake. Released on Wii U on 13 November 2014 in Japan, it keeps the golden rule: the Captain never jumps. Each course is a miniature diorama you rotate with the controller to discover the hidden face of the setting and the practicable path. Toadette doubles the hero, and Wingo, a large thieving bird, serves as antagonist. The formula was taken up again on Switch and 3DS.

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The corridor did its job: it showed that a Mario with volume could be legible at a glance. What remained was to open the space wide again, without losing the player once more. The answer arrived in 2017, and it had nothing to do with the setting.

The second peak

Super Mario Odyssey: the hat that changes bodies

Nintendo Switch, 2017 — six profiles on the game that replaced the power-up with the enemy's body

Galaxy had reinvented the ground; Odyssey reinvents the character. The starting point is a clean reversal: instead of picking up an object that modifies Mario, you throw a hat at an enemy and you become that enemy. Fifty-two bodies can be captured, each with its own repertoire of movements — a Banzai Bill flies in a straight line, a Wiggler stretches to cross a chasm, a T-Rex tramples everything that moves.

The change runs deeper than it looks. In a classic Mario, exploring consists in looking for where to put your foot. Here, it consists in looking for which body solves the passage — and since a kingdom contains dozens of creatures, it contains dozens of solutions. The game therefore gives up on guiding you: nothing indicates which capture opens what, and it is the player who composes.

Direction goes to Kenta Motokura, at Nintendo EPD with 1-Up Studio, under the production of Yoshiaki Koizumi — the Galaxy man. The stated aim was to recover the freedom of Super Mario 64 with the means of 2017. The game earned 97 out of 100 on Metacritic, the award for best family game at the Game Awards, and sold 30.80 million copies according to Nintendo's official figures as of 30 June 2026.

Super Mario OdysseyThe best-selling adventure in the branch

Super Mario Odyssey

Bowser no longer wants to kidnap Peach: he wants to marry her, and he has booked the Moon

ReleaseNintendo Switch, 27 October 2017
StudioNintendo EPD with 1-Up Studio
DirectionKenta Motokura, produced by Koizumi
To collectaround 880 Power Moons

The plot takes the series' habit and pushes it one notch further: Bowser no longer kidnaps the princess to keep her, he organises a forced wedding, and scours the kingdoms to bring back the dress, the cake, the flowers and the tiara. Defeated in the first few minutes, Mario allies himself with Cappy, whose sister has been abducted to serve as a tiara, and pursues the wedding party aboard a hat-shaped ship, the Odyssey.

The journey crosses seventeen kingdoms in all, fourteen of them during the main story. None shares the aesthetic of the one before: a city of humans in suits, a Mexican desert, a volcano of stew, a city under the ice pack. That permanent contrast is deliberate — each kingdom has to surprise at first glance, before you have even moved.

The game finally does away with two forty-year-old institutions: the lives counter and the Game Over screen. Missing a jump costs ten coins and nothing else. That choice, explained by Motokura, changes the entire texture of the experience: you try absurd things, because failing no longer costs you progress.

A capture is not a power-up

A power-up adds a capacity to Mario; a capture replaces him. The T-Rex does not jump, the Banzai Bill does not stop, the Jizo statue does not move but sinks. Each body therefore has its prohibitions as much as its powers, and the game builds its puzzles on what the creature CANNOT do.

Picking up a Moon interrupts nothing

A decisive difference from Mario 64: finding a Moon does not send you back to the start of the level. Mario stays where he is and carries on. It is that absence of a break that turns a kingdom into a search area rather than a string of missions.

A wardrobe and a shop

Each kingdom has its Crazy Cap store, its regional currency and its outfits — sombrero and poncho in the Sand Kingdom, explorer's kit elsewhere. Some doors only open if you are dressed correctly, which makes the costume an object of progression and not merely of vanity.

A tribute sustained the whole way through

Odyssey quotes forty years of saga without ever drowning in them: two-dimensional passages plastered onto the walls, pixels from 1985 as collectibles, a city named after the very first game. The nod is built into the gameplay, not placed as scenery.

Cappy2017 · Super Mario OdysseyCappyFifty-two bodies to borrow

Cappy is a cap-shaped spirit, a member of a people of spectral hat-shaped beings from the Cap Kingdom. He does not accompany Mario out of altruism: Bowser has abducted his little sister to make a bridal tiara of her, and he fully intends to get her back. His power, the capture, allows him to take control of fifty-two enemies and objects — the English word simply says *Capture*. Controller in hand, he is not a power-up but a second character: you throw him, you hold him in the air, you bounce on him, you use him to pick things up at a distance.

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Tiara2017 · Super Mario OdysseyTiaraThe hostage who triggers the whole alliance

A living tiara, a white and graceful silhouette, large peaceful eyes: Tiara is Cappy's younger sister, and Bowser's plan makes a wedding accessory of her. She therefore spends the 2017 adventure sitting on Peach's head, a prisoner just as much as she is, all the way to the Moon Kingdom. Without her, Cappy would have no reason to lend his powers to a plumber met by chance: it is she, and not the princess, who motivates the duo. The epilogue does her justice — she sets off round the world again with Peach, this time by choice.

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Power Moon2017 · Super Mario OdysseyPower Moon880 to find, 124 to see the ending

A small golden crescent, the Power Moon replaces the star and the shine of the previous episodes, but changes role: it is fuel. The Odyssey only takes off for the next kingdom with a certain number of Moons on board, and you need at least 124 to land on the Moon and face Bowser. The game hides around 880, and the counter climbs to 999 by buying the last ones at Crazy Cap. The Multi Moons, larger, mark the milestones of the story. Finishing the plot therefore represents only a fraction of the content.

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Mario's capsCross-seriesMario's capsThirty years of power headgear

The red cap marked with an M is a mark of identity; in the world of the game, it is also an artefact. This dossier lists the power models and what they do: the Wing Cap for flying, the Vanish Cap for passing through obstacles, the Metal Cap to become invulnerable and walk on the bottom of the water. All are born in Super Mario 64, which invents the principle of the power lodged in the hat. Cappy is its logical culmination: the cap is no longer an object to pick up, it is a character with something to say.

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Lives and Game OverCross-seriesLives and Game OverForty years of counter, erased

The pair is born with the 1981 arcade cabinet: a few small Marios lined up at the top of the screen, a life lost on the slightest contact, a black screen crossed with GAME OVER when the counter reaches zero. Super Mario Bros. formalises it, and the 1-Up Mushroom makes a ritual of it. In 2017, Odyssey removes both at a stroke. Director Kenta Motokura justified it plainly: it was not an absolutely necessary element. Failing now costs ten coins. The consequence is concrete: you attempt things you would never have attempted with three lives in reserve.

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A wedding calls for organisers, and Bowser has hired four. It also calls, somewhere, for a party you choose — and Odyssey sets the two face to face.

Two parties, one forced, one chosen

Bowser's wedding against the New Donk City festival

five profiles on those who organise the wedding, those who guard it, and the woman who provides the counter-programme

The whole of Odyssey rests on an opposition the game never comments on but stages from beginning to end. On one side, an imposed ceremony: Bowser requisitions a dress in the Lake Kingdom, a cake in the Luncheon Kingdom, a tiara in the Cap Kingdom, and pays an agency to orchestrate it all. On the other, in the middle of the journey, a city organises its own festival, and its mayor gets up on stage to sing.

The contrast is striking: the wedding is an accumulation of objects taken from peoples who asked for none of it; the festival is a celebration its inhabitants prepare themselves, and to which Mario is invited. The game places one at the end of the journey and the other in the middle, and lets the player make the connection.

The profiles below cover both camps: the four rabbit contractors and their boss, the stone deity that guards the desert, and the duo that gave the game its most widely covered piece of music.

The Broodals2017 · Super Mario OdysseyThe BroodalsA wedding agency in suits

Topper, Hariet, Spewart and Rango are four immaculately turned-out bipedal rabbits, from the Dark Side of the Moon where their lair stands — a carrot-shaped tower. They are contractors, not minions: Bowser hired them to organise his wedding, and they roam the kingdoms to gather the supplies. Each fights with a gadget from their trade: Topper's spiked top hats, Hariet's concealed bombs, Spewart's poison, Rango's double hat. They all come back together at the controls of the RoboBrood, a giant mech, for the final stand. Their name blends *brood* and *bridal*.

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Madame Broode2017 · Super Mario OdysseyMadame BroodeThe boss, and her Chomp on a leash

Beware of a common misreading: Madame Broode is not one of the four Broodals, she is their boss — the giant rabbit draped in red who raised the Broodals and rules over their lunar lair. She fights alongside Chain Chomplet, a golden Chomp the size of a wrecking ball that she holds on a leash. The principle of both confrontations is the same, and it sums up the 2017 game: you do not strike the opponent, you turn her own pet against her. The adventure's first substantial boss, she sets the tone straight away.

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Knucklotec2017 · Super Mario OdysseyKnucklotecA fallen deity reduced to two fists

Knucklotec is an ancient deity venerated by the inhabitants of Tostarena, reduced by time to the essentials: a colossal head and two floating hands. His massive face openly quotes the Olmec heads of Central America, consistent with the kingdom's Mexican inspiration. Imprisoned in ice at the bottom of the ruins, he wakes up furious, convinced that Mario has stolen his sacred ring. The method for beating him in 2017 is the game's signature: capturing his own fists and sending them back into his face.

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Pauline2017 · Super Mario OdysseyPaulineFrom the first captive to the mayor

She comes four years before Peach. In the 1981 arcade cabinet, she does not even have a name: she is called “the Lady”, and she waits at the top of a building site for a carpenter named Jumpman to come and get her. She is the first damsel-in-distress archetype in video games. In 2017, Odyssey gives her the most complete reinvention in the saga: mayor of New Donk City, in a red suit, she runs a metropolis of humans, organises its festival and gets up on stage to sing. The captive has become the authority.

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Jump Up, Super Star!2017 · Super Mario OdysseyJump Up, Super Star!The first sung song in the saga

Since 1985, a Mario theme has been instrumental. In 2017, “Jump Up, Super Star!” breaks the rule: it is the first song with lyrics to serve as the main theme of an episode in the series. The piece is a jazz big band number — brass, off-beats, a rising chorus — credited to the Super Mario Players, performed by Kate Davis in English and Aimi Mukohara in Japanese. It does not merely accompany the New Donk City festival: it is its narrative heart, and Nintendo built part of its marketing around the video. Since then, it has turned up in Smash Bros. and Mario Kart.

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That leaves the journey itself. Odyssey is judged less on its story than on what you find between two kingdoms — so here are the kingdoms, one by one.

The journey, stage by stage

The kingdoms of Odyssey, in travel order

twelve profiles, from the mist of the Cap Kingdom to the dust of the Moon Kingdom

The count calls for a clarification, because three figures are in circulation. Odyssey contains seventeen kingdoms in all; the main story crosses fourteen of them; the other three only appear after the credits. Of those fourteen, twelve have their profile here — the two missing ones are transition stages of a few minutes, with no town and no boss, and the blog has not yet devoted an article to them.

What strikes you when you string them together is the total absence of visual continuity. A monochrome top-hat island, then a prehistoric waterfall, then a Mexican desert, then a haute couture city under a glass dome. No transition is prepared: the ship lands, and the setting bears no relation to the previous one. The device is risky — it could have produced a catalogue with no unity — and it works for a simple reason: it is Mario who provides the unity, not the setting.

Every kingdom nonetheless follows the same grammar. A town or a central site, a people with its own physiology, a regional currency to spend at Crazy Cap, a local outfit, and a handful of capturable creatures that exist only there. It is that invisible regularity that lets the player feel at home in a setting they are discovering.

Cap Kingdom2017 · Super Mario OdysseyCap KingdomA first country in black and white

*Cap Kingdom*. An island shaped like a top hat, bristling with black vegetation and drowned in a thick fog: the first kingdom of 2017 makes the unexpected choice of monochrome, with Victorian accents that evoke London. At its centre, Bonneton, the town of the Bonneters, dominated by Top-Hat Tower. This is where Mario meets Cappy, learns of Tiara's abduction and discovers the capture on a frog — the most effective tutorial in the series, since it consists in becoming somebody else. The Broodal Topper serves as the first boss.

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Cascade Kingdom2017 · Super Mario OdysseyCascade KingdomThe first real playground

*Cascade Kingdom*. After the narrow alleys of the previous kingdom, the space finally opens up: a prehistoric canyon crushed by a giant waterfall, vertical, which you climb in whatever order you like. It is the second stage of 2017, and the first where exploration becomes the reward. Here you repair the Odyssey to set sail, you come across the T-Rex whose capture has remained the game's trademark image, and you face Madame Broode and her golden Chomp — the adventure's first substantial boss.

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Sand Kingdom2017 · Super Mario OdysseySand KingdomThe largest, and a pyramid that floats

*Sand Kingdom*. The third stage, and the largest territory in the 2017 game. Around the oasis village ofTostarena, the setting borrows from Mexico: festive skeletons, cacti, calaveras and a Day of the Dead atmosphere. Above the desert floats an inverted pyramid, an acknowledged echo of Chichén Itzá. Two guardians follow one another there, the Broodal Hariet then Knucklotec. It is also the biggest reserve of collectibles: 89 Moons and a hundred pyramid coins. Here you ride Jaxi, you meet a Sphynx, and Crazy Cap sells sombrero and poncho.

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Lake Kingdom2017 · Super Mario OdysseyLake KingdomA city of dressmakers under a dome

*Lake Kingdom*. Beneath the calm waters of a lake lives an entire civilisation devoted to clothing: the Lochladies, celebrated stylists, live in La Robelle, a city protected by a glass dome. The French name plays on “robe” and “belle”; the English version, *Lake Lamode*, has fun with the French expression “à la mode”. The local plot is a theft: the Nice Dress, a national treasure, is carried off for Bowser's wedding in the first seconds of the visit. A Scottish nod completes the picture with Dorrie, a cousin of the Loch Ness monster. The Broodal Rango guards the terrace.

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Wooded Kingdom2017 · Super Mario OdysseyWooded KingdomBotanist robots in a steel greenhouse

*Wooded Kingdom*. The strangest kingdom of the 2017 journey has two registers coexist that do not go together: lush vegetation and imposing iron structures leaking steam. At its centre, Steam Gardens, an open-air industrial greenhouse cultivated by the Steam Gardeners, a people of botanist robots. The setting draws, according to the art book, on Redwood National Park and its sequoias. A T-Rex roams free in the neighbouring Deep Woods. The Broodals steal an exceptional bouquet there, and the boss Torkdrift is a floral flying saucer to be turned against itself.

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Lost Kingdom2017 · Super Mario OdysseyLost KingdomNo boss, no mission: pure terrain

*Lost Kingdom*. A single island emerges from the purple vapours of a sea of poison: Toxîle, a transparent portmanteau in French between “toxique” and “île”. The jungle you explore there draws on the forests of South-East Asia, and the slightest contact with the surrounding liquid is fatal. Its singularity is structural: it is the only stage of the main adventure with no boss and no scripted mission. Mario simply explores it, between two big confrontations. The local star is the tropical Wiggler, whose capture lets you stretch like a concertina to cross the chasms. Thirty-five Moons to gather.

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New Donk City2017 · Super Mario OdysseyNew Donk CityA city of humans in ties

Capital of the *Metro Kingdom*, New Donk City is a setting unique in the whole series: a real metropolis populated by adult humans, inspired by New York, with its taxis, its manhole covers and its office workers. The contrast with the mushrooms and the bricks is head-on, and the name of the place is a double pun — “Donk” comes from Donkey Kong, the rest from New York City. The city is run by Pauline, and its music festival constitutes the most memorable moment of the 2017 game.

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Snow Kingdom2017 · Super Mario OdysseySnow KingdomA blizzard on the surface, a city underneath

*Snow Kingdom*. On the surface, a frozen plain swept by a blizzard that reduces visibility to a few metres: the kingdom seems empty. That is a decoy. A well hidden under the snow leads to Shiveria Town, a cave city dug beneath the ice pack, where the Shiverians live, bouncing seals. There you run the Bound Bowl Grand Prix, a race in which you have to bounce rather than jump. The setting borrows from a fantasy Siberia, nesting dolls and dancing included. Fifty-five Moons, and the Broodal Rango as guardian.

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Seaside Kingdom2017 · Super Mario OdysseySeaside KingdomA smart resort and a miraculous water

*Seaside Kingdom*. Turquoise cliffs, golden sand, crystal-clear waters: the kingdom openly quotes the Côte d'Azur and the Riviera. Its central zone is Bubblaine, an upmarket seaside resort whose entire economy rests on a sparkling water reputed to bring luck. The verticality comes from the Glass Tower, which has to be climbed to the top. It is also the most underwater stage of the 2017 game, with Maw-Rays and a Sphynx lurking in the depths, and one of the richest in collectibles: 73 Power Moons to unearth.

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Luncheon Kingdom2017 · Super Mario OdysseyLuncheon KingdomA volcano that spits stew

*Luncheon Kingdom*. Here, almost everything is edible. Giant pots, outsized cutlery, mountains of food and a floor of salt: the setting takes the idea all the way, and the central volcano, Mount Volbono, spits not molten rock but a pink lava evoking stew. The local people, the Volbonans, are living forks who prepare the Stupendous Stew — the very one Bowser comes to requisition for his wedding. The climb is made on the back of a Lava Bubble. The cited inspirations are Pompeii and Vesuvius, with a touch of Réunion. Boss: the bird Cookatiel.

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Bowser's Kingdom2017 · Super Mario OdysseyBowser's KingdomThe Koopa King takes up the Japanese castle

*Bowser's Kingdom*. The thirteenth kingdom of the adventure, and a deliberate change of tack: forget the European medieval fortress bristling with spikes. Bowser has treated himself to a traditional Japanese castle, with concentric walls, a dry garden, a tea house — and moats of poison. Two captures peculiar to the place structure the crossing: the Pokio, a pheasant that climbs along walls, and the Jizostatues, stone skeleton keys that sink to the bottom of the water. The forced wedding is prepared here, before the player's eyes, and the Broodals come back in formation for one last stand at the controls of the RoboBrood. Sixty-two Moons.

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Moon Kingdom2017 · Super Mario OdysseyMoon KingdomThe fourteenth stage: the Moon, the real one

*Moon Kingdom*. The terminus of the 2017 main story, set on the Moon itself: a grey, dusty setting organised around Honeylune Ridge. The low gravity changes the whole vocabulary there — jumps carry further, the fall is slow, and passages that would be trivial elsewhere call for a different reading. The Moon Caverns house a second fight against Madame Broode. At the end waits the Wedding Hall, where the ceremony is ready, and the final confrontation. Thirty-eight Moons to gather — and, once the credits have rolled, the game's real content opens up.

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The 12 kingdoms profiled here, in the order Odyssey has you cross them — the main adventure counts 14, the game 17 in all
Stage Kingdom Its town or its site What happens there
1 Cap Kingdom Bonneton meeting Cappy, first capture, boss Topper
2 Cascade Kingdom a canyon under a giant waterfall repairing the Odyssey, T-Rex, boss Madame Broode
3 Sand Kingdom Tostarena the largest kingdom, 89 Moons, boss Hariet then Knucklotec
4 Lake Kingdom La Robelle the Nice Dress stolen, Dorrie, boss Rango
5 Wooded Kingdom Steam Gardens robot gardeners, a T-Rex, boss Torkdrift
7 Lost Kingdom Toxîle no boss, no scripted mission, 35 Moons
8 New Donk City capital of the Metro Kingdom Mayor Pauline, the festival and Jump Up, Super Star!
9 Snow Kingdom Shiveria Town a city under the ice pack, the Bound Bowl Grand Prix, boss Rango
10 Seaside Kingdom Bubblaine the sparkling water, the Glass Tower, 73 Moons
11 Luncheon Kingdom Mount Volbono a volcano of stew, the Volbonans, boss Cookatiel
13 Bowser's Kingdom Bowser's castle a Japanese castle, the Jizo, boss RoboBrood
14 Moon Kingdom Honeylune Ridge the forced wedding, the final battle, the opening of the post-game

Twelve settings, twelve peoples, no transition. What this list does not show is what links them: in each one, the same question — which body to borrow in order to reach what you can see.

The question you come to ask

Galaxy or Odyssey: two answers to the same problem

what each does better than the other, and why the comparison has no winner

The two games start from the same observation — platforming with volume risks losing the player — and take opposite roads. Galaxy shrinks the space : each planet is so small that you go all the way round it, the camera has nothing to decide, and the route from one body to the next is fixed in advance. Odyssey opens the space up and compensates by giving the player dozens of ways of crossing it. One controls the setting, the other controls the verbs.

That produces two different pleasures, and you have to know which one you are after. Galaxy plays like an anthology: the ideas follow one another, each lasts three minutes, none comes back, and the order is the designer's. You advance from surprise to surprise without ever having to decide what to do. Odyssey plays like a terrain: nothing tells you where to go, and the game waits for you to feel like climbing onto a roof to look. Players who do not enjoy searching find Odyssey slack; those who do not enjoy being guided find Galaxy heavy-handed. Both are right.

A more concrete criterion can settle it: the length of the commitment. Galaxy finishes in about fifteen hours and its post-credits content is a layer of difficulty, not a layer of content. Odyssey calls for about 124 Moons to see the ending, and hides nearly 880: finishing the story means opening the door to the real game. The first is completed, the second is inhabited.

That leaves what the table does not say. Galaxy has something Odyssey did not look for: a tone. The picture book ofRosalina, the orchestral score, the silence of the empty galaxies — the melancholy it aims at remains, in this branch, without equivalent. Odyssey, for its part, has a humour and a generosity the series had never had at that level. Choosing amounts to choosing a mood.

The three shapes of level Mario's 3D platforming has tried, and what each one costs
Shape Period Games Its idea Its trade-off
The sandbox 1996-2021 4 a large open setting you come back to in order to fetch what you left you can get lost, and the camera has to follow everything
The galaxy 2007-2010 2 planetoids with their own gravity, linked by launch stars the ground is never flat: every planet is a new problem
The corridor 2011-2013 2 a linear route seen in volume, finished in a few minutes less freedom, but a level legible at first glance
Six games, four names for one same idea: the object you pick up that acts as a key, from one 3D Mario to the next
Game What you pick up How many What it opens
Super Mario 64 Power Star 120 the castle doors, locked behind a number of stars
Super Mario Sunshine Shine Sprite 120 the portals of Delfino Plaza; 24 are exchanged for blue coins
Super Mario Galaxy Power Star 120 the domes of the Comet Observatory, opened by the Grand Stars
Super Mario Galaxy 2 Power Star 120 + 120 green the route of Starship Mario, then a whole second game after the credits
Super Mario 3D World Green Star 3 per level the bonus levels and Champion's Road
Super Mario Odyssey Power Moon around 880 the Odyssey's fuel: 124 are enough to finish the story

One last remark to help decide: of the branch's eight episodes, these are the two the blog cites most often as a reference when it talks about another game. That is probably the best definition of a peak — the point you take as a benchmark to place everything else.

The people who make these games

Who makes the 3D Marios, and how you recognise them

five profiles on the authors, the music, the founding move and the film released in 2026

The team that makes these games is of a rare stability. One and the same man, trained in cinema, works on the camera for Mario 64, directs Sunshine then Galaxy, and produces Galaxy 2 then Odyssey: twenty years of the 3D branch go through Yoshiaki Koizumi. Around him, two directors take turns — Koichi Hayashida on 3D Land and 3D World, Kenta Motokura on 3D World then Odyssey.

The music follows the same pattern. Mahito Yokota arrives from Koei in 2003, writes almost all of Galaxy under the supervision of Koji Kondo, establishes the orchestral signature on Galaxy 2 and 3D World, then supervises the sound of Odyssey. A composer in the shadows, to whom the saga owes its move from the electronic beep to the full orchestra.

What these people have in common comes down to a method: starting from a move, not from a setting. The spin in Galaxy, the hat throw in Odyssey, the water jet in Sunshine. The world is then built to make you want to repeat that move. It is the opposite of the usual approach in adventure games, and it is what explains why a 3D Mario stays legible even when everything in it is new.

Yoshiaki KoizumiCross-seriesYoshiaki KoizumiThe director trained in cinema

Born on 29 April 1968, a cinema graduate of Osaka University of Arts, he joins Nintendo by way of the Zelda saga, where he works on precisely what platforming with volume would lack: camera placement and the targeting system. He becomes a director on Sunshine, reaches his peak with Galaxy — he is the one who writes Rosalina's storybook, in secret, in the evenings, outside the game's specification — then becomes a producer for Galaxy 2 and Odyssey. He is today general producer of the Nintendo Switch and a senior executive at Nintendo EPD.

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Mahito YokotaCross-seriesMahito YokotaHe rewrote Galaxy for fifty musicians

Born on 13 April 1974, sound director at Koei before joining Nintendo in 2003, he inherits the Galaxy soundtrack and first delivers demos that Koji Kondo rejects one after another. The episode nearly cost him the project. He starts again from scratch and rewrites everything for an orchestra of some fifty musicians — the first in the series' history. The signature then settles in on Galaxy 2 and 3D World, and he moves up to sound supervisor on Odyssey, alongside Kondo. More than twenty years of loyalty for a name few players know.

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The Super Mario Galaxy Movie2026 · the filmThe Super Mario Galaxy MovieThe second film heads into space

It was announced as devoted to Yoshi and Dinosaur Land: that was wrong. The franchise's second feature is called The Super Mario Galaxy Movie and draws on the 2007 episode. World premiere at the Minami-za theatre in Kyoto on 28 March 2026, French release on 1 April, Japanese on the 24th. The plot does not adapt the game: Bowser Jr. kidnaps Rosalina there, and Mario sets off to recover the scattered Lumas, with the Comet Observatory as the central setting. Illumination and Nintendo sign together again, three years after the first film.

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The physics of the jumpCross-seriesThe physics of the jumpThe move everything else serves

Before 1985, jumping in a video game was a matter of fixed animation: one button, one predefined arc, no nuance. Miyamoto and Takashi Tezuka tune three parameters that change everything — an inertia that makes running palpable, a gravity that gives weight, and a control that stays active in mid-flight. The jump stops being a command and becomes an intention. Everything the branch with volume has built since rests on that: the triple jump of Mario 64, the spin of Galaxy and the hat throw of Odyssey are only extensions of that setting.

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The graphic evolutionCross-seriesThe graphic evolutionHis moustache was born of a constraint

The first Mario fits into a sprite of sixteen pixels by sixteen and three colours. At that scale, animating a mouth is impossible: so a moustache is drawn, which replaces it. The dungarees exist to distinguish the arms from the torso; the cap avoids having to animate hair. Every technical limit became a character trait. This dossier follows the mechanics through to the first complete model with volume in Super Mario 64, then to the high-definition era where Galaxy and Odyssey refine the texture of fabrics and the reflection in the eyes.

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One practical question remains, the most frequent of all: which one should you start with when you have never touched the branch?

The practical question

Where to start in the 3D Marios

the complete chronology, what is still playable, and two profiles for going further

The first reflex — starting with the oldest — is the wrong one. No episode assumes you have played the previous one, and Super Mario 64 today calls for a tolerance of the 1996 camera that not everyone has. The right criterion lies elsewhere: the console you have to hand, then the kind of pleasure you are looking for.

On Switch, the answer is Odyssey. It is natively on the machine, it punishes nothing, and it works as well in a twenty-minute session as over a whole evening. To play in pairs without the second player needing to know how to play, it is 3D World, whose four-player co-operation remains the most sociable thing the series has done. For a child discovering platforming with volume, 3D Land and 3D World remain the most legible: a short level, a flagpole at the end, no map to understand.

For pure inventiveness, it is Galaxy, and for density, its sequel. Both are accessible on Switch since the joint port of 2025, which finally makes the second episode playable somewhere other than on the Wii. That leaves Sunshine, which is better kept for last: it is the most demanding, the most dated in its controls, and the one you get the most out of once you already know the rest of the branch.

The table below lines up the eight episodes with their original machine, the level shape they adopt, and the five that have come back on more recent hardware. It is the best summary of the trajectory: two sandboxes, a cosmic parenthesis, a detour via the corridor, then a return to the sandbox with twenty more years of craft.

In what order to play themCross-seriesIn what order to play themBy sub-series rather than by date

The saga imposes no narrative continuity: each episode stands on its own, and nobody has ever needed to know the ending of one Mario to understand the next. This guide therefore offers two routes instead of one. Release chronology, which has the merit of conveying the changes of generation. And grouping by family — two-dimensional platforming on one side, platforming with volume on the other, the role-playing games apart, the spin-offs somewhere else again — which gives a more comfortable order when you come to the series today.

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The hardest levelsCross-seriesThe hardest levelsWhat waits after the credits

The Marios with volume have a reputation for being accessible, and that is true up to the credits. Afterwards, the series brings out its real trials: The Perfect Run in Galaxy 2, a galaxy with no checkpoint where the slightest hit sends you back to the start; Champion's Road in 3D World, a string of conveyor belts, lasers and synchronised platforms; the Darker Side of Odyssey, a succession of challenges with no safety net. This ranking compares them with the most feared passages of the two-dimensional episodes, including the pachinko machine of Sunshine.

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The eight three-dimensional Super Marios, from 1996 to 2021, their original machine and the 5 that have come back since
Year Game Original machine Level shape Re-release
1996 Super Mario 64 Nintendo 64 The sandbox Super Mario 3D All-Stars, Switch, 2020
2002 Super Mario Sunshine GameCube The sandbox Super Mario 3D All-Stars, Switch, 2020
2007 Super Mario Galaxy Wii The galaxy 3D All-Stars, 2020 · Galaxy 1+2 port, Switch, 2025
2010 Super Mario Galaxy 2 Wii The galaxy Galaxy 1+2 port, Switch, 2025
2011 Super Mario 3D Land Nintendo 3DS The corridor
2013 Super Mario 3D World Wii U The corridor Switch, 12 February 2021
2017 Super Mario Odyssey Nintendo Switch The sandbox
2021 Bowser's Fury Nintendo Switch The sandbox

One last marker, valid whatever your point of entry: in this branch, an adventure does not end when the credits roll. Quite the opposite — each of these eight games keeps its better half for those who come back.

The 82 on one screen

The directory of 3D Marios

All the profiles on the page, sorted alphabetically. The search accepts a name, a game or a year: type “galaxy”, “odyssey”, “delfino”, “sunshine” or “2017” to keep only what interests you, or filter by episode with the buttons.

82 profiles shown

No profile matches this search.

Getting off the ship

Galaxy and Odyssey in the shop

the aisles that fit the two cosmic adventures best

It is the best-served branch in the whole saga when it comes to merchandise, and for a graphic reason: Galaxy and Odyssey invented simple, round silhouettes, legible from a distance — a Luma is a five-pointed star with eyes, Cappy is a cap with eyes. Nothing lends itself better to a plush toy. Rosalina even has her own aisle, which few characters born after 2000 can claim.

Two details from these games transpose particularly well. The first is light : the Lumas light up the Comet Observatory, and a night light does the same job in a bedroom. The second is headgear : Odyssey is an adventure of hats, from the top hat of Top-Hat Tower to the sombrero of the Sand Kingdom, and the shop has plenty to keep up. For the settings, it is the posters and the jigsaws that do the planetoids most justice.

Frequently asked questions

We answer your questions

what players look for most often before starting a 3D Mario

What is the difference between Super Mario Galaxy and Super Mario Odyssey?

They bear on the shape of the level. Galaxy cuts the adventure into guided journeys from one planet to another: each body is a closed platforming problem, gravity changes direction, and the star waits at the end. Odyssey removes that division and places Mario in open kingdoms you comb through in whatever order you like, with capture to change bodies. In other words: Galaxy is a sequence of ideas, Odyssey is a terrain. The detail of the two forms is further down this page.

How many 3D Super Marios are there?

Eight, counting Bowser's Fury as a game in its own right: Super Mario 64 (1996), Sunshine (2002), Galaxy (2007), Galaxy 2 (2010), 3D Land (2011), 3D World (2013), Odyssey (2017) and Bowser's Fury (2021). The full chronology lines them up with their original machine. The spin-offs with volume — Treasure Tracker for example — are not platforming Marios and do not count in that total.

Which one should you start with today?

With Odyssey, without hesitation, if the console is a Switch: it is natively on it, it never had a port to wait for, and it forgives everything — no livescounter, no Game Over screen, a ten-coin penalty when you fail. If you prefer a more directed adventure, with ideas following one another rather than a terrain to comb through, Galaxy is the right choice. The detail by profile is at the end of the page.

What is capture?

The central mechanic of Odyssey: throwing Cappy at an enemy or an object to take control of it. 52 bodies can be captured, and each brings its own movements — a Banzai Bill flies in a straight line, a Wiggler stretches to cross a chasm, a T-Rex crushes whatever it treads on. The French word is official; English simply says *Capture*. That is what makes exploring Odyssey a matter of looking for which body solves the passage, rather than looking for a platform.

How many Power Moons does it take to see the end of Odyssey?

124 at the very least. The Power Moons serve as fuel for the Odyssey: you need a certain number for the ship to reach the next kingdom, and 124 to land in the Moon Kingdom and face Bowser. The game hides around 880 in total, and the counter can climb to 999 by buying extra Moons at Crazy Cap. In other words, finishing the story represents only one seventh of the content.

Can you play both Galaxy games on Switch?

Yes. The first came back initially in the Super Mario 3D All-Starscompilation, on 18 September 2020, alongside Mario 64 and Sunshine. The two episodes then got a joint port, Super Mario Galaxy + Super Mario Galaxy 2, published on Switch in 2025 — the first time Galaxy 2 had left the Wii. The table of re-releases specifies what is accessible on recent hardware and what is not.

Why is Galaxy 2 often ranked above the first one?

Because it recycles almost nothing. Miyamoto had announced that close to 90% of the content would be new, and the result earned 97 out of 100 on Metacritic. Add to that a playable Yoshi and his three fruits, powers absent from the first episode such as the Cloud Flower, and a post-credits run of 120 Green Stars that doubles the playing time. The first one does keep something the sequel made no attempt to redo: the storybook ofRosalina.

Does Super Mario Sunshine deserve its reputation as a failed episode?

No, but its reputation is explicable. Sunshine straps F.L.U.D.D. to Mario's back, a water pack that completely changes the way he jumps and moves: you are no longer playing the Mario you know. Some of the game's missions — the pachinko machine of Delfino Plaza foremost among them — are among the hardest passages in the saga. What the episode does achieve, on the other hand, nobody else has redone: an entire island, Delfino, with two peoples, jobs and a trial in the opening.

What is the hardest passage in the 3D Marios?

Three candidates keep coming up, and they are all at the end of the road: The Perfect Run in Galaxy 2, a level with not the slightest margin for error; Champion's Road in 3D World, with no checkpoint; and the Darker Side of Odyssey, a string of challenges with no capture to fall back on. The full ranking compares them and adds the trials of the 2D episodes, which are no gentler.

Do you have to play the 3D Marios in release order?

No: no episode assumes you have played the previous one, and the story boils down each time to the same sentence. Chronological order does have a real interest, though, because you then see the series searching: the hub of Mario 64 becomes Delfino Plaza, which becomes the Comet Observatory, which becomes the Odyssey ship. The dedicated guide offers the other approach, by sub-series.

Who directs the 3D Marios at Nintendo?

A small, very stable group. Yoshiaki Koizumi, trained in cinema, works on the camera from Mario 64 onwards, directs Sunshine then Galaxy, and moves up to producer for Galaxy 2 and Odyssey. Kenta Motokura directs 3D World then Odyssey; Koichi Hayashida directs 3D Land and 3D World. On the music side, Mahito Yokota writes almost all of Galaxy under the supervision of Koji Kondo, then supervises the sound of Odyssey.

Does the Super Mario Galaxy film tell the story of the game?

It takes over its setting and its characters, not its plot. The Super Mario Galaxy Movie was released in France on 1 April 2026, after a premiere in Kyoto on 28 March. Rosalina, the Lumas and the Comet Observatory are all there, but the plot is new: it is Bowser Jr. who kidnaps Rosalina, and Mario sets off to recover the scattered Lumas. The Cloud Flower from Galaxy 2 also makes its return there, in Luigi's hands.

The rest of the universe

Explore the whole Mario universe

this page covers platforming in three dimensions; eleven others cover the rest of the Mushroom Kingdom