Super Mario Galaxy 1+2 Is A New Template For HD Remasters

In 2012, local authorities in Borja, Spain were stumped.
A local fresco of Jesus in the Santuario de la Misericordia church—done by 19th century painter Elias Garcia Martinez—had become something eldritch. The chipped, fading visage of the Holy Savior was now subsumed by a black-eyed abomination. It no longer resembled Christ, but a possessed Monchhichi doll. At first, the police suspected vandalism. But upon further investigation, they made an unlikely discovery—this desecration was, in reality, a labor of love.
Local widow and parishioner Cecilia Gimenez—in her 80s at the time—came forward on national television. The fresco was Gimenez’s favorite regional depiction of Christ. She’d grown discontent as moisture built up along the church’s walls, which flaked off and eroded the fresco. With the approval of the church’s priest, the amateur painter had attempted to restore the work herself. But her efforts backfired—mistaken as desecration, destined for internet meme infamy.
Gimenez’s story is a cautionary one—and one that applies to more than religious frescos. For every bespoke 4K restoration of a classic film done on European art grants, for instance, there are at least five other saturated, smudgy “remasters” of bankable Hollywood hits. Aliens and Star Wars are both much worse films to watch now than they were in their heyday, thanks to ceaseless tinkering in the name of “improvement.” The advent of AI “remasters”—which now clutter streaming platforms and store shelves alike—has only worsened matters, as evidenced by the 4K degradation of seminal sitcom Friends.
Video games have been prone to this tinkering since their inception. The nature of the medium is that it is built on computing technology—an industry prone to rapid growth and one-upsmanship. As easy as it is to chide Sony and Konami for enterprises like The Last of Us Part I and the latter’s pair of high-profile remakes, it’s nothing new. Super Mario All-Stars, released in 1993, were total re-imaginings of four games all less than a decade old. By 2015, it had sold 10.55 million copies across just two platforms—the SNES and Wii. In a 2005 retrospective, Famitsu referred to All-Stars as the role model for all other game remakes. There’s always been money in remakes.
But Nintendo is a curious case, as far as remakes are concerned. It’s fair to characterize the company as reverent of their past, yet never beholden to it. Each successive generation of Nintendo home console is built to look forward, not backward—to bring new dimension and depth to their franchises’ horizons. Mario’s first jump out of the pipe in Super Mario 64, for example, or Link leaving the Great Plateau in Breath of the Wild. These are moments that contextualize established players within new parameters, and invite the player to reevaluate what they think their respective series are capable of.
Their handhelds are a different story, but only just. True, they host a spate of arcade remakes and console ports—from the classic Game Boy Donkey Kong to tremendous 3DS remakes like Star Fox 64. But some of these are entirely different games from their predecessors—massive leaps, bounds, and handstands over what their previous versions accomplished. And while others—such as their 3DS N64 remakes or GBA SNES ports—are more literal interpretations of their source material, this too is innovation. These were games bound to home consoles less than 10 years prior, now portable and (in some cases) much prettier. They are better games, in many respects. Looking forward, not backward.
Nintendo’s pair of Super Mario Galaxy titles embody this ethos in every aspect. Released for the Wii in 2007 and 2010, respectively, the games take Mario and propel him far, far away from the safety of the Mushroom Kingdom. In both games, perennial pest Bowser yanks Princess Peach out into the vastness of the cosmos. With the energy of the Power Stars and Grand Stars, he takes the universe under siege and cedes various galaxies to his underlings as they terrorize the Luma—a race of celestial star infants, and friends to the Power Stars. Mario must ally himself with spacefarer Princess Rosalina in the first game and Luma Lubba in the second to knock Bowser down a peg, save Peach, and restore peace to the universe.
If the synopsis of both titles sound familiar, it’s because—for a period—they were the same game. Super Mario Galaxy 2 began development as Super Mario Galaxy More, pitched to producer Yoshiaki Koizumi by series creator Shigeru Miyamoto as a sort-of “Mario Galaxy 1.5.” Initial conversations focused on what worked, but soon shifted to what the team couldn’t include because of time constraints. These included elements like riding Yoshi, originally planned to be part of the base release.
“Despite the early worries about a lack of ideas, it turns out that pretty much everyone on the staff ended up having stage ideas,” wrote Anoop Gantayat in a 2010 summary of Nintendo’s developer roundtable on the game. “This included not just planners, but the visual and sound designers.”
That explosion of creativity is what fueled the birth of Super Mario Galaxy 2 under three years later. When played in conjunction on this year’s Switch remaster—simply titled Super Mario Galaxy 1+2—both games feel in conversation with each other. Not just in terms of narrative contrivance, but both in mechanical and aesthetic terms. Galaxy 2 spends less time explaining mechanics to players than the first, as the game assumes players have already figured their way around a Nunchuck and Wii remote. As a result, the sequel almost feels like the more difficult back half of Galaxy as opposed to a full-scale sequel. This is by design.