Dancing with the stars
With 120 stars in hand, I’ve seen most (but not all) of what Super Mario Galaxy has to offer—and my favourite thing about this wholly remarkable game has to be the Comet Observatory waltz. In the many hours I spent with the game, I expended no small measure of time hopping and bopping about in those plumber’s overalls and immersing myself in the rhythm of the piece, which exhibits the sweet, stately lilt of a Tchaikovsky ballet. Like the level selection music in Yoshi’s Island, the instrumentation changes as you progress through the game, building from a lighthearted melodic statement by the flute to a fleshed-out lullaby of Straussian violins befitting a midnight hour with a Disney princess.
Galaxy is the first Mario title to feature live orchestral music, as opposed to music generated by the game system’s MIDI instruments. While most video games have been moving towards scores on par with movies in sound quality and composition—two of the most promising film composers of the past decade, Harry Gregson-Williams and Michael Giacchino, come from a background in games—Nintendo has traditionally been reluctant to move away from programmed music, mostly because of its adherence to the philosophy that interface is always the highest priority (something we similarly observe in their attitude towards story). For instance, they insisted on programmed music in The Wind Waker so it could change dynamically in response to the actions of the player, such as consecutive hits with the sword, and to indicate changes in the environment like the presence of unseen enemies.
In the Mario series, the music serves an even subtler function: it determines the rhythm of the game. It’s there to push the player towards a natural tendency to activate sound effects associated with certain actions—jumping, hitting blocks, collecting power-ups—on the beat.
That’s what the composers claimed, anyhow—and that’s the kind of claim I just had to verify.

