Since the reveal of Super Mario 3D All-Stars last week, there have been some concerns about how the motion controls in Super Mario Galaxy will work on the Nintendo Switch.
A Nintendo representative already confirmed with Polygon how this particular game was supported in all modes on Switch and noted how pointer functionality had been "adapted" to the touch screen in handheld mode. It was also mentioned how the Switch Pro Controller would be supported.
How will Mario be able to spin if motion controls aren't in use, though? According to a new cut-scene from the Switch version of the game, shared on the official Nintendo Twitter account for Japan, all that's required is a simple press of the 'Y' button.
Of course, the option to shake the Joy-Con - similar to shaking the Wii Remote in the original version of the game - is also still available, depending on the mode you're playing in.
Chinese Nintendo points out how this matches the control method when playing Super Mario Galaxy on the NVIDIA Shield (a China-only release).
How do you plan to spin around in the Switch version? By button or gyro? Leave a comment down below.
[source twitter.com, via sm128c.com]
Comments (65)
It's going to be so weird pressing a button for the spin, I'll probably shake my Pro Controller to be safe anyway
The pointer controls are mapped to the right stick right? I'm more concerned about that for pull stars and those bubble galaxies.
I would prefer ZR/ZL over Y but luckily the switch gives you the option to change buttons so thats no problem
Ha, so they finally did it the way it should have been all along...
Suits me! Now they just need to figure out a workaround for Yoshi’s motion controls so we can get Galaxy 2 on Switch, too!
I'm concerned about touch screen for getting star bits and what not. Moving my hand from holding the switch to touching the screen seems a bit of a hassle for something you have to do almost regularly in game. Will just have to see i guess.
@KevTastic84 Agreed. I'd have thought gyro would have been a better option for moving the pointer around.
@KevTastic84 I can easily touch the entire screen holding the Switch or Switch lite without moving my hands from my normal play position.
Same as throwing the hat for Odyssey if I remember correctly. Sounds fine to me.
Now that I think about it, Galaxy 1 was the only one out of the two Galaxy games released on Nvidia in China. The reason Galaxy 2 probably isn't in All Stars is because they might've just ported the first game from Nvidia consoles to Switch without bothering to spend the extra time on the second one.
@KevTastic84 Yep, it does sound like an unnecessary hassle, but the article says you can use the Y button instead of the touchscreen. That’s what I’ll be doing!
What is the solution to F.L.U.D.D.
The motion controls in Galaxy were so wonderfully tactile that I'll never understand the complaints about them...
@Kimyonaakuma if shake your pro more than twice, then it's playing with yourself, lol, but i had the fear with the bubble maps too
Let’s spin Mario right round
baby right round
Like a record baby
right round, round round
A single button is all I ever wanted, thanks
Perfect, that was the only thing I was worrying about!
this for me is soooo much preferred! I hated having to shake the controller! I am never a fan of motion controls and always opt where possible for buttons! I am even more excited for the pre-order now wahoooooooooo
Yes. Mario Galaxy without waggle. Just....yes.
Making this version the definitive edition in my opinion. I was so fed up with having to flick the controller I just ended up avoiding enemies or only jumping on them by the end of the game. It genuinely started to hurt my wrist at one point.
I'll definitely be using the Y button. I hope this also means that jumping is used with B even though it was A on the Wii remote, although I guess I could just use the slightly less convenient button mapping option in the system menu.
It's funny how people sighs in relief when a Wii game comes to Switch or is likely to come, saying "well, at least we are spared of those awful controls". Which leaves me thinking: wasn't the Wii control system the whole point and what made it the best-selling Nintendo console to date (no, Game Boy and Game Boy Color are different consoles)?
Now it seems that nobody liked it, yet everybody was worried about Super Mario Galaxy's spin move. See? One dedicated button. Problem solved. Super Mario Odyssey should have it too when you want to spin the cap.
@Moroboshi876 The DS outsold the Wii, unless you’re referring to home consoles exclusively. But the DS was technically Nintendo’s most successful hardware, in terms of raw sales.
@thesilverbrick Yes, I was referring to home consoles, but thanks for the added info!
ZR would be my preferred option. May look to try and map it in game. Eh.
I just wish they would give us the option of using the gyroscope instead of just the touch screen for the pointer....
@Abeedo I've never heard that opinion but it is easily the most valid I have heard so far
@jobvd my guess is the r button for running spray it is not on the gamecube and would be an easy workaround and obviously all the other buttons would remain mostly the same.
Mario Galaxy gets the spin remapped to a button but Odyssey still requires motion controls for several actions that could easily have the option to be remapped to buttons
@Moroboshi876 The Wii was a novelty that fed on the nostalgia of Gen Xers who had just become parents. Motion controls were a fad that came and went very quickly. The fact that Nintendo still seems to think there is a market for waggle controls is perplexing.
@The_Pixel_King i thought the Y button was just for the spin attack.
@sanderev Im not sure i can comfortably reach across the whole screen to collect star bits scattered everywhere quickly. But we will see i guess when the game is out next week. Looking forward to it.
@Abeedo Hmmm... this sounds very plausible.
@Ghostchip but that wouldn't be all the sensitivities Fludd did
@jobvd hmmm good point... maybe there will just not be sensitivity.
@bagajr hm thought there was only one or two not several... am I missing something? I can use the spin throw and the vertical forward throw thing without it the only one I can think of is the homing throw which is more of a thing for people struggling to aim then a move in my opinion
Still not as bad as the pointless motion controls in donkey Kong country returns. Games with needless motion really piss me off trying to go back to them. I ended up just soft modding and using a cheat mode to get around it but sheesh. Those controls aged like old bread.
Nintendo trained me with motion controls for years, and now I’m spoiled and hate playing any game that doesn’t use them.
@Moroboshi876 Well not everybody feels that way. I bought the Wii because it's a Nintendo and that's the only way to play their games. They put out all of the best games on that system, the first time in 15 years or so since we got a home console Mario side scroller, and the first time we got 2 3d Mario platformers on one console, and aside from Mario, as a long time game fan I'm in it to see new genres and all the stuff that the motion controls brought was really awesome for that.
The same people complaining from back then will complain now, but I was just playing Wii Sports Resort on my Wii U yesterday because it's a little old but there's just no substitute for games that use good motion controls like that. I can't imagine why anyone would want to disable them in Galaxy, it seems like it would just make things clunkier and less intuitive, fine if you're playing on a emulator with a Xbox controller but seems like a sub-par experience if given the choice.
I play docked most of the time, but it's nice to know there's an easy workaround for the spin move when I do inevitably try the game out in handheld mode.
@Kimyonaakuma Weird or great? Shaking controllers for anything is the weird thing.
@Deltath I grew up with Mario Galaxy and Skyward Sword, so flailing a Wii Remote around is pretty natural 😅
Why this wasn't included in the original release (or Wii U VC port) is beyond me.
I don't understand how anyone was surprised by this. I've seen a few articles freaking out over how they could POSSIBLY make a "work around" for this, but.. the spin move is nothing more than a button press in concept. It was needless motion control padding when the game first launched anyway. The move is the same every time, it's not like it used motion control to do anything special. It was just.. shake the damn thing any which way, Mario performs a basic attack.
With the Wii control scheme having effectively 12 useable buttons maximum, using the directional pad as 4 buttons, and it doesn't even use all of them for Galaxy. The Switch has 16 buttons, comparatively. Literally tons of options. Obviously it was just going to be a button press.
Excellent news! Really looking forward to next week!
@Kimyonaakuma I'll never get used to it. Particularly since they've all but ditched it going forward. Wii came out when I was an adult. I suppose I could see if it's the first thing you played, it would be more normal, but man did I hate it. So glad the era of flailing wildly to do simple button presses is over!
I would rather use the y button instead personally
I'm just fine with this Y is the reason Y we have mario galaxy on controller.
I’m not going to use them. Galaxy with odyssey controls sounds like a dream come true to me.
If you compete this to the all stars in SNES This is going to be a weak all star, slap to the face release for fans who already played these games. Mario 64 has room for improvement but no, they are keeping it the same but with sharp edges and calling it “HD”. The difference between Zelda OOT and Majora’s Mask from the N64 and the 3DS is HD difference. It’s the very least they can do for Mario 64 is just try. Mario all stars for the SNES didn’t just rehashed from NES Mario games in art work so at least try for Mario 64. The others are fine but the big question is how do we shoot star bits when the tablet is docked for TV mode?
Gyro of course, don't be silly.
The one thing keeping me from buying a Wii in general was motion controls. I'm happy that I can play this game, along with Xnoblade, the other Wii game I wanted On my switch!
Just goes to show how unnecessary it was to force motion controls in the first place.
@Abeedo that was my thought too, the numbers of ports to the nvidia stopped quite soon, which sort of surpised me since galaxy so was beautiful
so than we can expect: "New Super Mario Bros. Wii, The Legend of Zelda: Twilight Princess and the Wii version of Punch-Out!! are all available to Chinese Shield TV owners for 68 RMB (about $10), with Super Mario Galaxy soon" and not more .. (all for 19 euros after march 30th?_
I expected as much. I'm still worked about how well the pointer controls will work in docked mode without an IR sensor (or even worse, having to settle for the right stick on a Pro Controller), though, although at least that's only a minor part of the gameplay.
Nevertheless, I'm not about to try the game again until a decent automatic camera option is added. Whoever decided that a 3D platformer like this should only feature a completely manual camera was an idiot.
@sanderev Sure, it's not always a problem, as the same thing is often necessary to use the touch screen on the DS/(2/3)DS and Wii U, but the games need to be designed around it well. The issue with this particular game is a combination of how often you have to use it and (depending on which thumb you use) temporarily losing the ability to either move or jump/spin while shooting the Star Bits, which is problematic when your current location is likely quite dangerous to be giving up one of those options.
@The_Pixel_King The Y button is just for the spin move, not the pointer functionality that he/she was worried about.
@Moroboshi876 @Ambassador_Kong Well, the implementation of the Wii's motion controls in various games ranged from absolutely brilliant to inoffensive to awkward, unnecessary waggle; and to be fair the spin move from "Super Mario Galaxy" likely falls in the latter category for the majority of players (although, the rest of the motion controls in the game work well). That was a shoehorned motion control that was never necessary in the first place.
Now, on the other hand, if we're talking about something like shooters, then yes most of them benefited greatly from the Wii's motion controls and play even better there than they do the Switch with the Wii's IR functionality. Dual analog controls really suck in comparison. Other games like "Wii Sports (Resort)," "Wii Fit (Plus)," "Zelda: Skyward Sword," "Metroid: Other M," "Punch-out!!" (for Wii), and "Star Wars: The Force Unleashed" (but not the second game) also have excellent motion controls that raised the gameplay to another level when the developers understood how best to implement them.
@BulbasaurusRex Yes, I know, but there is also a lot of people wishing for a hipotetical Skyward Sword port with "proper controls", and it's not the first time I read the wii motion plus didn't work well on this game. It's weird this is so polarized.
@Moroboshi876 That's just silly. The motion controls are the best thing about that game, especially when it's generally considered a second-tier (at best) Zelda title in other areas like dungeon design. I don't know if it's even possible to replicate the Motion Plus swordplay with button controls!
@Joriss If you ask me it was very natural and instinctive to shake to spin, it was second nature and easy to read for anyone. But the more options to suit all types of gamer the better.
@BulbasaurusRex agreed, though I think flicking to spin in Mario Galaxy is very natural and intuitive. Playing again recently on Wii U with MClassic (looks amazing) and have to say the spin just works. Though the more options the better.
@BulbasaurusRex Ha yes, very easily in fact. Did you maybe grew up with this game and didn't know any better. That's my issue with the wii in general. All these gimmick controls to fix something that was far from broken. Only game I can recall where motion controls added to the experience was Trauma Center
@Joriss Um, no, 1-to-1 motion swordplay can't be easily replicated with traditional controls, and you're either nuts or never tried them if you think otherwise. There are literally dozens of different ways you can strike and defend. I've played plenty of games with traditional button-mashng sword attacks, and the swordplay in "Skyward Sword" is absolutely brilliant in comparison.
Did you miss my list of Wii games where the experience was indeed improved by having motion controls? There are plenty more besides just those where motion controls are more than just a gimmick. For shooters in particular, the motion controls certainly fixed the broken dual analog controls that most other consoles are stuck with. The only control scheme that compares with a good motion controlled shooter is mouse and keyboard on PC.
@BulbasaurusRex Woah, I actually envy you for being able to enjoy all that swordplay in Skyward, I wanted to throw the damn controller at the screen. Oh well, to each their own.
@BulbasaurusRex I think it worked great in Wii Sports resort Swordplay, never played Skyward Sword. Motion controls definitely wasn't a gimmicky mechanic, because Nintendo's hardware wasn't really up to par graphically it was treated as such. If the Wii had the same graphical fidelity as the PS3 and 360 than motion controls would'v become the default way to play shooters.
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