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Difference between revisions of "Super Mario 128"

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{{Game infobox
 
{{Game infobox
 
|title=Super Mario 128
 
|title=Super Mario 128
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|caption= The title screen of Super Mario 128.
 
|developer=[[Nintendo]]
 
|developer=[[Nintendo]]
 
|publisher=Nintendo
 
|publisher=Nintendo
|console=[[Nintendo GameCube]], [[Wii]]
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|console=[[Nintendo GameCube]] / [[Nintendo DS]] / [[Wii]]
 
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'''''Super Mario 128''''' is a codename referring to a series of experiments and projects over the years to develop a new ''Mario'' game. Commonly thought to be a sequel to ''[[Super Mario 64]]'' (even mentioned by [[Shigeru Miyamoto]] as a potential name in an interview in the January 1997 issue of ''[[Nintendo Power]]''), ''Super Mario 128'' was eventually cancelled.
+
'''''Super Mario 128''''' is a codename referring to a series of experiments and projects over the years to develop a new {{ser|Super Mario}} game. Commonly thought to be a sequel to ''[[Super Mario 64]]'' (even mentioned by [[Shigeru Miyamoto]] as a potential name in an interview in the January 1997 issue of ''[[Nintendo Power]]''), ''Super Mario 128'' was eventually cancelled.
  
 +
==Gameplay==
 +
In the initial SpaceWorld demo, the game starts with a large rendition of Mario's 8-bit sprite with modern colors on a large, circular board. Over time, however, the boxes representing the pixels raise and are thrown off to reveal 128 Marios, which can all be controlled. The player is also able to control and manipulate the terrain of the board.
 +
 +
==Development==
 
''Super Mario 128'' was first shown off as a tech demo at Nintendo [[SpaceWorld]] 2000 (there simply referred to as "Mario 128"). The intention of the demo was to showcase the power of the then-upcoming [[Nintendo GameCube]] console by rendering 128 Marios simultaneously, which would have been technically impossible on the [[Nintendo 64]].<ref name="Unseen64">[https://www.unseen64.net/2008/04/08/super-mario-128-gc-tech-demo/ Super Mario 128 [Gamecube – Tech Demo<nowiki>]</nowiki>]. Unseen64 (August 4, 2008). Retrieved July 18, 2016.</ref>
 
''Super Mario 128'' was first shown off as a tech demo at Nintendo [[SpaceWorld]] 2000 (there simply referred to as "Mario 128"). The intention of the demo was to showcase the power of the then-upcoming [[Nintendo GameCube]] console by rendering 128 Marios simultaneously, which would have been technically impossible on the [[Nintendo 64]].<ref name="Unseen64">[https://www.unseen64.net/2008/04/08/super-mario-128-gc-tech-demo/ Super Mario 128 [Gamecube – Tech Demo<nowiki>]</nowiki>]. Unseen64 (August 4, 2008). Retrieved July 18, 2016.</ref>
  
After the release of ''[[Super Mario Sunshine]]'' in 2002, Miyamoto would state in an E3 2003 interview that the experiments that led to that game were separate from ''Super Mario 128''<ref>[https://web.archive.org/web/20071215114243/http://www.computerandvideogames.com/article.php?id=91486&site=cvg E3 2003: Miyamoto: the interview]. ComputerAndVideoGames.com (May 16, 2003). Retrieved July 18, 2016.</ref>, and later in 2003 Miyamoto, in an interview with ''{{wp|Official Nintendo Magazine|Nintendo Official Magazine UK}}'', would confirm that ''Super Mario 128'' was still in development.<ref>[https://web.archive.org/web/20070609045930/http://www.miyamotoshrine.com/theman/interviews/081403.shtml Miyamoto Interview in Nintendo Official Magazine UK]. Miyamoto Shrine. Retrieved July 18, 2016.</ref> In 2004, Miyamoto would state that, while the ''Super Mario 128'' project was still in development, he was uncertain what platform the game would release for, as experiments were being conducted for both the Nintendo GameCube and [[Nintendo DS]].<ref>[https://web.archive.org/web/20070609044106/http://www.miyamotoshrine.com/theman/interviews/250504.shtml Interview with Shigeru Miyamoto by GameSpy on May 25, 2004]. Miyamoto Shrine. Retrieved July 18, 2016.</ref> In 2005, Miyamoto stated that ''Super Mario 128'' would likely be released for the then-upcoming [[Wii]] console.<ref>[https://web.archive.org/web/20090101164505/http://www.wired.com/gaming/gamingreviews/news/2005/06/67854?currentPage=2 The Man Who Keeps Nintendo Cool]. Wired (June 15, 2005). Retrieved July 18, 2016.</ref> By 2007, development on ''Super Mario 128'' had ended.<ref name="Unseen64"/>
+
After the release of ''[[Super Mario Sunshine]]'' in 2002, Shigeru Miyamoto would state in an E3 2003 interview that the experiments that led to that game were separate from the ''Super Mario 128'' demo<ref>[https://web.archive.org/web/20071215114243/http://www.computerandvideogames.com/article.php?id=91486&site=cvg E3 2003: Miyamoto: the interview]. ComputerAndVideoGames.com (May 16, 2003). Retrieved July 18, 2016.</ref>, and later in 2003 Miyamoto, in an interview with ''{{wp|Official Nintendo Magazine|Nintendo Official Magazine UK}}'', would confirm that ''Super Mario 128'' was still in development as an actual ''Mario'' game.<ref>[https://web.archive.org/web/20070609045930/http://www.miyamotoshrine.com/theman/interviews/081403.shtml Miyamoto Interview in Nintendo Official Magazine UK]. Miyamoto Shrine. Retrieved July 18, 2016.</ref> In 2004, Miyamoto stated that, while the ''Super Mario 128'' project was still in development, he was uncertain what platform the game would release for, as experiments were being conducted for both the Nintendo GameCube and [[Nintendo DS]].<ref>[https://web.archive.org/web/20070609044106/http://www.miyamotoshrine.com/theman/interviews/250504.shtml Interview with Shigeru Miyamoto by GameSpy on May 25, 2004]. Miyamoto Shrine. Retrieved July 18, 2016.</ref> In 2005, Miyamoto stated that the team wanted ''Super Mario 128'' to be a title for the then-upcoming [[Wii]] console.<ref>[https://web.archive.org/web/20090101164505/http://www.wired.com/gaming/gamingreviews/news/2005/06/67854?currentPage=2 The Man Who Keeps Nintendo Cool]. Wired (June 15, 2005). Retrieved July 18, 2016.</ref> By 2007, development on ''Super Mario 128'' had ended.<ref name="Unseen64"/>
  
 
Several concepts from ''Super Mario 128'' were incorporated into other projects, such as {{ga|Pikmin}}'s rapid generation, and the "sphere walking" seen in ''[[Super Mario Galaxy]]''.
 
Several concepts from ''Super Mario 128'' were incorporated into other projects, such as {{ga|Pikmin}}'s rapid generation, and the "sphere walking" seen in ''[[Super Mario Galaxy]]''.
 
==Gameplay==
 
In the initial SpaceWorld demo, the game starts with a large rendition of Mario's 8-bit sprite with modern colors on a large, circular board. Over time, however, the boxes representing the pixels raise and are thrown off to reveal 128 Marios, which can all be controlled. The player is also able to control and manipulate the terrain of the board.
 
  
 
==Technical details==
 
==Technical details==
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{{ref}}
 
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{{Tech demos}}
 
{{Super Mario series}}
 
{{Super Mario series}}
 
[[Category:Nintendo GameCube games]]
 
[[Category:Nintendo GameCube games]]
 
[[Category:Wii games]]
 
[[Category:Wii games]]
 
[[Category:Tech demos]]
 
[[Category:Tech demos]]
[[Category:Cancelled games]]
+
[[Category:Unreleased games]]
 
[[Category:Games developed by Nintendo]]
 
[[Category:Games developed by Nintendo]]

Latest revision as of 08:38, 15 June 2021

Super Mario Wiki logo.png This article is a short summary of Super Mario 128.
Super Mario Wiki features a more in-depth article.
Super Mario 128
Mario128titlescreen.jpg
The title screen of Super Mario 128.
Developer(s): Nintendo
Publisher(s): Nintendo
Platform: Nintendo GameCube / Nintendo DS / Wii
Category: Platformer
Players: 1
Predecessor: N/A
Successor: N/A
Super Mario Wiki has more information on this game:
Read it now!

Super Mario 128 is a codename referring to a series of experiments and projects over the years to develop a new Super Mario game. Commonly thought to be a sequel to Super Mario 64 (even mentioned by Shigeru Miyamoto as a potential name in an interview in the January 1997 issue of Nintendo Power), Super Mario 128 was eventually cancelled.

Gameplay

In the initial SpaceWorld demo, the game starts with a large rendition of Mario's 8-bit sprite with modern colors on a large, circular board. Over time, however, the boxes representing the pixels raise and are thrown off to reveal 128 Marios, which can all be controlled. The player is also able to control and manipulate the terrain of the board.

Development

Super Mario 128 was first shown off as a tech demo at Nintendo SpaceWorld 2000 (there simply referred to as "Mario 128"). The intention of the demo was to showcase the power of the then-upcoming Nintendo GameCube console by rendering 128 Marios simultaneously, which would have been technically impossible on the Nintendo 64.[1]

After the release of Super Mario Sunshine in 2002, Shigeru Miyamoto would state in an E3 2003 interview that the experiments that led to that game were separate from the Super Mario 128 demo[2], and later in 2003 Miyamoto, in an interview with Nintendo Official Magazine UK, would confirm that Super Mario 128 was still in development as an actual Mario game.[3] In 2004, Miyamoto stated that, while the Super Mario 128 project was still in development, he was uncertain what platform the game would release for, as experiments were being conducted for both the Nintendo GameCube and Nintendo DS.[4] In 2005, Miyamoto stated that the team wanted Super Mario 128 to be a title for the then-upcoming Wii console.[5] By 2007, development on Super Mario 128 had ended.[1]

Several concepts from Super Mario 128 were incorporated into other projects, such as Pikmin's rapid generation, and the "sphere walking" seen in Super Mario Galaxy.

Technical details

Technical details
Input / compatible controllers: Nintendo GameCube Controller

Trivia

  • In Super Smash Bros. Melee, one of the Event Match missions is titled "Super Mario 128", in which the objective is to defeat 128 tiny Marios (which appear in small groups).

External links

References

  1. 1.0 1.1 Super Mario 128 [Gamecube – Tech Demo]. Unseen64 (August 4, 2008). Retrieved July 18, 2016.
  2. E3 2003: Miyamoto: the interview. ComputerAndVideoGames.com (May 16, 2003). Retrieved July 18, 2016.
  3. Miyamoto Interview in Nintendo Official Magazine UK. Miyamoto Shrine. Retrieved July 18, 2016.
  4. Interview with Shigeru Miyamoto by GameSpy on May 25, 2004. Miyamoto Shrine. Retrieved July 18, 2016.
  5. The Man Who Keeps Nintendo Cool. Wired (June 15, 2005). Retrieved July 18, 2016.


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