Site Notice

We have a limited coverage policy. Please check our coverage page to see which articles are allowed.
Please no leaked content less than one year old, or videos of leaks.
Content copied verbatim from other websites or wikis will be removed.

Difference between revisions of "Super Mario 128"

From NintendoWiki, your source on Nintendo information. By fans, for fans.
Jump to navigation Jump to search
m
 
(3 intermediate revisions by 3 users not shown)
Line 2: Line 2:
 
{{Game infobox
 
{{Game infobox
 
|title=Super Mario 128
 
|title=Super Mario 128
|boxart=None.png
+
|boxart=Mario128titlescreen.jpg
|caption=
+
|caption= The title screen of Super Mario 128.
 
|developer=[[Nintendo]]
 
|developer=[[Nintendo]]
 
|publisher=Nintendo
 
|publisher=Nintendo
|console=[[Nintendo GameCube]], [[Wii]]
+
|console=[[Nintendo GameCube]] / [[Nintendo DS]] / [[Wii]]
 
|category=Platformer
 
|category=Platformer
 
|players=1
 
|players=1
Line 17: Line 17:
 
'''''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.
 
'''''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, 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 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 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"/>
+
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==
Line 40: Line 41:
 
{{ref}}
 
{{ref}}
 
{{-}}
 
{{-}}
 +
{{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.


Nintendo tech demos
Game Boy / Color Eclipse • Game Boy Color Promotional Demo • Lunar Chase (May 1991 tech demo)
SNES Fundoshi-kun 3D Tool • Game Processor/Mario Factory demos (Mario Bros.) (HAL College: Easy Racer, Sweet Honey Action, Puzzle & Bread, FLOWER, Radio Puzzle, Wonderful my race) • Nintendo DSP1 • SGB Test Program • SFX Test • SNES Glider
Virtual Boy Donkey Kong Country • Mario Demo • VUE Sample
Nintendo 64 / 64DD CatRoots (tech demo) • DDspgame • Mirror House Cornflakes • Snake Tail Hack • Super Mario 64 Disk Version
Game Boy Advance Donkey Kong Plus • Goldfish Scoop • Mario Kart XXL • NDDEMO • Yoshi Sample
Nintendo GameCube Peach's Castle • Super Mario 128
Nintendo DS Balloon Trip • Carving • DSpeak • Mario's Face • Mario Motors • Submarine • Table Hockey
Wii Wii Sports: Airplane • Remote Pointer Demo: Obstacle Course • Remote Pointer Demo: Shooting • Remote Pointer Demo: Table Tennis • Wii Music: Orchestra
Nintendo 3DS 3D Challenge • 3D Jumper • Classic Collection
Wii U Battle Mii • Chase Mii • Japanese Garden Tech Demo • Measure Up • New Super Mario Bros. Mii • Project Giant Robot • Shield Pose • Zelda HD Experience
Related/Other DigiNin games • DS Download Play promotional content • Mario's Castle (Project Atlantis) • Nintendo & Dentsu Game Seminar games • Nintendo Game Seminar games • Nintendo insider works • Prototype and demo builds of Nintendo games • Rejected Nintendo pitches


Super Mario series logo
Platformers
2D
3D
Ports and remakes
Multiplayer-focused games
Mario Kart
Mario Party
Sports
Other games
Role-playing
Dr. Mario Dr. Mario • 64 • + Puzzle League • Online Rx • Express • Dr. Luigi • Miracle Cure • World
Mario vs. Donkey Kong Mario vs. Donkey Kong • March of the Minis • Minis March Again! • Mini-Land Mayhem! • Minis on the Move • Tipping Stars • amiibo Challenge
Crossover games
Misc.
e-Reader applications (Mario Party-e) Free Challenge: Cast Away Mario!  • Mario's Mallet  • Daisy's Rodeo!  • Fast Feed Yoshi!
Wonder Challenge: Lakitu's Luck, Spinister Bowser
Duel Challenge: Bolt from Boo, Time Bomb Ticks!, Wario's Bluff, Balloon Burst!
Applications I Am a Teacher: Super Mario Sweater • Mario Calculator • Mario Clock • Photos with Mario • Shitamachi Ninjou Gekijou (Satellaview magazine)
Related NIWA Wikis:
Super Mario series: Super Mario Wiki icon English Super Mario Wiki icon • MarioWiki icon German MarioWiki icon • Super Mario Wiki (Italian) icon Italian Super Mario Wiki (Italian) icon
Super Mario 64: Ukikipedia icon Ukikipedia Ukikipedia icon