

Nintendo Entertainment Analysis & Development · Adventure · Platformer
Super Mario 128
Nintendo exclusive
Super Mario 128 is a code name which was reused for two different infamously high-profile development projects at Nintendo in the 1990s and 2000s. Originally intended as a sequel to Super Mario 64, the sequel was canceled and the impetus was reused in a GameCube technology demonstration. As debuted at Nintendo's Space World trade show in 2000, the demonstrated graphics and physics concepts were gradually incorporated into various games through the 2000s. This includes the rapid object generation in Pikmin, the sphere walking technology used in The Legend of Zelda: Twilight Princess and Super Mario Galaxy, and the physics of Metroid Prime.
- Released
- —
- Platforms
- GameCubeWii
- Genres
- AdventurePlatformer
- Developers
- Nintendo Entertainment Analysis & Development
- Publishers
- Nintendo
- Perspective
- Third personBird view / Isometric
- Themes
- Sandbox
- Country
- Japan
About
Super Mario 128 was a codename for two different development projects at Nintendo. The name was first used in 1997 for a sequel to Super Mario 64 for the 64DD, which was canceled. The name was reused for a GameCube tech demo at the Nintendo Space World trade show in 2000. Nintendo gradually incorporated the demonstrated graphics and physics concepts into the rapid object generation of Pikmin (2001), the physics of Metroid Prime (2002), and the sphere walking technology of The Legend of Zelda: Twilight Princess (2006) and Super Mario Galaxy (2007).
Keywords
- tech demo
- mario
- canceled games
Media
The articlegameplay, story, development, reception
Development
The name Super Mario 128 was first used as early as January 1997 by Shigeru Miyamoto, as a possible name for a Super Mario 64 sequel. The name Super Mario 64-2 was also used interchangeably with Super Mario 128. This rumored expansion and sequel to Super Mario 64 was said to be developed for the 64DD, but was canceled due to the 64DD's commercial failure. Miyamoto mentioned at E3's August 1997 convention that he was "just getting started" on the project.
At Nintendo's Space World 1997 trade show in November 1997, Miyamoto added "We haven't decided [whether it's two-player] yet. We are currently working with a system where Mario and Luigi can co-exist, and they are both controllable by the player. But we will decide more game elements when we finish everything about Zelda."
Legacy
The 2001 GameCube game Super Smash Bros. Melee includes a battle stage titled "Super Mario 128" (Event 22), in which the player faces 128 tiny Mario figurines.
The software technology and concepts within the Super Mario 128 demonstration became or inspired core components of other Nintendo games: the explosive herding and wandering behaviors of multitudinous tiny automata in the Pikmin series since 2001; the physics of Metroid Prime in 2002; the sphere-walking gravity of Super Mario Galaxy in 2007; and the gravity-defying feature of the Iron Boots in The Legend of Zelda: Twilight Princess in 2006. The director of the Super Mario 128 demo, Yoshiaki Koizumi, became the director of Super Mario Galaxy.
Releases by platformdates and regions as published
Title IDsone per regional release, with its latest update
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Collections2 collections
Development status
Description adapted from its source, CC BY-SA 4.0.
