Super Mario 128: Difference between revisions

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{{quote|What happened to Super Mario 128? Most of you already played it…|Shigeru Miyamoto|}}
{{quote|What happened to Super Mario 128? Most of you already played it…|Shigeru Miyamoto|}}
'''''Super Mario 128''''' is the name of a series of projects by [[Nintendo]] to create a sequel to ''[[Super Mario 64]]'', much like the canceled game ''[[Super Mario 64 2]]''. First shown as a [[tech demo]] at Spaceworld 2000, the project experimented with new technology and ideas to incorporate into later games. A demo of the project was released by [[Nintendo]]. The demo featured 128 [[Mario]]s on screen at once. Other features of the demo included the use of "rapid generation", later seen in ''[[pikipedia:Pikmin (game)|Pikmin]]'', and "sphere walking", seen in the ''[[zeldawiki:The Legend of Zelda: Twilight Princess|The Legend of Zelda: Twilight Princess]]'' and ''[[Super Mario Galaxy]]''. Some confuse ''Super Mario 128'' with ''Super Mario Galaxy'', a game that incorporates the experiments from the ''Super Mario 128'' project.{{ref needed}} However, ''Super Mario Galaxy'' may be the culmination of the project's work, as ''Super Mario 128'' sought to create an innovative sequel to ''Super Mario 64''. ''Super Mario 128'' could now be seen as ''[[Super Mario Sunshine]]'' or ''Super Mario Galaxy''.
'''''Super Mario 128''''' is the name of a series of projects by [[Nintendo]] to create a sequel to ''[[Super Mario 64]]'', much like the canceled game ''[[Super Mario 64 2]]''. While initially named in January 1997,<ref>Nintendo Power (January 1997). "[https://web.archive.org/web/20110927050910/http://www.miyamotoshrine.com/theman/interviews/0197.shtml Miyamoto Interviews]". ''Miyamoto Shrine''. Retrieved September 19, 2018.</ref> it was first shown as a [[tech demo]] at Spaceworld 2000, the project experimented with new technology and ideas to incorporate into later games. A demo of the project was released by [[Nintendo]]. The demo featured 128 [[Mario]]s on screen at once. Other features of the demo included the use of "rapid generation", later used in ''[[pikipedia:Pikmin (game)|Pikmin]]''<ref>Martin, Matt (March 9, 2007). "[https://www.gamesindustry.biz/articles/gdc-shigeru-miyamotos-keynote-speech GDC: Shigeru Miyamoto's Keynote Speech]". ''GamesIndustry.biz''. Retrieved September 19, 2018.</ref>, and "sphere walking", later used in ''[[zeldawiki:The Legend of Zelda: Twilight Princess|The Legend of Zelda: Twilight Princess]]''{{ref needed}} and ''[[Super Mario Galaxy]]''<ref>IGN (August 21, 2006). "[http://www.ign.com/articles/2006/08/21/miyamoto-opens-the-vault Miyamoto Opens the Vault]". ''IGN''. Retrieved September 19, 2018.</ref>. ''Super Mario 128'' has been confirmed to be unrelated to ''[[Super Mario Sunshine]]''.<ref>Davies, Paul (May 16, 2003). "[https://web.archive.org/web/20071215114243/http://www.computerandvideogames.com:80/article.php?id=91486&site=cvg E3 2003: Miyamoto: the interview]". ''Computer and Video Games''. Retrieved September 19, 2018.</ref>


During his keynote speech at the Game Developers Conference 2007, [[Shigeru Miyamoto]] revealed what eventually happened to ''Super Mario 128''. "What happened to Mario 128?" said [[Shigeru Miyamoto|Miyamoto]] at the end of his keynote, "most of you already played it...," then the screen showed that ''Mario 128'' equaled ''Pikmin''.
During his keynote speech at the Game Developers Conference 2007, [[Shigeru Miyamoto]] revealed what eventually happened to ''Super Mario 128''. "What happened to Mario 128?" said [[Shigeru Miyamoto|Miyamoto]] at the end of his keynote, "most of you already played it...," then the screen showed that ''Mario 128'' equaled ''Pikmin''.
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Also, the idea to have 128 Marios at once in the demo may have inspired the idea to use the element in the 3DS game ''[[Mario & Luigi: Dream Team]]'', where the player needs clones of Luigi known as [[Luiginoid]]s to get through the way in a course/level.
Also, the idea to have 128 Marios at once in the demo may have inspired the idea to use the element in the 3DS game ''[[Mario & Luigi: Dream Team]]'', where the player needs clones of Luigi known as [[Luiginoid]]s to get through the way in a course/level.
 
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==Gallery==
==Gallery==
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<gallery perrow=5>
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==External links==
==External links==
*[http://www.youtube.com/watch?v=FkjEfKaoJXM Spaceworld footage]
==References==
{{NIWA|Pikipedia-p=Adam and Eve}}
{{NIWA|Pikipedia-p=Adam and Eve}}
*[http://www.youtube.com/watch?v=FkjEfKaoJXM Spaceworld footage]
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Revision as of 10:02, September 19, 2018

This article is about the tech demo. For the Event Match from Super Smash Bros. Melee, see Super Smash Bros. Melee#Event Match.

Template:Infobox

“What happened to Super Mario 128? Most of you already played it…”
Shigeru Miyamoto

Super Mario 128 is the name of a series of projects by Nintendo to create a sequel to Super Mario 64, much like the canceled game Super Mario 64 2. While initially named in January 1997,[1] it was first shown as a tech demo at Spaceworld 2000, the project experimented with new technology and ideas to incorporate into later games. A demo of the project was released by Nintendo. The demo featured 128 Marios on screen at once. Other features of the demo included the use of "rapid generation", later used in Pikmin[2], and "sphere walking", later used in The Legend of Zelda: Twilight Princess[citation needed] and Super Mario Galaxy[3]. Super Mario 128 has been confirmed to be unrelated to Super Mario Sunshine.[4]

During his keynote speech at the Game Developers Conference 2007, Shigeru Miyamoto revealed what eventually happened to Super Mario 128. "What happened to Mario 128?" said Miyamoto at the end of his keynote, "most of you already played it...," then the screen showed that Mario 128 equaled Pikmin.

Also, a mission in Super Smash Bros. Melee is titled Super Mario 128, where the player must defeat 128 tiny Marios.

Also, the idea to have 128 Marios at once in the demo may have inspired the idea to use the element in the 3DS game Mario & Luigi: Dream Team, where the player needs clones of Luigi known as Luiginoids to get through the way in a course/level.

Gallery

External links

References

  1. ^ Nintendo Power (January 1997). "Miyamoto Interviews". Miyamoto Shrine. Retrieved September 19, 2018.
  2. ^ Martin, Matt (March 9, 2007). "GDC: Shigeru Miyamoto's Keynote Speech". GamesIndustry.biz. Retrieved September 19, 2018.
  3. ^ IGN (August 21, 2006). "Miyamoto Opens the Vault". IGN. Retrieved September 19, 2018.
  4. ^ Davies, Paul (May 16, 2003). "E3 2003: Miyamoto: the interview". Computer and Video Games. Retrieved September 19, 2018.

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