“Some percentage is included as Mario Galaxy on the Wii.” Miyamoto wouldn’t break down exactly what in Mario Galaxy originated from Mario 128, but did give a few hints. “We’ve been experimenting all this time,” said Miyamoto about the mysterious title that was originally shown as a GameCube video demo. IGN interviewed Miyamoto yet again on August 21st 2006, just months before the launch of the Wii, and Miyamoto did reference Mario 128: Says Miyamoto with a laugh, “We’re currently in development with Mario 128, which people throughout the world have been wondering about.” The state of the game is in question, though, as Miyamoto continues with: “We’re now at the state of conducting various experiments with Mario, so until a release has been set, we cannot make public.” “Mario 128’s status is a bit more questionable, and although mentioned by Miyamoto in the interview, we’re still not sure if the game’s a go on the GameCube. On November 29th, 2004 IGN made an article where they interviewed Miyamoto and he mentioned Mario 128: Shigeru Miyamoto has said that Mario 128 would feature a freshness that was lacking from Mario Sunshine. This leads to the consensus that there was a new Super Mario game being developed at that time, although there isn’t any evidence that Super Mario 64-2 was even being developed for the Gamecube, although there is no doubt that work was done on Super Mario 128 as a Mario game at one point. There was a 6 year gap (1996-2003 between Super Mario 64 and Super Mario Sunshine) without a Super Mario game.
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This was initially rumored to be a sequeal to Super Mario 64, or at least another entry in the Super Mario series and there is some info to back this up. Some minutes later, a cel-shaded versions of Mario also appear, and after that, all Marios become invisible for a little amount of time. They go through different special effects modes showcasing what the system was be capable of. The bar at the bottom indicates how much processing power is being used. Miyamoto starts with a single Mario of 200-250 polygons (the same amount as in Mario64) and quickly brings 128 Marios on the screen. In the video below you can see the game’s presentation at SpaceWord 2000. Each Mario moved and fulfilled various actions, but they were independent from the others. After a while, various 3D Marios appears from under the big 2D one, until 128 Marios can be see on the screen. This tech demo know as “Mario 128” was presented at the SpaceWorld 2000 and started with a 2D Mario, on a huge circular Monopoly board. The N64 would never be able to render 128 Marios on screen (due to its clock speed).
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This was to show off the power of the Gamecube and specifically how much better it was from the N64. The demo showed 128 Mario’s doing various things like making a big sprite of Mario out of blocks. Mario 128 was a tech demo for the Gamecube shown at Spaceworld 2000.