Super Mario 128

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Super Mario 128 (also 100 Marios ) is the name of a concept and hardware demo that was shown at Nintendo Space World 2000 for the presentation of the Nintendo GameCube . The demo, which was primarily intended to demonstrate the capabilities of the then new console, was presented by Super Mario inventor Shigeru Miyamoto and showed 128 Marios walking around and interacting with one another.

Due to multiple claims in the following years that the Super Mario 128 project would be continued, the demo was understood as the successor to Super Mario 64 . After years of mentions, but no further ideas, it was announced that Super Mario 128 had not been further developed. In fact, Nintendo carried out experiments under this name for years. Ideas from the project went into the games Pikmin and Super Mario Galaxy .

demo

Yoshiaki Koizumi, director of the demo and director of Super Mario Galaxy

The demo was presented on August 23, 2000 during Nintendo Space World, an irregular game fair. It went as follows:

After the name Mario 128 was faded in, a small 8-bit Mario appeared, which ran in the middle of the screen, the beginning of the Super Mario theme song played in the background. Arrived in the middle, Mario stopped and was enlarged so that the individual pixels became visible. A disc was also faded in in the background. From the bird's eye view , the view changed to the three-dimensional view, so that the individual pixels were recognizable as cubes. A Mario crawled out from under a block, who then threw the block over the edge of the ground. Then he picked up another block under which another Mario was crouching. These two Marios freed other Marios crouching under the blocks and so on. Little by little, more and more Marios were faded in, with the number of Marios appearing and walking around being displayed at the top. When 64 Marios were freed, the display stopped for five seconds. After that it happened faster than before, so that finally 128 Marios were walking around. The Marios were based on the Mario character from Super Mario 64, which consisted of 700 polygons. The individual Marios interacted with one another, some rolling others down from the sphere. To compensate for the fallen Marios, some more Marios and blocks fell from the sky. Suddenly a lot of blocks fell on the sphere, so that the Marios were knocked over and then carried out further actions.

After 30 seconds the camera zoomed in on a Mario waving. A few seconds later the ground level changed, for example it formed mountains or valleys. The 128 Marios reacted to these changes by falling over - according to gravity - and rolling into the valleys. The underground also turned into a sphere. Finally, various effects were applied such as light and shadow effects, blurring and cel shading . For a moment, 128 interacting figures consisting of 700 polygons were displayed with these effects at the same time, which was impressive for the time.

Ultimately, all of the Mario characters gathered in the center of the sphere and some boxes fell onto the sphere. This shuddered and hurled the Marios and the blocks into the air so that they were spread out. After another ten seconds had passed, the underground turned into a pepperoni pizza . This hurled the Marios and the blocks and shrank to the size of a GameCube CD. Now a GameCube was faded in and the pizza disc was inserted, which ended the demo.

While the demo was being shown, Miyamoto commented. Towards the end he referred to the demo as fried rice (German about fried rice ), which was an allusion to the transformation of the sphere into a pizza. Overall, the aim was to illustrate the computing power of the new console. A green bar was displayed at the bottom that graphically displayed the processor load. The utilization never exceeded 50 percent. If the whole bar had been filled, this would have meant that the demo would only run at 30 frames per second (Super Mario 64 was running at this frame rate), while the demo actually ran at a frame rate of 60 fps. This demo was developed by Keizo Ohta , while Yoshiaki Koizumi was director.

history

Shigeru Miyamoto

In an interview with Nintendo Power magazine in January 1997, Miyamoto said that the successor to Super Mario 64 could be called Super Mario 128. At that time there was also information about another Super Mario 64 successor, Super Mario 64 2. This should contain Luigi as a playable character and appear for the Nintendo 64 or for the additional device 64DD . The game was never published.

While the demo was being demonstrated, Miyamoto said he'd like to include it with the console as demo software, but it didn't. After Nintendo Space World 2000 it was said that Nintendo was working on Super Mario 128. Several times in the run-up to E3 trade fairs there were announcements that information about Super Mario 128 would be published, but this never happened. Miyamoto confirmed that work on Super Mario 128 was continued in 2002, after the publication of Super Mario Sunshine (August 2002) in an interview with the Japanese Weekly Playboy .

In the time after the demo was unveiled, Koizumi considered how to translate the concepts from the demo into a game of his own. At first he did not think this was possible because, in his opinion, too much technical knowledge would have been necessary for the exact implementation and expansion of such a concept. The development team then began developing the game Donkey Kong: Jungle Beat . After its appearance in February 2005, they turned to Super Mario 128 again.

There were rumors that Super Mario 128 was a successor to Super Mario 64 or that Super Mario 128 would later become Super Mario Sunshine . In an interview, however, Miyamoto emphasized that the two games, 128 and Sunshine, had nothing to do with each other, as experiments for Super Mario Sunshine were specifically made.

In mid-2003 it became known that Super Mario 128 should contain completely new concepts. When asked about the status of Super Mario 128 in February 2004, Miyamoto said he could not reveal much information. He also feared that the new concepts could be copied by the competition if he betrayed them. This was also the reason why the game was not presented at E3 2003 as announced. At the end of 2004 it was still unclear whether the game would appear on the GameCube or on a successor to the console. In interviews with Miyamoto, Miyamoto said the game is in development and some testing is in progress. He could only give more precise details when the project was further advanced. In addition, the name Super Mario 128 is just a code name.

On the occasion of E3 2005, Miyamoto said in an interview with IGNcube when he was asked whether he could provide new information about Super Mario 128, so that he feared that he had given a wrong impression of Super Mario 128. As far as Mario 128 is concerned, Nintendo's development team in Kyoto was currently doing some tests with Mario for the new Nintendo Wii console, which was still Revolution at the time . Miyamoto said that there will definitely be a Mario game for the new console. Super Mario 128 could be a successor to Sunshine. It was clear that the first tests for the new console were being made under the name Super Mario 128 at that time, although it was unclear to the developers what their goal was. Miyamoto had previously promised that the new game should have new concepts and a freshness, the lack of which was criticized in Super Mario Sunshine.

At E3 2006, Miyamoto officially declared in an interview with GamesMaster that Super Mario 128 was just a demo and should never become a stand-alone game. Some, if not all, of the concepts from the demo were used in subsequent games.

Concepts

Super Mario 128 was on the one hand a demo to demonstrate the computing power of the console, on the other hand it was a collection of experiments. In an interview with Wired on July 19, 2007 on the occasion of E3, Miyamoto said that the ideas that were tested in summary in Super Mario 128 had existed for a long time. A main concept of the demo was the spherical design of the underground and the force of gravity. Miyamoto liked this, as it offered some advantages, such as the camera being easy to program and inexperienced gamers being able to find their way around more easily.

The concept of the many characters interacting with each other, on the other hand, is reflected in Pikmin . Miyamoto was also responsible for Pikmin. In particular, the artificial intelligence has been revised for this game. The concept of many figures acting individually, however, comes from the observation of an ant colony in Miyamoto's garden.

Individual evidence

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  5. Super Mario 64 II at uk.ign64.ign.com. (No longer available online.) Formerly in the original ; Retrieved November 20, 2010 .  ( Page no longer available , search in web archivesInfo: The link was automatically marked as defective. Please check the link according to the instructions and then remove this notice.@1@ 2Template: Dead Link / uk.ign64.ign.com  
  6. Anoop Gantayat: Nintendo Talks Pikmin 2 and Mario 128 . In: ign.com . December 10, 2002, accessed November 20, 2010 .
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