
The Super Mario series has been responsible for some pretty amazing forward strides in the video game industry; the NES original arguably triggered a 2D platforming goldrush which would dominate the ‘80s and early ‘90s, while Super Mario 64 did the same for 3D gaming in general. Later, Super Mario Galaxy would allow players to hop between entire planets, harnessing the power of gravity to create an entirely new gameplay hook.
As one of Nintendo’s leading franchises, it should come as no great shock to learn that the company uses Super Mario as a testbed of sorts for new gameplay concepts, but what’s interesting is that there are very few cancelled Mario games - or, at least, cancelled games that we know of. By far the most high-profile canned Mario instalment isn’t really a game at all, but a series of tech demos which would go on to inspire and influence several other titles in Nintendo’s library.
Super Mario 128 has its origins in Super Mario 64; more specifically, the name was first coined when Shigeru Miyamoto was discussing a possible sequel to the N64 game in 1997; a throwaway remark which would reverberate through the years:
Sometimes I ask myself if we should continue this approach. For example, should we keep trying to put all the new technologies into each new Mario game. What comes next? Super Mario 128? Actually, thats what I want to do. (laughs).
At the end of the same year, Miyamoto elaborated on this, but referred to the game as Mario 64-2:
We're in the middle of preparing Mario 64-2 for release on the 64DD. I'd like to take advantage of the 64DD's ability to store information. As of now, Luigi's also a full part of the game, but we haven't started thinking about 2-player gameplay with Mario and Luigi yet. We'll tackle that once we've got the system ironed out—we've figured out the processing power issues, so we could do it if we tried.
Luigi was apparently due for a larger role in this outing (indeed, he was almost in the original), with a two-player co-operative mode a key focus for the team. However, the failure of the 64DD seems to have put paid to this project, and while the add-on's Mario game almost saw release, it lacked the famous sibling.

In 1999, Miyamoto again mentioned the existence of a Mario-and-Luigi 3D title to Nintendo Power magazine and said that a prototype had been sitting on his desk for well over a year - the first indication that the collection of projects which would become known as ‘Super Mario 128’ was destined to endure a long and tortured existence. "We've been thinking about the game," he added. "It may be something that could work on a completely new game system."
It’s vital to remember that the name refers not to a single project, but several; this was made abundantly clear when Nintendo lifted the lid on ‘Super Mario 128’ at the 2000 SpaceWorld event. Footage was shown of a 2D Mario splitting off into - you guessed it - 128 different Marios, all in 3D form, in a world that could be rotated and manipulated to showcase realistic physics. It looks like Mii Plaza, before Mii Plaza was even a thing.
Rather than hinting at any potential game, the tech demo was intended to showcase the graphical grunt of the upcoming GameCube system, but the connection with the mysterious Super Mario 128 moniker was enough to elevate the demo to a whole new level of importance; at the time, there was speculation in the gaming press that the previous 64DD project had evolved into something more significant, and that GameCube was now the target platform.
However, the arrival of Super Mario Sunshine appeared to shoot down this theory. Announced at the following year’s SpaceWorld event, Sunshine offered a 3D world very similar to that seen in Super Mario 64, but added in gameplay elements which took it in a new direction - the F.L.U.D.D. backpack being the most notable. However, the fact that Miyamoto confirmed at the time that Super Mario 128 and Super Mario Sunshine were separate projects continued to feed the rumour that another Mario game was in active development for the console, and that it would be based on the concepts seen in the 2000 SpaceWorld video.
What followed were intermittent reports and rumours which kept the memory of this oddball game alive; Miyamoto apparently spoke to the Japanese edition of Playboy magazine confirming the existence of the game, while reports surfaced shortly afterwards that it was so mind-blowingly groundbreaking that Nintendo was scared to show it off in public, just in case rivals copied its unique ideas. In 2003, Miyamoto confirmed yet again that the game was still in production in an interview with the UK's Nintendo Official Magazine, and that the gameplay had taken a new direction:
I can't say anything concrete yet - sorry. We're making it, of course and as afar as Mario games go, I want to make this a different - but still Mario-esque game. At E3, the question I was asked the most was, where is Mario 128? But I can't say anything now. Sorry!
After another no-show at E3 2004, Miyamoto discussed the project with GameSpy, saying:
It's moving along secretly like a submarine under the water. When developing, we often look at the different hardware and run different experiments on it and try out different ideas. There have been a number of different experiment ideas that we have been running on the GameCube. There are some that we have run on DS, and there are other ideas, too. At this point I just don't know if we will see that game on one system or another. It is still hard for me to make that decision. I am the only director on that game right now. I have the programmers making different experiments, and when I see the results, we will make the final decision.
The word ‘experiment’ would continue to crop up whenever Miaymoto was asked about the game, which was perhaps the most glaring hint yet that Super Mario 128 was never going to surface as a fully-formed project. Nonetheless, it had so much momentum behind it that the gaming press continued to dig for answers.

At GDC 2005, GameSpot pressed Nintendo of America president Reggie Fils-Aime about the game’s existence, and was told that all would be revealed at E3:
We're going to answer that question at E3. You know, we at Nintendo are probably waffling back and forth on what's the best thing to do. Legend of Zelda is going to be on GameCube. We're going to launch that this holiday. And there's more to come on what happens with Mario 128.
In terms of how we're going to show Mario 128, though, it's likely that we'll show it in video form more than playable. We have so many great games in playable form already.
When Super Mario 128 was nowhere to be seen at E3 2005, an exasperated Fils-Aime was forced to tell GameSpot: “I can only show what Mr. Miyamoto gives me to show. I've seen bits and pieces." At the end of 2005, Miyamoto told Wired that Super Mario 128 would not be released on the GameCube, but for Nintendo's 'Revolution' system - the Wii - instead:
Wired: But there's still no sign of the long-rumored Mario 128 for GameCube.
Miyamoto: It's still floating around. We're searching for that fundamental idea that's going to drive the next 3-D Mariogame. But we're not sure when that's going to jump out at us. We're doing lots of tests with small groups.
Wired: If that's the case – if the design process is still at the point where you're doing experiments and tests – is it even possible that Mario 128 could come out on GameCube at this point? Or is it definitely a Revolution title?
Miyamoto: We think we want it on Revolution.
Wired: So, there will be no new GameCube Mario platform game.
Miyamoto: Right. The Mario team can't create too many games at the same time, so they're concentrating on the Revolution.
It’s at this point that Super Mario 128 was effectively put to bed by Miyamoto himself; speaking in 2006 to Nintendo Dream, he struggled to recall the exact history of the project but said that elements had been absorbed into other games, and explained that the whole idea had evolved from the concept of having Mario and Luigi on-screen in Super Mario 64:.
I'm sorry. I've forgotten. However, I believe it's become other games. From the time that we were originally making Mario 64, Mario and Luigi were moving together. But we couldn't get it working in the form of a game.
Clearly, the tech demo had snowballed from that point onwards, pulling in new ideas and riding the wave of fresh hardware to remain at the back of Miaymoto’s mind; present, but never directly in his line of sight. However, in the same Nintendo Dream interview, he does touch upon the impact of Super Mario 128 on other games:
We've been experimenting all this time. Some percentage is included as Mario Galaxy on the Wii. Mario 128 was a test concept for Mario, so, for instance, the parts in Mario Galaxy where you're running around on the surface have come from Mario 128.

That’s not quite the end of the Super Mario 128 story. In 2007, Miyamoto delivered the GDC 2007 keynote speech, and during his talk, he decided to mention Super Mario 128. In contrast to his previous comments over the years, he stated categorically that the ‘game’ wasn’t a game at all, and that the GameCube tech demo shown in 2000 had gone on to influence titles such as Pikmin and Super Mario Galaxy:
The one question I'm always asked is, 'What happened to Mario 128?'... The purpose of that demo was to show how the new technology in the GameCube could dynamically change the nature of Mario games. So when people ask me what happened to it, I'm always at a loss as to how to answer it, because most of you have already played it - but you played it in a game called Pikmin. This game featured one element of Mario 128 that allowed a large number of characters to operate independently and as a group - it's advanced AI. But of course if I was to tell you all that this is what happened to Mario 128, you'd all be pretty angry.
In Super Mario Galaxy, you'll be playing on numerous spherical stages, and this was one of the experiments we were conducting at the time of Mario 128…
It’s little wonder that Super Mario 128 has become such a massive mystery among Nintendo fans over the years; unlike a great many cancelled projects, this one was in the public eye for quite some time, with the company even outright confirming its existence year after year, teasing players with a style of game that would rip up the rulebook, just as Super Mario 64 had done. And heck, it's Mario. Of course Nintendo fans are going to feel bummed out about a potential mainline Mario game they never got to play.
Looking back, it’s easy to see how press and players alike got swept away in the hype, but it’s equally easy to see how the ‘game’ was never a game at all, and more a codename given to a series of experimental tests which would ultimately find their application in other titles. In the cold light of day, it’s abundantly clear that Super Mario 128 was never something we were going to actually play - but that doesn’t prevent it from being seen by many as one of the most alluring Nintendo titles that never made it onto store shelves.
Comments 55
such memorable feels, also good feature..
I remember this. Good read, @Damo.
Ahhh memories!!! ... Interesting concept and all, I loved my N64 I was so upset Metroid wasn't on the system... I feel like the odd one out but I hated Sunshine lol
@NintyNate
I wasn't a fan of Sunshine either, it's definitely the least polished Mario game I can remember.
'It's moving along secretly like a submarine under the water.'
So that's what happened to Mario 128, it became Steel Diver!
Well it took a while, but we did get Luigi for Super Mario 64 on the DS - I remember going to the UK tour (back when Nintendo did those in the UK) and playing it with the little thumbstick controller.
@NintyNate Sunshine was okay, but it wasn't addictive fun like Mario 64 & Odyssey.. I think I got to a certain point on Sunshine & just forgot about it.
Mario 128 was released on Switch last year. It's a mass of experiments just as Miyamoto described.
I wonder if the sight of all those Marios on screen at once, all those years back, sort of indirectly gave Kamiya the idea for The Wonderful 101.
Fascinating read. Makes me wish for a collection of mini games called Miyamoto’s Desktop.
Great read. Thanks
This game was forever immortalized in Super Smash Bros. Melee...as an event match.
Since this tech demo apparently originated the core concept of the best Mario game ever made (Mario Galaxy's planet traversal) I will be eternally grateful to it.
I always wanted to play that demo. Sigh.
Anyone remember that realistic Zelda demo that never became anything.
Cool!
Good read, I missed this part of gaming history since I was too busy with college and FIFA back then. I'm kinda over both now so I realize I should keep my focus on the plumbers.
I complain about articles on here occasionally, but this one was excellent. A cool bit of gaming history I had only ever heard bits and pieces about
I thought this was going to be an excerpt from the Mario Encyclopedia book that releases this month, given the feature’s title picture.
Nintendo had to lock Mario 128 up in a vault because it was literally melting faces with how awesome it was.
@Dalarrun you’re not alone there - I have adored and played all the key Mario instalments yet I just couldn’t ever get into or enjoy Sunshine. I was still pretty young at the time of release (13) but it just wasn’t the sequel I was expecting - perhaps I enjoyed 64 so much that I disliked Sunshine.
Mario 64 was the last Mario game I liked. Nintendo has killed Mario for me.
When I look at the Mario 128 videos, I can't help myself : The Wii U plaza at the start up has to come from Mario 128... ^^
I remember this coming around a few times. I'm kinda glad they never made it into a game during the Gamecube era because hardware sales stalling early led Nintendo to rush both Sunshine and Wind Waker, and you could tell. This would have likely been met with a similar fate.
They spruced WW up in some key areas in the HD version, and if Sunshine gets the same treatment I hope they do the same to it. At the very least cut down on the blue coin padding and make the camera more manageable.
Though good games technically, Sunshine and the original Wind Waker are my least favorite 3D entries for both systems because of how the lack of polish makes them drag.
That was a good, interesting read, good job @Damo.
This was a much more obvious tech demo then that zelda obe back then. That game was just amazing looking and as much as I love zelda and it’s overall art direction, I wish that tech demo of the spider like boss from twilight princess actually turned into a full game. https://youtu.be/yjI3i7uFUBs
Seems to me like Mario 128 was a failure of marketing, perhaps similar to No Man's Sky... With Reggie saying categorically that it's a game and coming soon, Miyamoto saying it's on his desk just over here... There was never a game; someone somewhere was clearly lying. I don't know why they did it, there was no need to, but once the hype reached critical mass they were afraid of disappointing people so they just kept lying. It sounds as if I'm bitter about it; I don't care and I never did... But the whole thing always seemed to me like our favourite guys got in over their heads and panicked... For like 5 years straight...
Mario 128 was an experiment Miyamoto discussed for years as coming along in the background but not quite ready yet, and it ended up becoming the groundwork for Pikmin.
Pikmin 4 is a game Miyamoto has discussed for years as coming along in the background but not quite ready yet.
MARIO 128 FOR SWITCH CONFIRMED!!!1!
Sunshine was a weird game. I want to replay it. Wish they’d rerelease GameCube games.
At this moment it should be 256 mario since we moved to 256bit systems...right? 128bit sega dreamcast... xbox 360/ps3 256... switch aint that different nor the xbox one or ps4 so 256 mario FTW
Hmm. Project Giant Robot eventually came out, but as a Labo title. So I guess Mario 128 is confirmed for Nintendo Labo in 2019... though you won't actually get to play it until 2020 — after you've finished folding 128 individual, separate cardboard Marios.
@Alucard83 Now we're playing with Blast Processing power?
Oh man, seeing this tech demo video gave me the goosebumps. I've not seen it in like 15 years. But now I remember how blown away I was by it. In the time before I had internet I got it on a demo CD from a game magazine. Ah, the feels.
After watching the video, it's clear the core concept became Pikmin. Lo and behold further down the article, that ended up being the case.
Miyamoto has stated before the reason they don't make new IPs left and right is due to the gameplay they devise not requiring new characters, until it does. It seems he couldn't figure out how Mario 128 would make sense as a Mario game, thus Pikmin was born.
Geee....
Super Mario 128 sounds funny.
Some peoples think there are 128 Marios in that game.
Let's just skip ahead to Super Mario 512 at this point!
This turned into pikmin, right?
I would love to play Mario 64-2. M64 is my all time favorite Mario game. Too bad Nintendo games seldom see sequels... Or remakes for that matter...
I'm always looking at videos on youtube by those fellas doing 64 remakes in UE4 and wondering how cool it could become such a remake being made by Big N themselves.
Metroid 64 is another one i'll forever miss not being able to play.
The prototype seemed interesting.
Prime was cool and all, but i'm just not a big fan of the FPS format.
@TenEighty It was the same thing for me until Odyssey but I know some don't like it either.
@NintyNate you’re not alone, Sunshine is possibly the most divisive entry in the Mario series. The most negativity I’ve seen towards a Mario game has been for Sunshine. Personally, I loved Sunshine (aside from a certain lily pad steering challenge that has made me completely rage quit the game in several playthroughs). But I’m aware a large number of fans don’t like it (maybe a majority, maybe a vocal minority, I can’t really tell).
The one thing I do think Sunshine did right though was how it handled worlds (any fan will know what I mean, but I just want to explain what I enjoyed about them). Like Super Mario 64, every world had several shines (or stars), including one for collecting 100 coins (Sunshine also had blue coin stars but let’s not speak of that nightmare). These shines (or stars) could many times be collected out of order, encouraging exploration, but they had names hinting where they could be. Galaxy... sorta had that? But not really, the stars were mostly linear (you couldn’t get them out of order because of pathing) and each world only had a few stars (sometimes some “secret” ones that weren’t hard to find) and some comets (which were just remixed challenges). Galaxy 2 strayed even further with just having individual stages that had a star or two. Odyssey did a LOT right and exploration was back but... I feel the inconsistency of challenges made moon collecting less satisfying (I still loved the game). There’s way less worlds in Odyssey (due to the sheer size of each world) and moons are just EVERYWHERE, to the point where many pretty much require turning to the hint parrot and/or toad for guidance (though Nintendo is gradually releasing hint art for many of them) and like... ground pound in one place to get a moon, throw your hat at another place to get a moon... some are still rewarded for bigger challenges (similar to SM64) but many are just... there. Lying around like a Banjo-Kazooir collectible (only even more prevalent). In a way it’s fun scouring the map for secrets but when the reward for leading a dog five feet to the right is equal to a challenging platforming challenge... I dunno, it’s not like I want another type of collectible to replace the easy ones (purple coin collecting was about as tedious and Sunshine’s blue coin collecting). Don’t get me wrong, I adored Odyssey, and I’m not saying Sunshine was original in how it handled worlds (SM64 did it first), I just wish modern 3D Mario games followed the pattern 64 and Sunshine set up there... just bigger. Odyssey but without 80 moons per world (you could cut out half of the moons in each world and end up with all the fun ones, most just felt like bloat).
@Anti-Matter I mean, there was, at least in the GameCube version...
That's funny, I was literally thinking a few days ago, "whatever happened to Mario 128?"
I am still hoping for that Mario 64 DS remaster on Switch. The reason I want the DS version is because you had 4 playable characters and that was really cool.
I also liked the mini-games it had. I bet most could be reworked on the Switch.
Probably never happen. But it'd be really cool. Imagine if they added even more characters and even more levels...
I wonder what miyamoto is working on now? I hope it turns out better than star fox zero.
I remember the scuttlebutt around that time.about Super Mario 128. I remember hearing about the concept and.seeing.that demo and really trying to picture a plausible game where 128 Marios would make sense or be fun to play
I love 64, galaxy and to a lesser extent sunshine, but I think odyssey is overrated. The majority of the game happens after you’ve completed the main story, there’s no incentive to keep playing.
Great read. That's all I got to say. Tired as heck right now, but seriously, wonderful work
Good article. Pikmin always reminded me of Super Mario 128. It makes sense since Super Mario 128 was supposed to be on Gamecube and then Pikmin appeared on Gamecube.
@DogorillaThat is what I immediately thought lol.
Mario 128 clearly gave rise to Pikmin so I love it with all my heart. Ps where’s Pikmin 4??
I remember seeing the video and loosing my efmnvoefmvki. I can defiantly see how this influenced Pikmin with 100 independent characters running around and how Mario's gravity worked in galaxy. The Revolution aka The 'Wii' wasn't that far of a leap forward in graphical capability than the GC. I can totally understand
I will never play Mario 128 on Nintendo Revolution but i would certainly would like to!
@Abes3
"efmnvoefmvki"?
@Mario500 didn't want to swear so I mashed the phone keyboard lol
I made a video about the history of this. You can find it here.
https://www.youtube.com/watch?v=KxXjtjdPBW8&t=88s
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...