It may have only been seen as a tech demo in the public but behind closed doors it was the title that was meant to wow us all. It was meant to be the revolution in gaming but in the end all we got left with was Super Mario galaxy which to me is only parts of what Super Mario 128 was meant to be. Super Mario 128 was meant to be the successor to the amazing Super Mario 64 which at the time got really good reviews and was considered one of the best games of the 90s. Super Mario 128 was meant to be one huge title for the gamecube (project dolphin at the time) but the end was later split up in to many titles. Apparently quite a lot of the ideas went in to pikmin, The Legend of Zelda Twilight Princess and of course Super Mario Galaxy. I wonder if we will ever see what Mario 128 was meant to be.
How can you say this about a game you haven't played in comparison to a tech demo you haven't played?
Easy because [FONT=Verdana,Arial]Shigeru Miyamoto that when we finally show Super Mario 128 it will be a gaming revolution. You can see my point because theres not really been a lot of press around Mario Galaxy. I'm not saying it wont be good but I'm saying that at one point all the elements that Super Mario 128 was going to be in one game but in the end split in to other games.[/FONT]
I remember first reading about the codename "Mario 128" long before even Sunshine was released, but so far I've not seen anything linking this game to Miyamoto's supposedly groundbreaking project - if this concept has influenced so many other efforts could it be possible elements made their way into that title as well?
I was pretty sure that Mario 128 was just a gamecube tech demo to show off the power of the game cube having 128 marios appear on the screen eventually.
While it's true Mario 128 did once moonlight as the name of a GameCube tech demo, in reality that chapter of this project's long and convoluted history was Shigeru Miyamoto having a joke at the expense of gullible journalist hacks and those who read their work. There probably won't be a game ever released under this title now, but that doesn't mean elements from Mario 128 won't continue to creep into future efforts - who knows just how potent and revolutionary the original concept was?
He set the whole thing to rest. He stated basically it was just a series of gaming experiments based around Mario that he spread across various games. I always thought that left over bits of mario 64 2 ended up being used for the new levels that were added to mario 64 ds.
Having done quite a lot of research on the matter since 1998, I think I shall repeat the obvious. Super Mario 128 was the codename of the next-gen sequel to Super Mario 64. Super Mario 128 was originally and in essence, Super Mario 64-2 (in the case it was published for the N64 ) Super Mario 128 was never and could never be a real title for such a sequel however. The reason for this is that the "64" portion of SM64 derives from the Nintendo 64 console. Since there is no Nintendo 128, it would not have made any sense to release it as SM128 to most people. That said, Super Mario Sunshine could have been indeed SM128 , but since it was not accepted as revolutionary, they (nintendo) chose to justify this by saying that "this wasn't what we meant by SM128, we have something magical and secret in store". Back on track, Super Mario 128 just like all games, needs some content as a game besides a name as a sequel. It's obvious that unlike SM64, where they had a clear idea of where they wanted the game to go, SM128 was unsettled. They didn't know what game to make out of it, where to set it, and how to make it revolutionary. The whole thing was stretched from all sides and eventually pieces of it grew into the basis for very different games. Such games are: Luigi's Mansion, Super Mario Sunshine, Super Mario Galaxy, Super Mario 64DS and I m certain quite a few others. Thus, the title never took flight, and eventually became the idea factory for other games. It is absurd to suggest that all the proposed features, that made so many different games, could be included to a satisfactory degree within one single game: Super Mario 128. To conclude and to put your mind at ease, Super Mario 128 (as in the game, the sequel of SM64) is Super Mario Sunshine. Why? Simply because it's the next Mario platformer after Super Mario 64. Original or not, revolutionary or cliche, none of these drawbacks bar it from being a true Mario sequel to Super Mario 64. In order to seal this proposition, I can guarantee to you that no future title will ever be named Super Mario 128.
I personally didn't like Mario 64 and I hated Super Mario Sunshine, one single game introduces soo many crap characters that don't really fit in the Super Mario universe. The last really good Super Mario game was Super Mario World, that is near gaming perfection, although still too hard for those moaning liberal pansy wristed casual gamers who can't play games unless they have billions of save points and get the game to hold their hand... Super Mario 128 won't appear in any shape or form as the mental age for gamers sems to have gone down far too much, anything more complex then waving your hand in a random fashion seems to be deemed to subversive.
Super Mario Bros was Awesome, I got my nes and BAM first game ever was fantastic. Super Mario World was Unbelievable, how could you follow up an 8 bit classic with 16 bits? This was it. Then Mario 64. Has to be one of the greatest titles out there. We wait, then wait some more... and Mario Sunshine is released. It's average in my eyes. I hope and pray and wait for Mario Galaxy.. hoping that some part of the Mario 64 Sequel still lives on. Luigi anyone?
I agree 100% with the statement that the mental age of new gamers is rapidly decreasing, but ALSO it's the fact that developers tend to be embracing it also. Think about it, who puts the billions of save points and hand holding into the game to begin with... It's funny in my case (and I'm sure alot of others on here) the developers doing this is leading to me buying less new games and breaking out far more old games thats are BOTH fun and challenging.
I for one am glad about the save points. The levels in SMW for example, were only a few minutes long. I sure as hell hate when I die 15 minutes into something and have to redo it. Its the same case with SMW, granted it doesnt save all the time, but it does have a certain progression where you dont need to go back to the beginning and start again a half hour into it. Hell, even it has checkpoints. And on the point of difficulty, you are comparing now, when youve played games for years, to games of the past, when you were a little child starting your first games. Games easy now are just as hard as the ones back in the day for the newbies just picking up gaming. Ill tell you what, if I was thrown a controller with 2 joysticks, a dpad, triggers, and a ton of face buttons, Id be just as lost as the new guys, and probably wouldnt be gaming.
This is probably going to become yet another Space World 2000 Zelda. Nintendo clearly said that it was a tech demo, but people still awaited its release for years. Most said that Twilight Princess was the end result of the tech demo. Some are still waiting on the never-game.
I teared up when I saw the first Mario 64 game. It was that good. I still haven't been amazing by anything recently. J.
Oh really? Can't say I envy those idiots. The idea for Zelda:TP clearly stems from that early tech demo. These are the kind of "fans" that spent more time whining about The Wind Waker than actually playing it.
You know, when I was younger I craved games with high difficulty, as in to defeat the challenge was the point - sometimes regardless of how "fun" a game was. Kind of like climbing Mt. Everest, simply becasue it is there. Nowadays however a game that's too hard turns me off - for the reason that I don't have the same kind of time that I had back then to devote to it. I still don't like games that are too easy of course, but a game that kills you every five seconds, knocks you into lava or something with cheap hits that come out of nowhere, or makes you repeat large amounts of a course over and over again just to nail you at the last second before you finish it, I got no patience for that anymore. Latley though I agree that a lot of games tend to spell it all out for you too clearly, lead you by the nose, go here, do this, etc. They make things too easy, catering to the lowest common demoninator. Good level desgin should lend to the fact that you don't need prompts telling you where to go every five feet. The Mario games have always striked a good balance between holding your hand and truly challenging you, they've also never really been too hard, However Sunshine was slightly easier than 64 imo, (there are some areas in Sunshine that drive me bannanas though, like that part with the poision water and the leaf, ugh.) Mario Galaxy looks awsome, one of the few games I'm really excited about.
If i'm playing a game and die, alot of the times i call it quit right then and there. I didn't used to be this way.