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subdirectory_arrow_right Mario 128 (Game), Pikmin (Game), Mario (Franchise), Nintendo GameCube (Platform)
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A tech demo developed by Shigeru Miyamoto over a number of years titled "Mario 128" was shown off at Nintendo's Spaceworld 2000 trade show and was designed to showcase the GameCube's ability to utilize multiple AIs. The demo featured 128 Marios dismantling a pseudo-8 bit Mario sprite composed of several blocks by picking up and carrying them away. This project had a tumultuous development cycle with little to no details coming out over the years until 2007 when he revealed at a GDC Keynote that some parts of the project were utilized in two games he produced in the 2000s. The general concept and some other parts of Mario 128 were developed into Pikmin after Miyamoto asked his team to create an entirely new game that would be nothing like a sequel to a Mario game. As for the second game, the ability to warp the terrain seen in the tech demo as well as "different sizes of spherical items" influenced the free-form gravity and ability to walk around entire planets in Super Mario Galaxy.
1Up.com article about Super Mario Galaxy influence from Mario 128:
https://web.archive.org/web/20160602184133/http://www.1up.com/news/super-mario-galaxy-derived-mario
YuriofWind video [this source and additional information provided by VinchVolt.]:
https://www.youtube.com/watch?v=f5uCnbDrp9o
[Below sources and information provided by Wolfen50.]
DidYouKnowGaming video:
https://www.youtube.com/watch?v=IU1IML3xlp0
Shigeru Miyamoto 2007 GDC Keynote - Part 6:
https://www.youtube.com/watch?v=XvwYBSkzevw?t=66
Spaceworld 2000 video footage:
https://www.youtube.com/watch?v=62O2vFfS_Ok?t=1028
https://web.archive.org/web/20160602184133/http://www.1up.com/news/super-mario-galaxy-derived-mario
YuriofWind video [this source and additional information provided by VinchVolt.]:
https://www.youtube.com/watch?v=f5uCnbDrp9o
[Below sources and information provided by Wolfen50.]
DidYouKnowGaming video:
https://www.youtube.com/watch?v=IU1IML3xlp0
Shigeru Miyamoto 2007 GDC Keynote - Part 6:
https://www.youtube.com/watch?v=XvwYBSkzevw?t=66
Spaceworld 2000 video footage:
https://www.youtube.com/watch?v=62O2vFfS_Ok?t=1028
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subdirectory_arrow_right Super Mario Sunshine (Game)
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Super Mario Sunshine differences:
http://themushroomkingdom.net/sms_j-e.shtml
Super Mario Galaxy differences:
http://themushroomkingdom.net/smg_j2e.shtml
https://tcrf.net/Super_Mario_Galaxy#Miss!
http://themushroomkingdom.net/sms_j-e.shtml
Super Mario Galaxy differences:
http://themushroomkingdom.net/smg_j2e.shtml
https://tcrf.net/Super_Mario_Galaxy#Miss!
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In the Deep Dark Galaxy, on the shrinking planet , you can crawl into the blue house and see the inside of the of the planet. Also the walls are not solid on the inside, so you can walk out.
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Unused models for Bully, an enemy from Super Mario 64, are present in the game's data, complete with animation.
subdirectory_arrow_right The Legend of Zelda: Skyward Sword (Game)
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Strangely, when the player plays as Luigi in the mission "Luigi and the Haunted Mansion" the trapped Luigi will still call out for Mario. This could either be something the developers missed or the fact that he could have been expecting Mario to rescue him.
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Rosalina's Storybook was written by Yoshiaki Koizumi, who wrote it at night without anybody knowing what he was doing. The following day he presented the story to Shigeru Miyamoto, who was surprised when Yoshiaki told him that nobody else knew about it.
subdirectory_arrow_right Super Mario Galaxy 2 (Game)
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Despite this, it was decided early on in the development of Super Mario Galaxy 2 to include Yoshi in the game, because his control scheme could act as a new main element of a new game and a "multiplication" of the elements from the previous game. The Wiimote controls for Yoshi were also formed early in development, with Shigeru Miyamoto taking pride in the tongue pulling mechanic used for eating fruit, fighting enemies and flipping switches, saying it "isn’t like anything you've ever experienced before." The rest of Yoshi's controls were shaped based on internal feedback from "everybody's love" for Yoshi, listing the development team, Mario Club Inc., and Nintendo of America as primary influencers for what the image of Yoshi should be, but tried to avoid making him too powerful. The developers also had composer Kazumi Totaka record new voice lines for Yoshi for the first time in ten years, and was reported as feeling "a little uneasy" and worried that Yoshi would sound like he had aged, but these were not concerns to them and the recordings were used in the game.
Iwata Asks interview:
http://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Super-Mario-Galaxy-2/Volume-2-Koizumi-Motokura-Hayakawa-and-Hayashida/1-More-Super-Mario-Galaxy-/1-More-Super-Mario-Galaxy--237972.html
https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Super-Mario-Galaxy-2/Volume-2-Koizumi-Motokura-Hayakawa-and-Hayashida/2-That-s-Not-My-Yoshi-/2-That-s-Not-My-Yoshi--238028.html
http://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Super-Mario-Galaxy-2/Volume-2-Koizumi-Motokura-Hayakawa-and-Hayashida/1-More-Super-Mario-Galaxy-/1-More-Super-Mario-Galaxy--237972.html
https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Super-Mario-Galaxy-2/Volume-2-Koizumi-Motokura-Hayakawa-and-Hayashida/2-That-s-Not-My-Yoshi-/2-That-s-Not-My-Yoshi--238028.html
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Koichi Hayashida, the Director of Super Mario Galaxy 2 and Level Design Director of Super Mario Galaxy, provided the voice for Major Burrows.
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A collection of realistic-looking bugs can be found in the game's files rigged and animated. It is unknown what these bugs would have been used for.
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The idea for Super Mario Galaxy simply came from the game's producer, Shigeru Miyamoto, saying to the game's director, Yoshiaki Koizumi "Hey, can you make something with spherical worlds?" This idea became defined over a long period of time and would eventually turn into Super Mario Galaxy.
Miyamoto was known to provide vague comments and feedback that not many workers at Nintendo could completely understand and that only Koizumi was able to figure out the context for.
Miyamoto was known to provide vague comments and feedback that not many workers at Nintendo could completely understand and that only Koizumi was able to figure out the context for.
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