

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).

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.
