tech demo

Zelda II Map [GBA Tech Demo]

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The Legend of Zelda II: The Adventure of Link have been introduced as a sequel of the masterpiece “The Legend of Zelda”, released in the NES on the year 1988 (1987 in Japan).
However, the only informations that have been discovered about this Tech Demo it was not playable, as the thousands of playable tech demos, this wasn’t one of the list. It’s probably just a testing graphics resource for the Game Boy Advance, because, it have a really nice detailed Hyrule Field Map (see images below).

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Rebirth [GameCube – FMV Tech Demo]

Rebirth was a Full Motion Video presented at Space World 2003 that was created by Mix-Core to show the ability of the GameCube to replay high definition videos.. and to have proof of some of it’s technological power. Keep in mind that before the GameCube, there was the Nintendo 64, that used carts as media for the games and with limited memory it was not possible to have such kind of quality footage. It seems that a small part of the video was running in real time on the GameCube hardware, proving the good graphic that the console could have recreated in the right hands. Even if there’s a bit of confusion on this project, Rebirth was never really meant to be a full game: it was just a “tech demo” to show that finally Nintendo had abandoned the limited cart format.

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Rebirth Tech Demo Spaceworld 2000

 

Super Mario 128 [Gamecube – Tech Demo]

Mario 128 was a tech demo for the Gamecube shown at Spaceworld 2000. The demo showed 128 Mario’s doing various things like making a big sprite of Mario out of blocks. This was to show off the power of the Gamecube and specifically how much better it was from the N64. The N64 would never be able to render 128 Marios on screen (due to its clock speed).

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. After  a while, various 3D Marios appears from under the big 2D one, until 128 Marios can be see on the screen. Each Mario moved and fulfilled various actions, but they were independent from the others.

In the video below you can see the game’s presentation at SpaceWord 2000. Miyamoto starts with a single Mario of 200-250 polygons (the same amount as in Mario64) and quickly brings 128 Marios on the screen. The bar at the bottom indicates how much processing power is being used. They go through different special effects modes showcasing what the system was be capable of. Some minutes later, a cel-shaded versions of Mario also appear, and after that, all Marios become invisible for a little amount of time.

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. There was a 6 year gap (1996-2003 between Super Mario 64 and Super Mario Sunshine) without a Super Mario game. This leads to the consensus that there was a new Super Mario game being developed at that time, although there isn’t any evidence that Super Mario 64-2 was even being developed for the Gamecube, although there is no doubt that work was done on Super Mario 128 as a Mario game at one point. Shigeru Miyamoto has said that Mario 128 would feature a freshness that was lacking from Mario Sunshine. On November 29th, 2004 IGN made an article where they interviewed Miyamoto and he mentioned Mario 128:

“Mario 128’s status is a bit more questionable, and although mentioned by Miyamoto in the interview, we’re still not sure if the game’s a go on the GameCube. Says Miyamoto with a laugh, “We’re currently in development with Mario 128, which people throughout the world have been wondering about.” The state of the game is in question, though, as Miyamoto continues with: “We’re now at the state of conducting various experiments with Mario, so until a release has been set, we cannot make [the game] public.” [3]

IGN interviewed Miyamoto yet again on August 21st 2006, just months before the launch of the Wii, and Miyamoto did reference Mario 128:

Next, Mario 128. “We’ve been experimenting all this time,” said Miyamoto about the mysterious title that was originally shown as a GameCube video demo. “Some percentage is included as Mario Galaxy on the Wii.” Miyamoto wouldn’t break down exactly what in Mario Galaxy originated from Mario 128, but did give a few hints. “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.” [4]

At this point it seems that work on Mario 128 stopped. The last known article on the game was on March 8th, 2007 and the article pretty much confirmed the end of Super Mario 128 yet gave more light on how it influenced other games:

“To wrap the presentation, Miyamoto said that one of the most-asked questions is what happened to Mario 128. Surprisingly, he went on to explain that while it was simply a tech demo showing off the power of the GameCube, it was also a kind of proof of concept that is still influencing design decisions today. First up, it was used as a basis for Pikmin’s many on-screen characters and AI, but more importantly, it is now influencing Super Mario Galaxy’s free-form level design and gameplay.” [5]

During his keynote speech at the Game Developers Conference 2007, Shigeru Miyamoto revealed what eventually happened to Super Mario 128:

“What happened to Mario 128?” said Miyamoto at the end of his keynote, “most of you already played it…,” then the screen showed that Mario 128 equaled Pikmin.

At this point in time, nothing else has occurred from the project. No roms have been released and no more info on the game was given. It is unknown if the game disc still even exists as it could have been written over or tossed. All we know of the game is the one video on Youtube and the interviews with Miyamoto.

Super Mario 128 was originally used by fans to reference a series of projects by Nintendo to create a sequel to Super Mario 64, but in the end Nintendo just used it to experiment with new technology and ideas to incorporate into later games.

Article by Video Games Incorporated

Thanks to Shoyz, Ducky Wensel andMr. Game for the contribution! Also thanks to MarioWiki and IGN for some informations.

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Table Hockey [DS – Tech Demo]

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ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)

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Sonic DS [E3 2004 – Tech Demo]

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The core gameplay of Sonic DS was to rub the bar on the touch screen as fast as possible. The fast you rub, the fast Sonic goes. There also seems to be some sort of obstacle jumping element. In the end, the whole idea was scrapped for the 2D platformer, Sonic Rush. Playable characters in Sonic DS included Sonic, Tails, Knuckles, Amy, Cream, Shadow, and Blaze.

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