Every Cancelled Super Mario Game

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Did you know? There’s over 30 known Super  Mario games that never saw the light of day.   In this video, we’ll be going through them all--  with some exceptions. We’ll leave out games that   were rumored to exist but have no reputable  proof they were real-- like Mario Kart VB,   a reputed Mario Kart game for the Virtual Boy--  as well as games that were just earlier versions   of released titles, like Super Mario RPG 2, an  early title for Paper Mario. We’ll also be leaving   out games in the Donkey Kong franchise, unless  they’re related to the original DK arcade title   which Mario first appeared in. But let’s get  to it, starting with a few recent discoveries.   Data back-ups from Nintendo’s archives have  been leaking online over the past few years.   And in July of 2021, the tenth set of data  from the Nintendo archives was leaked on 4chan,   containing material such as the Wii SDK source  code, and various builds from Pokemon games. Deep   within this data however was a document detailing  ten prototypes for the Nintendo Wii, two of which   were based on Mario. The first prototype, "Koopa  Troopa Forest," was a top-down game where players   avoid turtles by throwing stones and shooting  bullets at them. The second, "Mario FPS," is an   FPS that takes place in Isle Delfino. Neither  of these games have playable ROMs available,   and only exist as black-and-white photos found  in the document. In that same leak however,   a spreadsheet mentions "DDR MARIO 2" for the Wii--  presumably a sequel to Dance Dance Revolution:   Mario Mix. The game was going to be developed  by Konami and was listed as "Not started yet."   It’s unknown if any development on the game  started, however, it’s worth noting that a   Mario Mix sequel announcement was rumored in 2005,  which we covered in our recent Mario Rumors video. While newly discovered titles are always  fascinating, let’s go back a bit, to the oldest   game on our list. In 1982, less than a year after  the release of the original arcade Donkey Kong,   bedroom coders Wayne Westmoreland and Terry  Gilman created a personal port of Donkey   Kong for the TRS-80 model of computers. The  TRS-80 was one of the earliest mass market   home computers, and only had a few kilobytes of  RAM. This made a fully functional TRS-80 port   of Donkey Kong with all 4 levels that much  more impressive. Despite being finished,   the game would never release, as the duo  couldn’t get permission from Nintendo   to publish it. But in 1995, Wayne Westmoreland  released all of his titles to the public domain,   including the final build of this unreleased  port as an extra surprise. Another lost title   is Donkey Kong no Ongaku Asobi, or "Donkey  Kong’s Music Play'', an educational game   designed to teach young players about music.[1]  The game had two modes: one was "Music Quiz,"   a memory game where Mario and Pauline hammered  notes on a piano while Donkey Kong played music;   and the other was "Donkey Band," a karaoke game  starring Pauline where players sing into the   microphone on the second Famicom controller. Music  Play would’ve been the third title in the Famicom   Play trilogy were it to be released in December  1983, coinciding with Popeye’s English Play,   and Donkey Kong Jr. Math. In 2016, Ichirou  Sakurada, once a developer at Hudson Soft,   revealed on Twitter that there were three reasons  why Music Play got scraped: its gameplay was weak;   it took up too much space on the cart; and it  used music from Japanese singer Seiko Matsuda,   which Nintendo never had legal permission to  use. After its cancellation, a sample cartridge   containing a late build of Music Play was sent  to Hudson during development of the Family BASIC   interpreter. Since Hudson shut down in 2012,  it’s unknown where the cartridge is presently. From 1983 to 1984, Atari created the Atarisoft  branding to publish games on competitor’s home   computers such as the Commodore 64 and Apple  II. The brand mainly focused on conversions   of arcade games such as Pole Position, Moon  Patrol and even Mario Bros.. California-based   developer Designer Software was contracted  to create Mario Bros. ports for the C64,   VIC-20, Apple II and DOS computers. All four  of these ports were completed, but due to   Warner selling Atari’s consumer division to  former Commodore boss Jack Tramiel in 1984,   Atarisoft got discontinued, and none of  these ports were released. According to   Designer Software programmer Jimmy Huey in a 2005  interview with Retrogaming Times Monthly, Atari’s   quality insurance reported a giant list of bugs  in his finished product, which seemed odd to him   as he viewed the game as relatively bug-free.  Jimmy theorizes that this could be a way to   justify the cancellation. A cracked version  of the Apple II port was leaked in the 80s,   and spread around via piracy, while the Commodore  64 had a different unrelated port released in the   UK years later done by Ocean Software. Note that  home computer versions of Donkey Kong and Donkey   Kong Jr. were also being developed by Atarisoft,  but were also cancelled for the same reason.   Atari was also planning to release Mario Bros.  on the Atari XE computer -- the final model in   their line of 8-bit computers. The hardware  used on these systems was identical to that   of the then-new Atari 5200, so programmer Bob  Merrell converted his 5200 work to the XE.   Despite being shown off at the Summer Consumer  Electronics Show in 1983, the port would not see   release until 1988 when Atari put out several  titles that got previously scrapped. However,   what released wasn’t Merrell’s game, but rather  a completely new version created by Sculptured   Software. It’s unknown as to why Atari did this,  but some have theorized that they may have lost   the source code to the original port. Thankfully,  a near-final prototype of Merrell’s game was   found and released to the internet by Atari  enthusiast and preservationist Matt Reichert. In mid-1987, British game publisher Firebird  attempted to pitch a Commodore 64 port of Super   Mario Bros to Nintendo. Developers  Gary Liddon and Gary Penn created   a demo in just a few weeks, with Liddon  rebuilding the first level from scratch   while Penn eyeballed the graphics off a  television. Impressed with their work,   a developer at fellow UK publisher Telecomsoft  contacted Nintendo to see if they wanted to work   with Firebird. Nintendo said no, and the  project got dropped. Interestingly though,   Firebird also attempted a Mario clone for the  Commodore 64 titled Crucial Bros. a few years   later-- albeit with different developers.  But this did not go anywhere either. In September 1990, years before Doom’s creation,  ID Software developers John Carmack, John Romero,   Adrian Carmack, and Tom Hall attempted to port  Super Mario Bros. 3 to DOS computers. The group--   then known as Ideas From The Deep (or "IFD")--  recreated the first level in Mario 3 from scratch   and substituted Mario with Dangerous Dave, a  character previously seen in Apple II titles   by John Romero. This demo was jokingly referred to  as ‘Dangerous Dave in Copyright Infringement’ and   was possible due to a unique scrolling technique  Carmack created that redrew each changed tile   every frame, rather than the entire screen. After  spending 72 straight hours polishing up the demo,   ID sent a copy of the game to Nintendo of  America for approval. As John Romeo recalls,   the prototype made its way to the company offices  in Kyoto, where it got rejected, as they did not   want their intellectual property on anything  but their hardware. Nevertheless, Nintendo   was impressed with their work. Not wanting to put  their scrolling technique to waste, the technology   would find its way to the next title by ID,  Commander Keen in Invasion of the Vorticons. A few   copies of the demo were passed around the industry  on floppy disk, and in July 2021, a copy was   donated to the Strong Museum Of Play in Rochester,  New York, where it was safely preserved. One of the most mysterious games on our list  is Mario’s Planet Quest. In July of 2021,   Andrew Borman, digital games curator at the  previously mentioned Strong Museum Of Play,   uncovered a game called Mario’s Planet Quest  listed on the resume of a former Software   Toolworks developer. The only information given  was that it was developed for the Super Nintendo,   and was an educational game similar to Mario’s  Time Machine -- which the developer also listed   on their resume. Given the title, it’s a  safe bet that the game would’ve revolved   around Mario travelling to space and learning  about the solar system, clicking on objects for   more information. Software Toolworks composer Mark  Knight lists a similar game on his website called   Mario’s Mission Earth, which is likely the  same game as the one uncovered by Borman. Super Mario’s Wacky Worlds was a platform  game developed by Novalogic for the ill-fated   Phillips CD-i console. Planned as a successor to  Super Mario World, the game follows Mario as he   treks through jungles, castles, cities, Ancient  Greece, and Ancient Egypt. As you can see from   an unfinished prototype that was dumped online,  the game is very rudimentary, with Mario being   unable to swim, collect power-ups, or be hurt  by enemies. Comanche developer Novalogic made   an early one-level demo of the game in under two  weeks, with programmers Silas Warner, of Castle   Wolfenstein fame, and John Brooks leading the  project. After getting approval from Phillips,   the group continued their work, aiming to create  something that stayed true to the series. However,   due several staff leaving the company, and  the poor sales of the CD-i, Wacky Worlds was   scrapped. In an interview with researcher Frank  Gasking for the book The Games That Weren’t,   Novalogic artist Nina Stanley said, "I think the  real reason that Wacky Worlds was cancelled was   due to changes in personnel. The lead engineer  on the project [John Brooks] decided to leave   and work for EA. When a replacement programmer  wasn’t found to continue the project, I also   left and went to EA, and the game was ultimately  cancelled." According to Stanley, around 80% of   the art and 30% of the programming were completed  before production halted. At least four prototypes   of Wacky Worlds are known to exist, with one  being sold on eBay in 2002 for over $1,000. Another unreleased game for the CD-i  is Mario Takes America. Around 1994,   Toronto-based developer Cigam Entertainment  pitched an educational title starring Mario   to Phillips where he travelled across the United  States to learn more about places like New York,   Niagara Falls, and Hollywood. The game would’ve  featured live-action FMV of these locations,   with a 2D-animated Mario rendered over it Roger  Rabbit-style. The live-action backgrounds took up   most of the game’s memory, making it a hard  project for the programmers-- one of which   reportedly left Cigam fewer than three weeks after  being hired. While doing research for this video,   Did You Know Gaming was able to get in touch  with animation director Michael Borthwick,   who told us a little more about the  game’s production. Borthwick told us,   "Many sequences were done, but it was  taking very long to get things working   properly as the machine really could  not handle what we were trying to do.   [Cigam founder Howard] Greenspan likely failed  to realize the limits of the machine right off   the bat and kept over-promising the look and  playability of the game to Philips. For example,   we had a full 12-frame Mario walk cycle that  had to be reduced to 6 frames because the CD-i   player could not handle playing 12 frames, plus  video, plus collision detection plus the other   sprites." Late in development, Cigam tried  creating a ‘backup’ game that replaced Mario   with Sonic The Hedgehog. A second backup game  was also made with two original characters:   a rock & roll duo named Heavy and Metal. Not  impressed by their work, Phillips cut all funding,   and the game was quickly cancelled.  Cigam would file for bankruptcy in 1994,   and most of the company’s assets were repossessed  by the Canadian Imperial Bank of Commerce. Around late-1994, Argonaut Software pitched  a 3D platforming game for the Super Nintendo   titled Yoshi Racing. An unidentified artist  at the company created a non-playable demo of   the dinosaur running around an obstacle course,  which would’ve used the same Super FX technology   seen in games like Star Fox and Stunt Race FX.  Argonaut co-founder Jez San sent videos of the   demo to Nintendo hoping for approval, but much  to his dismay, they got rejected. Along with the   recent cancellation of Star Fox 2, this response  is considered a stake in Argonaut’s departure from   the company. A few years later, Nintendo would  come out with a 3D platformer of their own--   Super Mario 64. In a 2014 Eurogamer article, San  alleged that Nintendo borrowed the 3D platforming   concept from Argonaut, claiming that Shigeru  Miyamoto thanked him for the idea at a trade   show. It is unknown how accurate this claim  is, as no one other than San and Miyamoto   would be able to confirm it. In 1997, Argonaut  released an original 3D platformer for Windows,   Playstation 1, and Sega Saturn — Croc: Legend  of the Gobbos. Rumours have circulated that   Yoshi was the inspiration for Croc’s design.  Lead designer Nic Cusworth refutes this,   saying that Croc’s appearance came from a series  of doodles by Argonaut IT member Simon Keating.   In July of 2020, shortly following the  infamous Nintendo gigaleak on 4chan,   a single Super FX model for Yoshi was found deep  within its files. Contrary to popular belief,   this model had zero relation to Yoshi Racing and  was likely used for a different project entirely. At the 1995 Winter Consumer Electronics Show  in Las Vegas, a tech demo was unveiled for the   then-new Virtual Boy called Mario Bros VB. The  single-level demo had three different modes:   a side-scroller where you could move between the  background and the foreground like in Virtual Boy   Wario Land, a top-down dungeon section  similar to the Legend of Zelda series,   and a minigame identical to the original Mario  Bros. arcade title. Despite receiving high praise   at the show and getting good coverage in magazines  like GamePro and EGM, Mario Bros VB never got   shown again. It’s unknown as to why the game  was cancelled, or if it progressed any further   than the CES demo. Some have theorized that the  demo eventually evolved into Mario Clash for the   Virtual Boy, but this has yet to be confirmed by  Nintendo. In 2016, video game preservation website   NintendoPlayer released an article discussing  an odd concept art piece from their collection.   The art was a five-panel storyboard of Mario  running through what looked to be ruins of a   building. Mario steps over a stone slab, which  suddenly sprouts eyes and legs, turning into a   Whomp-like creature. Little was known about the  storyboard until NintendoPlayer tracked down the   original owner to a man named Patrick Michael  Clark-- former lead artist at the now-defunct   Redmond-based Boss Game Studios. After contacting  another dev at Boss Game, NintendoPlayer confirmed   Patrick's board was drawn in the mid-to-late  90s for a pitch that "died on the vine after   [Nintendo] saw the concept art." Following this  failed project, Boss Game Studios would begin   making third-party games for the Nintendo 64,  including Top Gear Rally and Stunt Racer 64.   The company shut its doors in 2002 following  issues finding publishers for their future titles. Years before the Game Boy Advance, a Game Boy  successor in the works codenamed Project Atlantis.   Nintendo collaborated with Advanced RISC Machines,  or ARM, to develop a 32-bit handheld that   reportedly used a 160 MHz processor, four buttons,  and a colour LCD screen. In the April 1996   issue of EGM, news of the system was followed by a  rumour that Nintendo was working on a game called   Mario’s Castle-- potentially the Atlantis’ launch  title. However, other than this single blurb in   EGM, no mention of Mario’s Castle exists publicly.  Even if it did exist, it is unlikely that any work   was done on it aside from a few rough ideas on  paper. Masato Kuwahara, project leader on the DSi,   revealed in a 2009 Game Developers Conference  talk that Nintendo wasn’t satisfied with Atlantis’   graphics performance, and so scrapped the project  entirely. Mario’s Castle did not get referenced   during the Kuwahara-san GDC discussion, which  further supports the theory that production did   not go very far, or perhaps even start. One of the  few cancelled games starring Mario’s arch-rival   Wario would be Wario Pool for the Game Boy Color.  In 2001, veteran British developers Nick Pelling   and Jeff Ferguson pitched a pool billiards game  to Nintendo featuring the titular anti-hero.   Little was known about the pitch until  Pelling released a short video on his website,   giving us a small glimpse of the game’s plot.  Late one stormy night, Wario receives a phone   call from his manager asking if he’ll be in  the yearly pool championships. Wario says no.   Suddenly, two literal pool sharks appear on  TV, scoffing that nobody, not even Wario,   can beat them at pool. Now furious, Wario  decides to join the championships. According   to Nick Pelling, despite getting rejected by  Nintendo, the Wario Pool engine wasn’t wasted.   It was retooled and used for the Game Boy Color  game 3D Pocket Pool, released only in Europe. Mario Artist Sound Maker was planned as the fifth  entry in the Mario Artist series for the N64   Disk Drive-- the console’s Japanese-only add-on.  Developed by the Manchester-based studio Software   Creations, Sound Maker was originally bundled with  Mario Artist Paint Studio as a single product.   However, due to political infighting between  Nintendo of America and Nintendo HQ in Japan,   the game split in two. While Paint Studio  had a Japanese release in January 1997,   Sound Studio would never see store shelves. The  game was likely canned due to the 64DD being a   commercial failure, and probably only went as  far as a few barebones prototypes. An August   1999 article from IGN reported that an unrelated  game also called Sound Maker was being planned   alongside three additional titles-- Game Maker,  Video Jockey Maker, and Graphical Message Maker.   Contrary to popular belief, none of these games  had any connection to the other Sound Maker   or the Mario franchise in general. These were  actually a part of a “Maker” series for the   64DD by developer Randnet. Another planned  game for the 64DD would be Super Mario 64   2. Believed to be started around August of  1997, Shigeru Miyamoto, and several other   Mario 64 team members, began working on a co-op  system where Mario and Luigi were controlled by   a single player-- much like Olimar and Louie in  the Pikmin series. This idea was inevitable, as   a similar split-screen system was briefly tested  during the first Mario 64. According to Miyamoto,   a functioning co-op prototype was created, but  got put on hold to focus on the upcoming Zelda 64.   However, after Zelda's production went on much  longer than expected, it was made clear that Mario   64 2 would be a late release on the N64 if it  were to continue development. In a November 1998   interview with Nintendo Power Source, Miyamoto  remarked: "Well, for over a year now at my desk,   a prototype program of Luigi and Mario has been  running on my monitor. We have been thinking   about the game, and it may be something that could  work on a completely new game system." Miyamoto’s   decision to redo the project from scratch would  result in a tech demo for the Nintendo GameCube. This was the start of Super Mario 128-- a game  so infamous that we’ve already written an entire   video on it. Directed by Yoshiaki Koizumi, a demo  was unveiled at Space World 2000 that showed a   large 8-bit Mario sprite spawning smaller Marios  until the numbers of characters on-screen reached   128. The Mini Marios would move around a  saucer-like plane, interacting with random   objects as well as each other. Although Mario  128 was never intended for commercial release,   the demo’s "rapid generating" element would  find its way to another GameCube game. As   said by Miyamoto in a 2007 GDC speech:  "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." In the same speech, Miyamoto revealed   that Mario 128’s sphere-walking gravity mechanic  would be implemented in an upcoming game for the   Nintendo Wii. That game was Super Mario Galaxy,  which was also directed by Yoshiaki Koizumi. When the Game Boy Advance was publicly unveiled  at GDC on April 10, 2000, it was presented   alongside two tech demos: one, a game where  you controlled a baby dolphin across the ocean;   and two, a one-level remake of Yoshi’s Story  for the Nintendo 64. The demo included a new   FMV intro, and excluded elements from the original  game like Yoshi’s ability to use his tongue and   shoot eggs. While it was received positively and  even featured in some early GBA advertisements,   the remake never saw release. It’s unknown if  Nintendo ever planned to do that in the first   place. Two ROMs of Yoshi’s Story GBA, plus their  source code, were found within the handheld’s SDK,   and both are now safely preserved. Another  unreleased tech demo for the GBA is Mario Kart   XXL. In 2004, Denaris Entertainment Software,  a Germany-based developer founded by Turrican   creator Manfred Trenz, created a Mario  Kart prototype as a pitch for Nintendo.   The game was impressive with parallax scrolling  and 3D graphics, but was unfinished due to the   inability to pass laps, collect coins and stop  at walls. As per usual, the pitch got rejected   for reasons unknown. In 2005, the company  released a GBA port of Crazy Frog Racer,   which used a seemingly similar engine as Mario  Kart XXL. Perhaps this game has a small remnant   of the demo within it? It’s hard to know for  sure. A prototype cartridge was revealed in   2015 by a collector in the Netherlands, but it  has yet to be released online as of this video. And this isn’t the only vehicular game  on our list. Information on the DS’ Mario   Motors is few and far between. During  a conference at Reboot Developer 2018,   Yoot Saito, a veteran game designer best  known for games like Odema and Seaman,   revealed that he pitched a DS title to Miyamoto  and Satoru Iwata about creating motor engines.   Inspired by Saito-san’s love of sculpting, the  game would have the player, presumably as Mario,   shave a metal chunk into the shape of a cylinder  to create an engine. One mechanic in the game   was to have the player breath into the DS to  teach them about acceleration, but this got   scrapped as they thought it’d "cause children  to get out of breath." During the conference,   several images of the design document were  shown, one of which shows Mario working on   the engine alongside an older scientist-type  character-- possibly a relative to the plumber.   When asked why the title was never released, Saito  said, "I cannot tell you why, but please guess." Before making the Metroid Prime series,  Retro Studios worked on a football simulator   game for the GameCube. Beginning preliminary  development in the Summer of 1999, the original   design was a Mario-themed family-friendly sports  game à la Mario Tennis. According to programmer   Jason Hughes, Nintendo wanted to capture a  mature audience with the ‘Cube, and suggested   the game’s Mario theme be dropped entirely.  Development would resume in a more serious path,   replacing Nintendo’s characters with realistic  players motion-captured by the Dallas Cowboys.   Originally intended as the exclusive football  title for the GameCube, it became apparent that   companies like Sega and Electronic Arts would  be bringing their football games to the system,   thus creating fierce competition. Retro Studios  attempted to restart the game from scratch with a   team of new designers, but they decided the better  option was to cancel the game altogether. Despite   having, among other things, fully functional  networking support, a replay system, and stadium   renderer, the team dissolved in February of 2001,  and development was halted indefinitely, never to   resume. The football game would not be the only  scrapped Mario game by Retro Studios. In May   of 2020, concept art for a spinoff game starring  Boo was found on the resume of artist Sammy Hill. Sammy, who had previously worked at Retro  Studios on games such as Metroid Prime 3,   revealed on his now-defunct ArtStation profile  that the title, codenamed "Haunt", was planned   for the Nintendo DS around 2006 to 2007. As  we can read from the concept art, the game   potentially revolved around a young Boo student  fresh out of Haunt University. During graduation,   Boo gets dipped in a mysterious green goop, which  grants him special powers. Using these powers,   Boo goes out to fight off witches, zombies,  and Piranha Plants. In an interview with IGN,   Hall revealed that the design for Haunt came from  ex-Retro Studios leads Mark Pacini, Todd Keller,   and Kynan Pearson, but got cancelled "the week  they went to create their other studios." Days   after this interview was published, Hill’s social  media was mysteriously deleted. While we have no   definitive answer for what happened, it’s probably  safe to assume there were some NDA-related issues. Super Mario Spikers is one of the most  well-documented games on our list. Pitched   by Next Level Games for the Wii, the title was  first designed as "Mario Volleyball" but quickly   evolved to include elements of wrestling.  It soon got renamed to Super Mario Spikers,   which was a play on the soccer game Super  Mario Strikers for the GameCube. As we can   see from leaked concept art and animations,  Spikers would've taken place on the set of a   game show where Mario characters compete against  each other. The winning team would move up to a   grander location such as Donkey Kong Island. Note  that the game went for a more violent approach by   Mario standards, with characters able to stomp  on and throw other players across the area.   According to an anonymous Next Level artist,  Nintendo disapproved of the project as they   believed the violent gameplay did not  match the company code of honour. An   early prototype of Spikers may still exist,  but it is unlikely that one will ever surface. Seven years before the release of  Mario + Rabbids: Kingdom Battle,   Ubisoft Paris attempted a similar  crossover game between the franchises.   In an interview conducted by fellow Did  You Know Gaming researcher Liam Robertson,   an anonymous Ubisoft developer revealed the  company formed a "subversive, self-aware   take" on the Mario franchise where the Rabbids  wreak havoc on the Mushroom Kingdom. Sadly,   for reasons unknown, Nintendo rejected the game  before a formal pitch happened. All that remains   is a single piece of concept art, which shows the  Rabbids carrying Bowser away while Mario chases   after them. According to Kingdom Battle director  Davide Soliani, this pitch had no relation to the   2017 Nintendo Switch game. Did You Know Gaming  attempted to reach out to Soliani for more   information, but he couldn’t share any additional  details without permission from Ubisoft HQ. In November of 2018, Tesla founder Elon  Musk was asked on Twitter if the company   could add a Mario Kart game to their cars--  one where players could race against other   Tesla owners while both of their vehicles  charge. To the user's surprise, Musk replied,   "We tried. Nintendo would not license it to us."  Considering that Musk is an avid gamer that even   included an Atari emulator with some Tesla  models, this idea was not that far-fetched.   While he didn’t specify why Nintendo said no, some  have theorized that the big N had safety concerns.   There’s a high chance that a driver could be  badly injured while playing Mario Kart in a car,   and that is something Nintendo would not want  their brand associated with. On April 13th,   2013, Nintendo released a sizzle reel  promoting the Wii U virtual console,   including a port of the NES puzzle game Yoshi’s  Cookie. It never came out. No one knows why. Did   you know that a 2.5D Mario title was rumored  to be coming to the GBA near its launch? Or   that there was supposedly going to be a crossover  between Mario and Kingdom Hearts? For more facts,   check out our video on Mario Rumors. We also  highly suggest checking out and supporting groups   like The Video Game History Foundation, Gaming  Alexandria, Unseen64, and Hidden Palace, as their   hard work preserving video game history has made  videos like these possible. Thanks for watching.
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Channel: DidYouKnowGaming?
Views: 478,654
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Keywords: mario, super mario, cancelled mario games, cancelled mario game, cancelled super mario games, cancelled super mario game, canceled mario games, canceled mario game, canceled super mario games, canceled super mario game, mario game, mario games, super mario game, super mario games, cancelled games, canceled games, super mario 64 2, super mario spikers, mario kart xxl, did you know gaming, didyouknowgaming, dykgaming, dykg, gaming, lost mario games, lost super mario games
Id: 6vru_wvGS6U
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Length: 26min 49sec (1609 seconds)
Published: Wed Dec 08 2021
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