jeudi 29 mai 2014

How Anti-Gravity Made Mario Kart Better

Nintendo Producer Hideki Konno remembers the origins of Mario Kart. After F-Zero blazed a trail as a fast single-player racing game on the Super Nintendo, Konno and the design team knew they wanted to create a fun, multiplayer alternative. “Mario Kart was conceived as a game to be enjoyed in a multiplayer setting with family and friends,” Konno told IGN in a translated phone interview. “The series got its start on the


, but there were a lot of limitations to the 16-bit format from that time.”


F-Zero had large scale tracks with long straightaways. Courses of that scale were not possible with the particular multiplayer design the team had in mind. Konno said the then-new game had to factor split-screen into the level design. “It was necessary to make the maps and courses more compact for a game like that,” he recalled.


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