Showing posts with label mario kart 7. Show all posts
Showing posts with label mario kart 7. Show all posts
December 3, 2011
November 30, 2011
November 29, 2011
Mario Kart 7 - Iwata Asks #1 and #2
- this was the first international development in the Mario Kart series
- Mario Kart 7 originally had 8 people working on it
- the extension of development on Skyward Sword took team members away from Mario Kart 7
- Retro was nervous to work with Nintendo on Mario Kart
- the dev teams went out to dinner and Nintendo gave Retro a toast that made them at ease
- Iwata describes Nintendo's feeling on the collaboration...
...we had Konno-san, who knew we didn't have enough people and thought we should borrow help from overseas and do our best that way. We had Morimoto-san and Ishikawa-san, who were worried about their first project with people from overseas. Then Ichijo-san, who was psyched up about the project, joined us. A little over a year ago, these people came together into a team and got down to work.
November 25, 2011
Nintendo called in Retro for help on Mario Kart 7 as an 'act of emergency'
- Hideki Konno, Manager and Producer of EAD Software Development Group No.1, says his section was co-developling both Nintendogs+Cats and Mario Kart 7
- both projects started with an inhouse team of eight people
- engines were up and running early at EAD for original E3 teasers
- several production designers joined to finish Nintendogs+Cats for launch
- with other "developments at Nintendo taking up other staff" there was "an act of emergency" to have Mario Kart finished by the end of the year
- Retro Studios were called to help design and model some courses
- Retro concentrated on redoing the classic courses
- EAD Group No. 1 concentrated on the new courses
- EAD designers compliment Retro and Retro designers compliment EA
Link
- both projects started with an inhouse team of eight people
- engines were up and running early at EAD for original E3 teasers
- several production designers joined to finish Nintendogs+Cats for launch
- with other "developments at Nintendo taking up other staff" there was "an act of emergency" to have Mario Kart finished by the end of the year
- Retro Studios were called to help design and model some courses
- Retro concentrated on redoing the classic courses
- EAD Group No. 1 concentrated on the new courses
- EAD designers compliment Retro and Retro designers compliment EA
Link
November 22, 2011
Famitsu interviews Miyamoto about Mario Kart 7, explains glider/underwater additions, name
"Mario Kart is a pretty stable series, all things considered, so production duties were chiefly handled by Hideki Konno while I mostly oversaw the complete picture. With Mario Kart Wii, that included the idea of the steering wheel, and with this one, that included things like the idea of adding hang-gliding stuff to Mario Kart. I make the decisions involving new things to build the gameplay with, in other words.
The way the gliders fly isn't particularly faithful to real life, but I think it feels pretty good in action. I was actually pretty well against some of the customization features of the game, though. It can be fun to win money for racing and use it to buy parts and such, but I didn't think that had much to do with the core fun of the series. The idea for that came from the studio staff, though, and my final response was 'If you can build this customization on top of a solid control and gameplay foundation, then go ahead.'
Sometimes people yelled at me to look at things more closely, but like I said, the core of Mario Kart is pretty solid by this point and I think it's safe to have it evolve in a pretty staid and traditional manner. The basic message here is 'Mario Kart's been powered up for the Nintendo 3DS,' and I think the online upgrades in particular are pretty neat. A lot of time was spent on how to get all the individual components working together -- Wi-Fi and Street Pass, local and Internet play.
Coming up with the title was actually a lot of trouble for us, but it is the seventh game, and so it just sort of came down to what felt best. Besides, 7 is supposed to be a lucky number, isn't it?" - Shigeru Miyamoto
Link
The way the gliders fly isn't particularly faithful to real life, but I think it feels pretty good in action. I was actually pretty well against some of the customization features of the game, though. It can be fun to win money for racing and use it to buy parts and such, but I didn't think that had much to do with the core fun of the series. The idea for that came from the studio staff, though, and my final response was 'If you can build this customization on top of a solid control and gameplay foundation, then go ahead.'
Sometimes people yelled at me to look at things more closely, but like I said, the core of Mario Kart is pretty solid by this point and I think it's safe to have it evolve in a pretty staid and traditional manner. The basic message here is 'Mario Kart's been powered up for the Nintendo 3DS,' and I think the online upgrades in particular are pretty neat. A lot of time was spent on how to get all the individual components working together -- Wi-Fi and Street Pass, local and Internet play.
Coming up with the title was actually a lot of trouble for us, but it is the seventh game, and so it just sort of came down to what felt best. Besides, 7 is supposed to be a lucky number, isn't it?" - Shigeru Miyamoto
Link
November 15, 2011
November 12, 2011
Even more details on why Retro handled some dev duties on Mario Kart 7
This comes straight from a Nintendo Power interview with Hideki Konno...
- Nintendo was working on MK7 and Nintendogs/Cats simultaneously
- they knew Dogs/Cats was a launch title, so they assigned more staff to develop the game
- Nintendo then worried that MK7 wouldn’t have enough staff to handle art/course design, so they asked Retro to help
- Retro artists and course designers helped with course and character designs.
- Nintendo was working on MK7 and Nintendogs/Cats simultaneously
- they knew Dogs/Cats was a launch title, so they assigned more staff to develop the game
- Nintendo then worried that MK7 wouldn’t have enough staff to handle art/course design, so they asked Retro to help
- Retro artists and course designers helped with course and character designs.
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