In 1992, the starting signal for one of the most popular fun-racer rows of all time: Super Mario Kart for the Super Nintendo revolutionized the racing game genre, putting new standards and put friendships in gripping multi-player duels over and over again. And the development of the first part with a thought-game of Nintendo-Chief developer Shigeru Miyamoto began: How would the Science Fiction Flitzer F-Zero work in two-player splits screen mode? Just eight employees screwed under the leadership of Tadashi Sugiyama and Hideki Konno on the right formula.

“We had no concept for a racing game with Mario. We started with experiments at a F-Zero-Multiplayer game. In F-Zero you can rest with 400 kilometers of lessons for a long time. We quickly realized that with a shared screen worked, “Konno-San explained in an official Nintendo interview on the occasion of the 25th anniversary of the Mario Kart series. Sugiyama-San supplemented that the technical limits then made a representation of extensive routes with shared screen impossible.

Table of contents

  1. Page 125 years Mario Kart 64: That’s how the fun-racer classic was created! – Page 1
    1. 1.1More Mario Kart!
      2nd Page 225 years Mario Kart 64: That’s how the fun-racer classic was created! – Page 2
    2. 2.1nintendos 3D tricks
    3. 2.2The four-player mode – a special challenge
      3rd page 325 years Mario Kart 64: That’s how the fun-racer classic was created! – Page 3

25 years of Mario Kart 64
1. 3.1 changes on the edge
2. 3.2The success of Mario Kart 64
4. Page 4 picture gallery for “25 years Mario Kart 64: That’s how the fun-racer classic was created!”

Accordingly, the orientation was changed and tried around: In early prototypes, the characteristic karts appeared, but there was still any trace of the popular Nintendo figures. “With eight identical figures, the game was simply boring.

Until here, we focused heavily on the system (and technology, note of the editors). From this point on, however, we looked more on the design, “Konno performs. It followed the big twist compared to the original approach: The creators set Nintendo heroes such as Mario, Luigi and Co. to the tax; the courses were tight and angled.

Thanks to the characters, the vehicles and their pilots had a tremendous recognition value and were easily distinguished from each other in pixel style on the routes.

Super Mario Kart was from the F-Zero experiment to the mass-ready fun flitzer with multiplayer focus and Nintendo charm. This plan went to: Super Mario Kart was played with nearly nine million games for the fourth-stepped title on the Super Nintendo.

Shigeru Miyamoto, Tadashi Sugiyama, Hideki Konno and her team revolutionized the genre, and quickly pulled the competition with Mario Kart clones like Sonic Drift. For Nintendo as a result, a change of consoles on the plan: The Nintendo 64 appeared on 23 June 1996 in Japan, on 29 September 1996 in the USA and March 1, 1997 in Europe.

Mario Kart had already established himself with the first part, and the already faithful community lechzte after a successor. But how should one make a nearly perfect fun racer even better?

More Mario Kart!

The original plans suggest that Mario Kart 64 would appear as a launch title for the new console generation. However, these considerations were discarded. In order to deliver the Jump & Run Bug Super Mario 64 in time for the start of the Nintendo 64, Miyamoto moved off parts of the Mario Kart Crew, and so the racing game seemed a few months.

But that did not mean that Mario Kart played only the second violin in the Nintendo portfolio. Already in the revelation of the Nintendo 64 in the context of the Shoshinkai Software Exhibition 1995, the second part of the racing series belonged to the presented games. In the early production phase, the project ran under the code name Mario Kart R.

To count the differences in the orientation between Super Mario Kart and Mario Kart 64, which fell even Shigeru Miyamoto in an interview for the Japanese guide to the second series part relatively heavy. “That’s a difficult question. Mario Kart turned to a big target group.

_ Continue on page 2! _

Page 1 25 years Mario Kart 64: That’s how the Fun Racer Classics came from! – Page 1

Page 2 25 years Mario Kart 64: That’s how the fun-racer classics arose! – Page 2

Page 3 25 years Mario Kart 64: That’s how the Fun Racer Classics came from! – Page 3

Page 4 picture gallery for 25 years Mario Kart 64: That’s how the fun-racer classic was created!

Next page Next page Next page

To the gallery to the homepage