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An interesting read I found on Kotaku today over here. They interview Mario Kart's director in regards to the ever-hated blue shell that's been in Mario Kart since the N64 release. Some interesting quotes:
Well, that sure explains a whole lot why Mario Kart Wii has such severe rubber-band AI. I'm hoping his last remark regarding the next Mario Kart will show itself in the final product.Hideki Konno @ Mario Kart Director said:You know, with Mario Kart Wii, at least you can avoid it. The timing is tough, but at least you can avoid it.
Fundamentally we're always playing while we're making adjustments to the games. We usually have some sort of theme to direct what we're looking at. With Mario Kart Wii, it was to create a race where, up until the finish line, you didn't know. We wanted to create a race where everyone was in it until the end.
With Mario Kart 64, we wanted to have the same thing where everyone was in it until the end, but some of the processing problems occurred that didn't allow us to do that. And what I mean by that is once you're in a middle of a race you'll get that natural separation. What we were trying to do was push them back together with 64, having eight racers on the screen all the time, didn't work all that well. So, because the processing power didn't exist, we weren't able to create the racing environment we wanted.
Going back to the blue shell, it sounds like maybe you have some issues with it. I'm not trying to project or anything. I think in our next Mario Kart, we'll be looking at the balance and I think we'll come up with some answers and some solutions to make the game fresh and exciting as we move forward. I'm often asked, "Hey, in Mario Kart, could you please make a mode where there are no items. Let us race." But personally I think Mario Kart without items is not Mario Kart. Our goal, of course, is to keep the items in but just balance it well.