Chapter 1210: The concept of Mario Kart

After chatting with Lin Jiayi for a while, Yang Chen began to write a design concept draft of "Mario Kart".

For Yang Chen, this game is actually not too difficult in terms of technology.

Like Super Mario Made and Super Mario Odyssey, this is a Mario-themed game.

It is also a continuation of the consistent design concept of the Nintendo game manufacturer in the dream memory, that is, a design on the gameplay and the map.

Although Mario Kart is a racing game, it's very different from ordinary racing games.

Ordinary realistic racing games are basically all kinds of cool and well-known sports cars.

But in Mario Kart, the different themed tracks and the random entry of various characters are the interesting things about this game.

The whimsical track design, the different themes, and the bizarre roadblocks all combine to give Mario Kart a unique atmosphere.

And these race tracks are not designed with a random slap on the head.

The whole track has a style, you can see a theme of the track itself, and a fit with the different characters in the game.

In addition, it is the core point of the game, that is, as a racing game, after adding the prop system, it makes this game an extremely excellent strategic combat system.

In the game, players can pick up a series of props such as turtle shells, boo ghosts, golden mushrooms, missiles, banana peels, invincible stars, lightning, etc., all of which make the whole game have a very high strategic gameplay.

And one of the designs of this prop mode has also been imitated and learned by many later games.

But there is no game like Mario Kart.

Because in addition to one of the game's item systems, Mario Kart also has a unique mechanic inside.

That's a negative feedback loop, as is often the case in games, where a player is hit by a blue turtle shell and falls seven or eight places behind, while the player at the bottom suddenly turns into a cannonball, bounces off all obstacles in the way and rushes to the front.

This negative feedback loop mechanism allows players to dynamically maintain a state of evenly matched, appropriately suppress the dominant players, reduce the advantage, and provide very powerful items to the disadvantaged players to help them rush to the front row.

This is also the reason why the game is easy to use, especially in the later Mario Kart with the addition of an intelligent driving system.

It will not be easy for new players to drive off the track without fence protection, as the game will automatically help players correct their direction, and the automatic acceleration will also free players from pressing the gas pedal all the time.

But that doesn't mean Mario Kart is really 'simple'.

Because some of the advanced operation skills in the game will be hindered by intelligent driving.

For veteran players, players who invest enough time in the game have a fundamental difference in their ability to deal with different situations.

They will know when and in what direction to release the green turtle shell to shatter the tracking turtle shell behind it, and will reserve a horn or invincible star in case of players who try to overtake them.

They are familiar with each shortcut on each track and will keep an acceleration mushroom for them to pass through the shortcuts.

They can even successfully escape the tracking of turtle shells with speed control.

These details are things that only a master will understand.

It's like League of Legends and Dota.

Ordinary players and masters will release the hero's skills, and they all know the effect of the skills.

But when to release and what kind of connection can achieve the greatest effect.

This is the difference between the average player and the master.

It's the same in Mario Kart.

So if you really want to defeat a really technically strong player through luck, it may belong to the treatment that only the real European emperor has.

It can be said that "Mario Kart" is like "All-Star Smash Bros. Bros. Bros. and Super Mario Manufacturing", and when you first enter it, you feel that it is very friendly to newcomers.

But once you play it deeply, you will find that if you want to master it, the depth is simply terrifying.

The timing of the tail flick, the pinching point of the jet start, the timing of the aerial stunt, the use of power-ups, the shortcuts to each map, how to cleverly rub against the opponent's acceleration mushroom, the timing of the horn release, the trick of using the game's negative feedback loop to catch up on the final lap, and how to choose a car, hang glider, and tires.

Beneath the simplicity of the game's easy-to-understand façade lies a very exaggerated depth of research.

It can be said that what makes "Mario Kart" brilliant is that it comes from a patchwork of details.

Mario Kart would have been a less successful game without a clever track design, because the negative feedback loop system mechanics really pull everyone together and turn it into a game of real luck.

But without a negative feedback loop design, the average weak player will have more frustration.

Because sometimes they may not even be able to complete the entire race.

In Mario Kart, there is a unique mechanic that basically allows players to run the entire course, and the difference in time will not exceed 10 seconds.

Of course, you are the tail of the crane, and your luck is still bad, obviously you are twelve, but you can only eat the props of mushrooms, and become the spokesperson of the mushroom king, then it is another matter.

It is because of these elements that Mario Kart is a unique existence.

Without any of these points, Mario Kart wouldn't be as charming.

For example, the dream memory is a reference to "Running Kart" from "Mario Kart".

Although there is a so-called prop mode, it is very different from the prop experience in the carriage.

Therefore, one of the designs of the running itself is for racing.

The back panel of the map, as well as playing to drift to accumulate energy to accelerate.

It can be regarded as allowing it to find one of its own characteristics.

But it is precisely because of these characteristics that this type of game is more inclined to a competitive mode, rather than a casual and competitive experience like a carriage.

For Yang Chen, the most difficult point of this game is not the technology but the details.