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Retro Gamer AnnualRetro Gamer Annual

Retro Gamer Annual

Volume 4

In the Retro Gamer Annual, we’ve gone through the last 12 issues of your favourite magazine and picked the best of the year's content. So enjoy this selection of awesome features and fantastic interviews covering some of the industry’s defining games.

국가:
United Kingdom
언어:
English
출판사:
Future Publishing Ltd
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retro gamer annual

Everyone has fond memories of their favourite games, or their first computer or console. We remember collecting Sonic’s Chaos Emeralds, booting up our first Amiga game or achieving our highest ever lap time on Super Mario Kart. A piece of classic game music will instantly recall a time from our youth, while an image of a retro home computer will inevitably result in waves of nostalgia. With that in mind, we’ve gone through the last 12 issues of your favourite magazine and cherry-picked the best content for this annual. So grab a cup of tea, sit down and enjoy a selection of awesome features and fantastic interviews covering some of the industry’s defining games. ■…

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mario kart the untold story

videogame spinoffs are a tricky thing to get right. Often, it seems like someone in marketing has asked the question, “Why don’t we take [Property X] and make a [Genre Y] game out of it?” and then left the developers to solve the problem. Sometimes, the idea is sound but hampered by trying to adhere too closely to the original game’s mechanics. On other occasions, the spirit of the original property is lost in the transition to a new genre, or the developer has wandered too far from what it does best and delivered a sub-par product. But the world’s most beloved spinoff series didn’t have any of these problems, because Nintendo EAD never started off with the goal of making Super Mario Kart.“Our original plan didn’t include Mario or…

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karting kings

SHIGERU MIYAMOTO PRODUCER, SUPER MARIO KARTHIDEKI KONNO DIRECTOR, SUPER MARIO KARTTADASHI SUGIYAMA DIRECTOR, SUPER MARIO KART ■…

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team picks

DARRANRAINBOW ROADThis track felt like a loving homage to the racers I used to play in my local arcade. It’s certainly not the easiest of tracks and I was never amazing at it, but the feeling you get when you complete the course without falling off is mighty sweet.NICKDONUT PLAINS 3With a little bit of practice, this course will let you unleash your inner scumbag – which is exactly why I love it. Mastery of mushrooms will allow you to hop over the walls, making for huge sneaky shortcuts that will keep you ahead of the pack.DREWBOWSER’S CASTLE 2I always felt a degree of trepidation when navigating Bowser’s Castle. Maybe it was the Thwomps, and the fact that this was the course that me and my brother would always use…

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hit stop

Mario Kart, and kart racers in general, just wouldn’t be the same without the ability to attack your fellow racers or close the gap with a boost. We take a look at the items that were on offer in 1992…MUSHROOMThis item gives you a brief burst of speed, and is commonly handed out to racers that are falling behind the pack. Use it to cover rough terrain for a handy shortcut!STARIf you’re struggling to keep up, you may receive this rare item. It both temporarily boosts your speed and enables you to attack other racers by ramming them.FEATHERUsing the feather will allow for a super high jump that creates major shortcut opportunities. These are most commonly found in the Ghost Valley circuits.BANANA PEELThis defensive item is commonly dished out to…

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timeline attack

MARIO KART 64N64, 1996The first sequel to Super Mario Kart used the N64’s power to move the series into full 3D, allowing for more dynamic course designs. It also bumped the player count from two to four and introduced the dreaded Blue Shell.MARIO KART SUPER CIRCUITGAME BOY ADVA NCE, 2001Like the SNE S original, the first handheld Mario Kart used Mode-7-style flat, rotating tracks. It also included the SNE S courses as unlockable extras, combining with the game’s 20 brand-new tracks for a mammoth roster of 40.MARIO KART: DOUBLE DASH!!GAMECUBE, 2003This experimental title required players to pick two racers which could be freely swapped during the race, and karts were also chosen separately. Special weapons for each racer were also included, for regular players as well as the CPU.MARIO KART…

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