The History of Star Fox: 30th Anniversary Full Series Retrospective | Rewind Arcade Rewind Arcade・2 minutes read
Nintendo introduced the Super Famicom in 1990, with games like Super Mario World and F-Zero showcasing new graphics capabilities. The Star Fox series evolved over time, facing challenges with games like Star Fox Zero on the Wii U, but continues to have a lasting impact on gaming.
Insights Nintendo was impressed by Argonaut, a London-based studio, for achieving 3D graphics on the Super Famicom, leading to a partnership for developing new games together. The development of the Super FX chip by Argonaut for the Super Famicom enabled enhanced graphics capabilities, paving the way for games like Star Fox. Star Fox 2, featuring non-linear gameplay and strategic decision-making, was completed but canceled by Nintendo, only to be released in 2017 on newer consoles. Star Fox Adventures for the GameCube merged Rare's Dinosaur Planet project with the Star Fox universe, introducing Fox McCloud as the protagonist and incorporating flight sections. Get key ideas from YouTube videos. It’s free Summary 00:00
"Revolutionizing Gaming: The Rise of 3D" In 1990, Nintendo was preparing to launch the Super Famicom, a 16-bit game console with enhanced graphics and sound compared to its predecessor, the Famicom. Three games were being developed by Nintendo of Japan to showcase the capabilities of the Super Famicom: Super Mario World, F-Zero, and Pilot Wings. Shigeru Miyamoto, creator of Mario, wanted true 3D graphics for Pilot Wings, a feat thought impossible on the Super Famicom. A group of teenagers from Argonaut, a London-based studio, impressed Nintendo with their ability to achieve 3D graphics that Nintendo deemed impossible. Sprite graphics dominated gaming until the late 80s, with games like Rad Racer attempting to simulate 3D with limited success. Mode 7 on the Super Famicom allowed for rotation and scaling of background images, enhancing games like F-Zero and Super Mario Kart. Atari's Battlezone in 1980 introduced vector graphics for true 3D gaming in arcades, influencing games like Star Wars. Jazz San, a teenage programmer, founded Argonaut and developed Star Glider, a free-roaming 3D shooter, inspiring future industry heavyweights. Giles Goddard and Dylan Cuthbert, teenage programmers, joined Argonaut and worked on porting Star Glider 2 and experimenting with 3D graphics. Argonaut's partnership with Nintendo led to the development of Eclipse, a 3D game for the Game Boy, showcasing true 3D graphics on the handheld console and impressing Nintendo executives. 17:06
"Nintendo's Super FX Chip and Star Fox" The Super NES North American launch was already underway when the idea of adding a chip for 3D graphics was proposed. The chip was suggested to be added to Super Famicom cartridges instead, with the hope of enabling true 3D graphics. Nintendo's top brass, including Yamauchi, agreed to fund the development of the chip with an initial sum of two million dollars. Argonaut would develop three Super NES titles utilizing the specialized chip as part of the agreement. Nintendo agreed to partner with a western developer, Argonaut, for the first time to develop new games together. The Game Boy, with its limited graphics, was enhanced by a teenager from London and a custom chip, leading to the development of Eclipse. X, a 3D game for the Game Boy, faced challenges in development but showcased impressive 3D graphics for its time. X received middling reviews in Japan, leading to a fully localized version for the West, but it was ultimately not released by Nintendo of America. Argonaut quickly moved to design the Super FX chip for the Super Famicom, with the aid of Ben Cheese and other hardware engineers. Star Fox's development began with the Nintendo team focusing on setting and plot, while the Argonaut team worked on levels and gameplay concepts. 33:59
"Star Fox 2: Strategic Sequel Development" Two games were in development: "Wild Tracks" in Japan and "Stunt Race Effects" in the West. Cuthbert worked on a sequel to Star Fox called "Star Fox 2" before the first game was released. Star Fox 2 introduced a strategic map screen for players to make decisions on threats to tackle. The game featured new characters, Miu and Faye, alongside the original Star Fox team. Star Fox 2 had a non-linear gameplay approach, requiring strategic decisions to counter Andross. The game included free-flying segments, ground-based stages, and a two-player versus mode. Different R-Wing models were added for gameplay variety, each with unique abilities. The game introduced the Star Wolf Squadron as a new enemy for players to face. Star Fox 2 was completed but canceled by Nintendo to transition to the Nintendo 64 console. Star Fox 2 was eventually released in 2017 on the Super NES Classic and later on Nintendo Switch Online. 50:16
Star Fox Adventures: Evolution of a Game Shigeru Miyamoto asked Takaya Imamura for a radical course change for the next Star Fox game, moving away from the rail shooter genre. Imamura and Kazuaki Morita planned a new Star Fox game for the Nintendo 64, featuring ground-based third-person shooting. Rare, a UK-based developer, had a significant partnership with Nintendo, creating major games like GoldenEye 007 and Diddy Kong Racing for the Nintendo 64. Dinosaur Planet, Rare's final project for the Nintendo 64, featured two anthropomorphic heroes, Saber and Crystal, with unique abilities and dinosaur sidekicks. The game was heavily influenced by The Legend of Zelda: Ocarina of Time, featuring combat, exploration, and Z-targeting mechanics. The project merged with Star Fox, leading to the creation of Star Fox Adventures for the GameCube, with Fox McCloud replacing Saber as the protagonist. Crystal's staff was chosen as Fox's primary weapon, serving multiple purposes like fighting, lifting objects, and acquiring new abilities. The game included flight sections where players briefly piloted the R-wing Space Fighter, connecting it to the Star Fox Universe. Imamura traveled to England multiple times to fine-tune design decisions for the game, ensuring it fit within the established Star Fox narrative. Star Fox Adventures was released in September 2002 for the GameCube, selling over 200,000 copies in Japan and earning $30 million in the US by 2006. 01:07:03
Star Fox Assault: Galactic conflict with Apparoids Star Fox Assault features on-rail gameplay set in a Galactic conflict with numerous space fighters and capital ships. Oinkani, initially presented as the villain, is overshadowed by the true antagonist, the insect-like Apparoids. Fox's team, Star Wolf, returns with a new member, Panther, to combat the Apparoid Invasion. Players are armed with various weapons like machine guns, homing launchers, Gatling guns, and a sniper rifle. The game uniquely combines run-and-gun gameplay with vehicular combat, allowing players to switch between shooting on foot and piloting a vehicle. The versus mode in Star Fox Assault allows up to four players to compete in stages from the campaign, unlocking weapons and characters through gameplay. Replayability is enhanced by a medal system rewarding player performance in missions, unlocking additional content like arcade games and characters. Star Fox Assault was initially available for rent exclusively at Blockbuster and Hollywood Video before its retail release. The game received praise for its orchestral soundtrack, multiplayer focus, and vehicle-switching mechanics but was criticized for tedious on-foot sections. Star Fox Command on the Nintendo DS continues the series' storyline, introducing new characters and offering multiple endings based on player choices. 01:23:26
Challenges and Failures of Nintendo's Wii U Nintendo's Wii U faced challenges in 2014 due to low adoption rates compared to the successful Wii console. The Wii U's defining feature was the Gamepad, a controller with a touchscreen, standard inputs, and low resolution. Nintendo aimed to create a game showcasing the Gamepad's potential for dual-screen gameplay. Shigeru Miyamoto and his team developed three projects to demonstrate the Wii U's capabilities at E3 2014. These projects included a giant robot game, a tower defense game, and a new Star Fox game with innovative controls. Platinum Games collaborated with Nintendo to develop Star Fox Zero and Star Fox Guard based on the tech demos. Star Fox Zero featured a new control scheme, transforming vehicles, and immersive features like radio chatter and amiibo unlocks. Despite delays and negative press, Star Fox Zero was released in April 2016 to mixed reviews and poor sales. The game's focus on the Gamepad controls and lack of multiplayer modes contributed to its underwhelming performance. Star Fox Zero's failure, along with the Wii U's overall struggles, led to the console's production being halted in January 2017, with The Legend of Zelda: Breath of the Wild becoming the final blow for the system. 01:39:50
Star Fox's uncertain future on Nintendo. Star Fox Zero faced challenges on the Wii U, leading to hopes for a revival on the Nintendo Switch. Ubisoft Toronto introduced Starlink: Battle for Atlas, a space exploration game with customizable ships and pilots. The collaboration between Ubisoft Toronto and Nintendo resulted in Star Fox characters being integrated into Starlink. Starlink's physical copies for the Nintendo Switch included an R Wing toy and Fox McLeod pilot figure. Despite mixed reviews, Starlink Battle for Atlas fell short of sales expectations, leading to the discontinuation of physical toys. Star Fox characters have made appearances in various Nintendo games and spin-offs, showcasing the franchise's enduring legacy. The future of the Star Fox series remains uncertain, with Nintendo's history of reviving the franchise on new platforms or with innovative ideas.