The History of Star Fox: 30th Anniversary Full Series Retrospective | Rewind Arcade

Rewind Arcade86 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.

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Recent questions

  • What was the Super Famicom?

    A 16-bit game console by Nintendo.

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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.
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