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Playing With Super Power: Nintendo Super NES Classics eGuide
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Contents

  • Earthbound
    • Overview
    • Development
    • Characters
    • Say “Fuzzy Localization!”
    • Places of Interest
    • 16 Bits
    • Confidential Information
    • Legacy
    • Earthbound Credits
  • Super Fans
    • Introduction
    • Sam Filstrup
    • Artist Spotlight: Studio Tamago
    • Ben Hickling
    • Sam Santala
    • Artist Spotlight: Orioto
    • Sophie Pearson
    • Nadyasonika
    • Artist Spotlight: Alain “Wuppes” Wildgen
    • Fansite Spotlight: Zelda Universe
    • Xavier Garcia
    • Gonzalo “Genzoman” Ordoñez
    • Music Spotlight: Video Games Live
    • KlausBoss
    • Artist Spotlight: Per Fhager
    • Fansite Spotlight: Metroid Database
    • Artist Spotlight: Dan Cattell
    • Fansite Spotlight: F-Zero Central
    • Zoki64
    • Ted Graves
    • Li Kovacs
    • Music Spotlight: Metroid Metal
    • Artist Spotlight: Josue Martinez
    • Fansite Spotlight: Starmen.Net
    • PrinceOfRedroses
    • Artist Spotlight: Tsurera
    • Fansite Spotlight: StarFox-Online
    • Thiago Almeida
    • Artist Spotlight: Jenni Källberg
    • Efraim Rodríguez
    • Artist Spotlight: Gnomo del Bosque
    • Fansite Spotlight: DK Vine
    • Layze Michelle
    • Matthew Z.
    • Artist Spotlight: Joel Sousa
  • Realizing the 16-Bit Dream
    • Introduction
    • Launch Titles
    • Lifespan
    • Legacy
    • Design
    • Under the Hood
    • Across the Generations
    • Accessories
    • Top 20 Best-Selling Games
    • Nintendo Hardware Museum
  • Super Mario World
    • Overview
    • Development
    • Characters
    • World 1: Yoshi’s Island
    • World 2: Donut Plains
    • World 3: Vanilla Dome
    • World 4: Twin Bridges
    • World 5: Forest of Illusion
    • World 6: Chocolate Island
    • World 7: Valley of Bowser
    • World 8: Star World
    • World 9: Special World
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Mario World Credits
  • The Legend of Zelda: A Link to the Past
    • Overview
    • Development
    • The Hero of Hyrule
    • Hyrule
    • Franchise Firsts
    • 16 Bits
    • Confidential Information
    • Legacy
    • The Legend Of Zelda: A Link To The Past Credits
  • Super Mario World 2: Yoshi’s Island
    • Overview
    • Development
    • Characters
    • World 1
    • World 2
    • World 4
    • World 5
    • World 6
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Mario World 2: Yoshi’s Island Credits
  • Kirby’s Dream Course
    • Overview
    • Development
    • Abilities
    • Demo Play
    • Traps & Tricks
    • Courses
    • 16 Bits
    • Confidential Information
    • Legacy
    • Kirby’s Dream Course Credits
  • Donkey Kong Country
    • Overview
    • Development
    • More Than Just a Pretty Ape
    • Soundtrack
    • Characters
    • Animal Buddies
    • Donkey Kong Isle
    • Kongo Jungle
    • Monkey Mines
    • Vine Valley
    • Gorilla Glacier
    • Kremkroc Industries, Inc.
    • Chimp Caverns
    • Gangplank Galleon
    • 16 Bits
    • Confidential Information
    • Legacy
    • Donkey Kong Country Kredits
  • Super Metroid
    • The Metroid Menace
    • Development
    • Samus
    • Zebes
    • Crateria
    • Brinstar
    • Wrecked Ship
    • Maridia
    • Norfair
    • Tourian
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Metroid Credits
  • Star Fox
    • Overview
    • Development
    • Characters
    • Items
    • Courses Overview
    • 16 Bits
    • Confidential Information
    • Legacy
    • Star Fox Credits
  • Super Mario Kart
    • Overview
    • Development
    • Racers
    • Items
    • Tracks Overview
    • Mario Circuit
    • Ghost Valley
    • Bowser Castle
    • Choco Island
    • Koopa Beach
    • Vanilla Lake
    • Rainbow Road
    • Notable Foes
    • Battle Mode
    • 16 Bits
    • Confidential Information
    • LEGACY
    • Super Mario Kart Credits
  • F-Zero
    • Overview
    • Development
    • Gameplay
    • The Machines and Their Pilots
    • Tracks Overview
    • Mute City I/II/III
    • Big Blue, Sand Ocean, Death Wind I/II
    • Silence
    • Port Town I/II
    • Red Canyon I/II
    • White Land I/II
    • Fire Field
    • 16 Bits
    • Confidential Information
    • Legacy
    • F-Zero Credits
  • Star Fox 2
    • Overview
    • Development
    • Teaching a Young Fox New Tricks
    • Invisible Legacy
    • Characters
    • Locations
    • But Wait, There Was More…
    • Enemy Gallery
    • Star Fox 2 Credits
  • Super Punch-Out
    • Overview
    • Development
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • Special Circuit
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Punch-Out!! Credits
  • Kirby Super Star
    • Overview
    • Development
    • The History of Twinkle Pop
    • The Evolution of the Inhale
    • Games
    • 16 Bits
    • Confidential Information
    • Legacy
    • Kirby Super Star Credits

Playing With Super Power: Nintendo Super NES Classics Guide › Star Fox

Development

Yet another legendary 16-bit title from Nintendo’s Entertainment Analysis & Development (EAD) division, Star Fox was co-developed by Argonaut Software, who had previously worked on the 1986 combat flight simulator, Starglider. The team at Argonaut got their foot in the door with Nintendo due to the latter company’s interest in 3D, and the former’s increasing expertise in the same field. At the time, the dawn of 3D was trending across arcade and personal computer games, though even low-end PCs were far too cost-prohibitive for the mainstream. To put cutting-edge 3D into a home console was unheard of, so, naturally, Nintendo intended to do it.

Following a number of tech demos displaying Argonaut’s technological prowess—one of which would go on to become 1992’s X for the Game Boy, the first ever 3D game for a handheld system—the small, UK-based developer relocated key members of its team to Japan to work closely on Star Fox at Nintendo’s HQ. As the story goes, the move was meant to be temporary, but eventually ended up stretching over the length of development and beyond, with at least one former Argonaut member, programmer Dylan Cuthbert, still residing in Kyoto to this day.

Because the onboard hardware of the Super NES was too limited to achieve the type of 3D Nintendo was aiming for, Argonaut was permitted to design custom hardware to improve its 3D capabilities. That hardware was the Super FX chip, the world’s first 3D graphics processing unit (GPU) in a consumer product. And because the SNES used cartridges, it was possible to include the additional hardware in each Game Pak, rather than requiring an upgraded console or expensive add-on.

Programming was primarily handled by Argonaut, while Nintendo was responsible for much of the game’s creative direction. Game design is largely credited to producer Shigeru Miyamoto, with characters designed by Takaya Imamura, music composed by Hajime Hirasawa, and Katsuya Eguchi serving as director. Mr. Eguchi most notably went on to create the Animal Crossing series, as well as to direct Star Fox 2.

Star Fox’s gameplay was heavily inspired by arcade games such as Starblade and Solvalou. Thematically, Star Wars impacted development as well, and both franchises share a few notable parallels. For instance, flying inside large enemy aircraft and blowing them up from within is a recurring element in both Star Fox and Star Wars.

The smooth on-rails shooting was aided by the improved visuals. Whereas other 3D shooters up to that point were primarily vector-based, Star Fox filled in the wireframes with texture-less polygons, allowing the on-screen action to literally take shape in a way rarely seen at the time. The game may appear crude by modern standards, but upon its release it was truly a bleeding-edge product.

Arwing

In the same way the original Super Mario Bros. used clashing colors and exaggerated features to depict its titular hero, the simplistic design of the Arwing partially came about due to hardware limitations. “Back then, with the Super Famicom system, you couldn’t display complicated shapes, only simple ones,” Mr. Miyamoto explained during an Iwata Asks segment for Star Fox 64 3D, noting that the only choice was a triangular shape. “We called it Arwing because it was like one big wing shaped like an ‘A’.”

But the simplest things are often the most memorable, and the angular two-tone design helps the Arwing stand out when the screen starts to get crowded.

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