@HyperSonicEXE thanks for the kind words, as I mention in the interview we started out by making a really cool but straightforward prototype based on the gameplay in StarFox 64 and StarFox with rail based game play as a strong focus (one example stage had Fox and friends flying vertically down towards a planet from outer-space along a space elevator, with rotating blocks to dodge, tunnels and arches to fly under and strange enemies flying in etc., before plunging into a small tunnel in the ground at the base - classic StarFox!), however Miyamoto wanted the game to be all-range and strategy based with a lot of the elements from StarFox 2 so we re-designed it completely and it lost "on-rails" stages. I mean, it made it a different game really but that was always Miyamoto's point, he wanted new ways of playing games in 3d to be tried out (especially in conjunction with the dual screen) and I agree with him really, it's not fun for him or us to be simply making the same basic game again (and Nintendo/Namco had already kind of done that with StarFox Assault and it felt a little lacking and he felt he wanted to push a different boundary with the DS version).
@RegalSin Dude... your imagination is crazy! But I'll agree that SFII is a great game! The rest of your post is wrong though. I have been running http://www.q-games.com in Kyoto since 2001 and made many original games for Nintendo and Sony alike.
@Dolphin64 lol, Starfox wouldn't exist in the first place without myself and Giles, we designed almost all the gameplay and bosses ourselves. I even named Fox McCloud, Slippy and Peppy!
But anyway I digress... we made an excellent remake of Starfox 64 for the 3DS if you just want that "classic" style of gameplay. I think Nintendo has answered the fans well over the years, giving them many various ways to experience the Fox universe.
The "hiatus" wasn't a hiatus because of Command (which is an excellent game in itself but just isn't the Starfox 64 everyone wanted at the time, if you go to back to it now you will be surprised at how well it stands the test of time), they have always been experimenting internally but couldn't get the Wiimote gameplay controls to the level that they wanted, so they held back until they got to where they wanted to go with it.
Comments 4
Re: Feature: The Full Story Behind Star Fox 2, Nintendo's Most Famous Cancellation
@brooks83 I'm sorry but I have no idea as to what exactly are the legal issues involved, I'd imagine it's "all of the above"
Re: Feature: The Full Story Behind Star Fox 2, Nintendo's Most Famous Cancellation
@HyperSonicEXE thanks for the kind words, as I mention in the interview we started out by making a really cool but straightforward prototype based on the gameplay in StarFox 64 and StarFox with rail based game play as a strong focus (one example stage had Fox and friends flying vertically down towards a planet from outer-space along a space elevator, with rotating blocks to dodge, tunnels and arches to fly under and strange enemies flying in etc., before plunging into a small tunnel in the ground at the base - classic StarFox!), however Miyamoto wanted the game to be all-range and strategy based with a lot of the elements from StarFox 2 so we re-designed it completely and it lost "on-rails" stages.
I mean, it made it a different game really but that was always Miyamoto's point, he wanted new ways of playing games in 3d to be tried out (especially in conjunction with the dual screen) and I agree with him really, it's not fun for him or us to be simply making the same basic game again (and Nintendo/Namco had already kind of done that with StarFox Assault and it felt a little lacking and he felt he wanted to push a different boundary with the DS version).
Re: Feature: The Full Story Behind Star Fox 2, Nintendo's Most Famous Cancellation
@RegalSin Dude... your imagination is crazy! But I'll agree that SFII is a great game! The rest of your post is wrong though.
I have been running http://www.q-games.com in Kyoto since 2001 and made many original games for Nintendo and Sony alike.
For reference have a read of this interview with Iwata, Miyamoto and myself to learn a little bit more about the background: http://iwataasks.nintendo.com/interviews/#/3ds/starfox/0/0
@Fath thanks! We really enjoyed remaking it!
Re: Feature: The Full Story Behind Star Fox 2, Nintendo's Most Famous Cancellation
@Dolphin64 lol, Starfox wouldn't exist in the first place without myself and Giles, we designed almost all the gameplay and bosses ourselves. I even named Fox McCloud, Slippy and Peppy!
But anyway I digress... we made an excellent remake of Starfox 64 for the 3DS if you just want that "classic" style of gameplay. I think Nintendo has answered the fans well over the years, giving them many various ways to experience the Fox universe.
The "hiatus" wasn't a hiatus because of Command (which is an excellent game in itself but just isn't the Starfox 64 everyone wanted at the time, if you go to back to it now you will be surprised at how well it stands the test of time), they have always been experimenting internally but couldn't get the Wiimote gameplay controls to the level that they wanted, so they held back until they got to where they wanted to go with it.