Shaping up the graphics was one sort of experiment and discovering how many enemy characters we can move with intelligent action was another. SM: Since we began with the idea of converting the original Star Fox, we didnt have to do any experiments. NP: With most games, you have said that you being design with an experimental core sequence. Also, we wanted to establish a sort of standard for Control Stick operations. SM: Actually, we kept the configure mode until the end of last January, but we decided that we should emphasize Star-Fox-like game play and we deleted the option. I tried many alternatives, but I’m satisfied with the final arrangement. I thought it might make more sense to use the top C button, but if you put the camera control on the left C button, then players might accidentally hit it and shift their view. SM: I had a problem with the placement of the boost button in this game. How do you decidewhat button operates what function? NP: The configuration of the button controls always seem to be very good in your games. Maybe the current system is pretty close to ideal. TheĪrwaing has to be able to do alot of things in a dog-fight without an overly complex control system. I don’t want the play control system to be too complicated. SM: If we make another Star Fox, we’ll probably add a move and delete a move. ![]() Did you want to include more special moves than the loop an the U-turn? NP: Now the Arwing control is remarkably smooth. But it was difficult to get it working on the Super NES. SM: I really wanted to make realisting aiming and shooting- sort of a floating feeling. NP: What were some of the things that didnt work in the original game. Now after finishing Starfox 64, I can see that it really was just a flat triangle (laughs). When we showed the game to people, they said, “Uh, what’s with the triangle?” For us the polygon shapes were part of a ship or building, not just a flat triangle. The original game was a challenge to push the limits of the hardware. I’m not so attached to the Star Fox theme. NP: So you really wanted to make the definitive Star Fox game with the N64 title? I’d say 60% of SF64 comes from the original game, 30% from SF2, and 10% is entirely new. All-Range mode, Multi Player mode, and the Star Wolf scenaria all came from Star Fox 2. Did you use any ideas from that game in Star Fox 64? NP: We saw Star Fox 2 for the Super NES serveral years ago, but it never came out. What comes next? Super Mario 128? Actually, thats what I want to do. For example, should we keep trying to put all the new technologies into each new Mario game. Sometimes I ask myself if we should continue this approach. SM: we wanted to produce an interesting game design, rather than a new story. NP: Why did you make Starfox 64 a remake of the original Star Fox? It’s the producers job to make sure it’s exciting. I think that the first 30 minutes of a game is the most important. SM: I made changes in Corneria and Meteo. ![]() I wanted to see changes in some of the basic rules, as well. ![]() ![]() SM: Yes, I asked for additional changes to add more excitement. NP: We also heard that you had many opinions about how to change the Corneria Stage, especially after the game was finished. Since I designed the original Star Fox game, I am responsible for the basic game design, but I fully relied upon other people to direct the game Shigeru Miyamoto: (laughing) No, its not true. Nintendo Power: We heard you did the job of the director even though officially, you were the producer of Starfox 64. This interview is a reprint from Nintendo Power published in January 1997.
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