Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



Iwata Asks Home

Nintendo 3DS



Star Fox 64 3D

Star Fox 2 that Almost Was

Iwata

Now let's talk about Star Fox 64.]]> When the Nintendo 64 system came out, from your perspective, Miyamoto-san, the machine's capabilities had increased, and the world entered the age of 3D polygons. What you had wanted to do with Star Fox on the Super Famicom system but hadn't been able to do, you now felt like you could accomplish on the Nintendo 64 system, and you thought, "All right, I should do this!"

Miyamoto

Exactly! 16. Star Fox™ 64: A shooting game released for the Nintendo 64 system in 1997. It is the basis for Star Fox 64 3D.

Iwata

What did you set out to accomplish with Star Fox 64? That will lead us into discussion of Star Fox 64 3D.

Miyamoto

Our generation grew up with science fiction movies, so there was a time when I thought I wanted to enter into science fiction movies and run around doing stuff. My generation grew up with Star Trek17on television and totally got into science fiction with Star Wars.

Iwata

That's right. 17. Star Trek: A television series produced in America and broadcast in Japan in the latter half of the 1960s as Uchu Daisakusen. It was followed by a series of feature films.

Miyamoto

I wanted a video game to enjoy scenes like you see in those television programs and movies in which all sorts or objects are flying through space and a fighter craft dodges and weaves through them or a large fleet of starships is approaching to you.

Iwata

And you didn't want to simply enjoy such science fiction scenes visually, but to enjoy them interactively.

Miyamoto

Right. I was like, "Let's make space fantasy that you can experience for yourself!" We wanted that experience in a video game. So after the original Star Fox came out, we tried a number of things, like strategic play, for Star Fox 2.

Dylan

We experimented a lot for Star Fox 2.

Miyamoto

Yeah. We had quite a script for Star Fox 2 and had it running, with robots morphing and running, and attempted an all-range mode in which you could fly a full 360 degrees.

Amano

Um…what's Star Fox 2?

Miyamoto

Huh? You don't know about Star Fox 2?

Amano

No, it's the first I've ever heard of it!

Miyamoto

What?! No one told you about it?! It's the Star Fox game that almost was!

Iwata

It never got released.

Amano

Oh…

Miyamoto

We expanded the Super FX chip's memory to make something called Super FX Chip 2.

Dylan

It had twice the memory.

Miyamoto

Which sped up processing.

Takano

And that idea became…

Miyamoto

Right. That became the basis for Star Fox 64. For Star Fox 2, we had really pressed the boundaries, like by having Arwing fly around a full 360 degrees, flying to one extreme and then back again.

Dylan

Yes.

Iwata

Having a tank appear was another idea from Star Fox 2.

Miyamoto

Right. The tank flies—whoosh!—into a base and then transforms into a robot or something.

Dylan

That robot was cool.

Iwata

It was that cool and you even made a new chip, so why did Star Fox 2 never go out into the world?

Miyamoto

It's something that often happens. Release gets set back about a year or so, and a half a year later, the Nintendo 64 system would come out, so we were like, "Is it too late to ask people to shell out for this?"

Dylan

And it had taken time to develop Super FX Chip 2.

Miyamoto

That's right. And other companies' game consoles were using polygons all over the place, so we didn't think we could catch up even if we stuck this expensive chip in the cartridge, so we rethought it.

Amano

Oh, I see.

Miyamoto

Relatively speaking, that was good, though.

Iwata

Was the reason you decided to bring out Star Fox 2, which never went on sale, in a new form for the Nintendo 64 system because you were certain you could make it for that system?

Miyamoto

Yes. By combining the all-range mode and scrolling, the structure of the game was fairly established, so we wanted to use that structure from Star Fox 2 to make scenes with a stronger sci-fi bent, and we wanted to make Arwing feel more comfortable to fly, so (Kazuaki) Morita-san18at SRD did some programming experiments with the Nintendo 64 system. When I saw those, I thought, "Ah, now we can make it like a science fiction movie!"

Iwata

So, you were able to tell during the experimental stage that you could make it. 18. Mr. Kazuaki Morita: Board member and Kyoto branch manager, SRD Co., Ltd. As a programmer, he has participated in development of numerous titles, including games in The Legend of Zelda™ and Super Mario Bros.™ series.

Miyamoto

Yeah. It started shaping up in a number of ways as soon as we began developing Star Fox 64, like with it being a shooting game even as various characters show up and you talk with them in an unfolding drama, and like how you have teammates, and if one of them gets done in by an opponent and drops out, it syncs perfectly with the game.

Iwata

Takano-san, when were you called to the team?

Takano

Development was already underway. Imamura-san said, "We're short on script writers, so I want you to help." I had an impression of Star Fox as fun because of the Super Famicom version, so I immediately replied, "You bet I'll do it!" He sort of fooled me, though. (laughs)

Iwata

I suppose you were like, "It wasn't supposed to be like this!" (laughs)

Takano

Yes. I ended up having a rough time. A lot of it was new to me and everything was trial and error. And Nintendo's products rarely start with a story.

Iwata

Gameplay always comes first. I imagine you had trouble with that when you worked on The Legend of Zelda, too.

Takano

Yes, I did. (laughs)

Iwata

But we can't write the scripts based on what's convenient for the scriptwriters.

Takano

That's definitely true.

Iwata

Gameplay comes first.

Takano

Besides, if you wrote the story first, it would be boring. So I don't just write some dialogue and say, "Use this." Instead, I wait until the game has come together somewhat and include some hints.

Iwata

You think about what words will function best in the game.

Miyamoto

Sometimes it's just an explanation of the controls.

Takano

Right. So in a place where you get attacked from behind by the enemy, I have someone say something like, "Use the brake! C Button!" (laughs)

Iwata

That really is an explanation of the controls!

Takano

Yeah! After that, I worked on a script for The Legend of Zelda. I think I learned everything working on Star Fox 64!