Game Corner [Sci-Fanuary]: Star Fox 64 / Lylat Wars (Nintendo Switch)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in an event I call “Sci-Fanuary”.


Released: 25 October 2021
Originally Released: 27 April 1997
Developer: Nintendo EAD
Also Available For: iQue Player, Nintendo 64, Nintendo Wii, Nintendo Wii U (Original); Nintendo 3DS (Remake)

The Background:
In their effort to break into the 16-bit market, Nintendo forged a close relationship with Argonaut Software, leading to the ground-breaking creation of the “Super FX” chip and the Super Nintendo Entertainment System’s (SNES) ability to process 3D graphics. Nintendo and Argonaut drew inspiration from the original Star Wars trilogy (Various, 1977 to 1983) to showcase the chip with arcade shooter Star Fox (1993). However, despite becoming the fastest-selling videogame in North America and garnering rave reviews, a sequel was unceremoniously cancelled so Nintendo could focus on the more powerful Nintendo 64. Although gamers had to wait over twenty years for Star Fox 2 to be released, lead producer and series creator Shigeru Miyamoto spearheaded a Nintendo 64 entry that began as a port of the original game as the developers struggled to adapt to the Nintendo 64’s hardware. After six months of testing, Nintendo higher-ups were apparently unenthusiastic, though it took only a ten second demonstration at Shoshinkai 1995 for the project to be approved. Artist Takaya Imamura was heavily involved in many aspects of the game, from the art direction to gameplay mechanics, while Miyamoto sought to both build upon the existing mechanics and recycle some of the work that had gone into the cancelled Star Fox 2, specifically the multiplayer mode and branching paths. The developers created new craft for the Star Fox team to utilise (though on-foot sections were scrapped due to time constraints), and the game was the first in the Nintendo 64 library to use the Rumble Pak peripheral. Retitled to Lylat Wars in Europe, Star Fox 64 released to critical acclaim. The multiplayer and gameplay were highly praised, and it even initially outsold Super Mario 64 (Nintendo EAD, 1996). Despite this, it would be another five years before there was another game in the franchise, though it did receive an equally successful 3DS remake in 2011 alongside numerous ports, and it’s highly regarded as one of the best in the series.

The Plot:
Five years after being exiled for biological warfare, the mad scientist Andross attacks the Lylat system, causing General Pepper to hire the Star Fox team – Fox McCloud, Falco Lombardi, Slippy Toad, and Peppy Hare – to defend the worlds within.

Gameplay and Power-Ups:
Star Fox 64 is an arcade-style, space-based shooter that largely takes place on-rails and with you back in control of an Arwing space craft. In many respects, the game is a remake of the original Star Fox, taking few elements from the cancelled Star Fox 2. You’re back controlling Fox alone with three AI-controlled wingmen helping you out, and there are no real-time strategy elements to think about (though the path you take and the missions you tackle will change depending on how you play). If you’re new to the game, you can get to grips with the controls in the “Training” mode, or jump right into the main story and take on seven stages (or “Missions”) to confront Andross’s forces. Players begin with two lives and a basic shield meter, which depletes as you take damage and can be refilled with silver rings, extended with gold rings, and replenished by passing through checkpoints. You blast enemy ships with A, holding the button to charge a homing shot that targets the nearest enemy, or destroy all onscreen enemies with one of your limited supply of Nova bombs with B. Y boosts you ahead, which is great for rushing past hazards, chasing down enemies, or outrunning ships on your tail. X brakes, which is also great for avoiding hazards and having pursuing craft fly past you, though this and the boost are tied to a small, replenishing meter to keep you from abusing their functionality. ZL and R allow you to bank, aiding in strafing and quickly sweeping enemy swarms. Double tapping either performs a “barrel roll” to evade and deflect incoming fire, and the left and right sicks execute a U-turn (though I struggled with this nine times out of ten).

Fox has more versatility, vehicles, and options than ever in this fun arcade shooter.

The right stick also switches to a cockpit view, if that’s your preference, though I was very impressed with how the game handled from the standard third-person viewpoint, especially compared to the last two games. The onscreen aiming reticule helps, for sure, as do the tighter, far more responsive controls that makes flying a breeze. Things get a little trickier when you enter “All-Range Mode”, where you’re confined to a set arena, generally to battle a boss or attack a central target. I found it a bit difficult to get my bearings in these situations, generally crashing into objects and being forced back into the fight by an invisible border, which my wingmen were quick to comment on. Yor wingmen offer advice encouragement, criticism, and require your help constantly. Generally, they’re pretty useful and will attack targets, but you can’t command them and they (Slippy, usually) are always getting into trouble or flying into your laser fire. It pays to keep them healthy, however; if they take too much damage and leave, you’ll lose out on Slippy’s analysis of bosses and the accompanying health meter, Peppy’s gameplay advice, and Falco’s alternative paths. Depending on which route you take, you’ll also be aided by Bill Grey or Katt Monroe, and ROB 64 will occasionally provide helpful pick-ups, as indicated by an onscreen notification to flick the right stick, or provide cover fire in the Great Fox. Players also take to the ground in the Landmaster tank and the sea in the Blue Marine, which have all the same capabilities as the Arwing except the Landmaster can’t fly (it can briefly hover, though I could never remember which shoulder buttons to press to do this) and the Blue Marine fires homing torpedoes. While there’s only one underwater mission, Landmaster missions are a nice change of pace but aiming can be a little trickier, something made even more troublesome by your Arwing-based wingmen still needing your help despite having the high ground. If you take too many hits, your ship will sustain heavy damage to its wings, which can be repaired with the Spare Wing pick-up. Your lasers can also be powered-up, and you’ll gain 1-Ups either by finding them or finishing a mission with a high kill count.

Missions, objectives, and the game’s difficulty all change based on how you play.

Your performance is graded at the end of every mission; your remaining wingmen and your health is tallied against your kill count, which increases your chances for a 1-Up. It’s advisable to avoid being too trigger happy as you’ll rob yourself of your backup while they go in for repairs, and General Pepper is billed for property damage at the game’s end. Generally, missions simply involve flying through a set course, defeating enemies, dodging hazards, and taking out a boss. However, even linear missions can hide secret paths; downing a set number of enemies, flying through certain alcoves, defeating rival team Star Wolf, and shooting switches can lead to alternate paths both in the mission and on the main map. The path you take dictates the game’s difficulty (with the top path being the hardest), though you can opt to change your path if you wish. Some missions task you with completing an objective in a time limit; others have you destroying shield generators, rushing through narrow corridors, or blasting through asteroid belts. When on Solar, your shield constantly drains from the intense heat; on Titania, you’ll bomb across the sand avoiding collapsing ruins in search of Slippy. Katina sees you defending a pyramid base from a swarm of enemy fighters alongside Bill, and Macbeth has you chase after a train, blasting boulders and defensive towers. Warp gates appear sporadically, allowing you to skip ahead, and you’ll face battleships, space stations, and swarming forces as you approach Venom, Andross’s home base. Walls, girders, fire plumes, space debris, and turrets will test your reaction times, and you’ll occasionally have to pick different paths and make tight turns as you race towards (and away from) Andross.

Presentation:
I’ve always said one of the main things holding back Star Fox was the awful polygonal graphics. They might’ve been impressive at the time, but I never liked them and they really ruined my experience in a lot of ways. Thankfully, that’s not an issue here with the superior power of the Nintendo 64. The entire game is brought to life through polygons (with the exception of some background elements and such, I’m sure), with the correct textures and rendering making for a smooth and far more pleasant experience. The game’s story and character interaction are all fully voiced (a rarity even at the end of the Nintendo 64’s lifecycle let alone the start), and the cast all have distinctive personalities: Peppy is wise and seasoned, Slippy a pain in the ass, and Falco a stubborn jerk. Although most cutscenes relegate the crew to amusing flapping heads, each mission gets an intro and outro, generally showing the team checking in or setting the stage for the current conflict. The game’s sound effects and music are also top-notch, with stirring military themes, adventurous tunes, and ominous overtures adding to the increased stakes as stages get progressively difficult. Some interesting touches are included here and there, such as planets looming into view when you’re blasting through space, enemy tanks toppling columns, and the very architecture itself coming to life around you. As you’d expect from the Nintendo 64, there’s some pop-up and fog effects here, but it’s generally masked or incorporated into a level’s structure, or the action ramps up to compensate.

The technology has finally caught up with the concept to present a charming action romp.

There’s quite a bit of variety to the mission locations in Star Fox 64; you view your current path and its branches from a rotatable space map, encouraging experimentation to visit new worlds, with their objectives tweaked depending on your path. Things start off familiarly enough with the distinctly Earth-like Corneria, with its river-filled mountains and futuristic main city. Weather effects and seasons taint the remaining planets in the Lylat system: Fortuna is the icy home to one of Andross’s outer bases, Solar is quite literally a raging star, Titania is a desert world filled with ruins and beset by a raging sandstorm, and Aquas takes place in the ocean depths. When partaking in space missions, you’ll blast towards stars, constellations, and planets taking on vaguely Star Wars-like battleships, debris, asteroids, lumbering craft, and surprise attacks from swarming, Space Invaders-esque (Taito, 1978) ships. Even confined areas like Bolse can have a lot going on with their intricate mechanical textures, endless enemy swarms, and unique objectives. Sure, it’s all a bit quaint these days, with blocky polygons and out-dated graphics, but Star Fox 64 has aged far better than the first game. The on-rails action keeps you moving, lasers and explosions and interesting obstacles are as constant as cries for help and warning notifications, and there’s always something to see, collect, shoot at, or avoid as you blast along. Although I found the stage aggravating and full of hazards, Macbeth was a great example of this as enemy ships fly overhead, the train trundles along firing concussive blasts and dropping boulders, and you’re constantly swerving to avoid obstacles and target everything in sight.

Enemies and Bosses:
If there’s a downside to Star Fox 64, it’s mostly the enemies. Indistinct polygonal crafts of various sizes pop up, fly in, or swarm around each area, blasting at you or charging into you or chasing Slippy and forcing you to rescue her for the hundredth time. They’re easily shot down with your primary weapon but it’s recommended you charge a shot to take out multiple foes at once (and net yourself a power-up and a hit combo in the process). Turrets, mines (both land, sea, and space), towers, and bigger swarms become more frequent as you progress. Snake-like Moras weave throughout the Meteo asteroid field, whole swarms fill the screen with grid-like laser patterns, bee-like fighters dance about firing coloured rings, and winged craft rise from Solar’s burning depths. Some of the more interesting enemies are land-based, such as the Garudas (construction robots who topple buildings and toss girders at you) and the giant, crab-like walkers of Titania. Anime-like Shogun Troopers attack the Corerian fleet in Sector Y, disc-like defence station platforms and large battle cruisers act as both hazards and targets in Area 6, and you’ll be hard-pressed to destroy each section of the seemingly unstoppable train on Macbeth, especially while blasting tanks, towers, and through gates. As versatile as Andross’s forces are, often splitting apart and flying at you as horizontal and vertical hazards, his home world of Venom is rife with buzzing swarms, tight turns, explosive booby traps, and walls that sprout hazards at the command of the stone golem, Golemech.

The game’s not short on gigantic bosses to challenge your skills.

Each mission culminates in a boss battle, though some missions have more than one depending on how well you play or will add additional phases and challenges (such as a time limit) to bosses. It’s recommended that you keep Slippy alive as that’s the only way you’ll properly gauge your progress against the boss as she brings up their health bar, though pieces of them will break off as you attack. Many are also accompanied by or spawn smaller enemy craft or fire destructible projectiles, which are worth targeting if your shield or bombs are low. Finally, the general strategy against these bosses is to simply avoid their attacks and target their weak spot (often a glowing yellow target), though you will have to adapt to All-Range Mode and partake in some tricky dogfights in some missions. On Corneria, you’ll battle either an Attack Carrier or Granga’s Mech, with the latter being the harder option. The Attack Carrier’s weak spots are small but it’s dead simple to avoid its shots and blast its wings off, while Graga stomps about firing homing missiles and making his mech a hard target to track. When facing the Meteo Crusher, fire when the central metal plate rotates to expose the weak spot but watch for the big Death Star-like laser it fires and its second phase where it flips around to shoot from the front. The giant clam Bacoon awaits on Aquas, the heavily armoured Sarumarine on Zoness, and the crab-like Vulcain on Solar, with this latter swiping its pincers, crating lava tidal waves, spewing fie plumes, and spitting flaming boulders. There’s even a fun Independence Day (Emmerich, 1996) homage when you team up with Bill to attack a gigantic, saucer-like alien mothership on Katina. As mentioned, Macbeth really aggravated me the first time through as the Forever Train was a difficult battle. A winged mech detaches from it and rains spears onto the track, but it’ll also crash into you if you don’t take it out fast enough at the end. However, if you target eight switches dotted alongside the main train track, you can one-shot the boss with a cutscene!

After besting Star Wolf and all his forces, you’ll take on the monstrous ape-thing Andross!

After taking out the security facility on Boise, you’ll infiltrate Andross’s pyramid-like base and chase down Golemech, blasting away his sandstone hide to attack his mechanical innards. You’ll battle the Spyborg in Sector X, which launches its fists at you and fires projectiles from its head. Take too long battling it and it’ll swipe Slippy to Titania, forcing you to rescue her from Goras, which has Slippy hostage in one pincer and fires lasers with the other. Target the limbs first, then switch to the chest and heart to bring it down. To finish Sector Y, you’ll chase down and destroy some super-fast Shogun Troopers and the larger, chrome-plated Shogun who eventually (and conveniently) settles atop an attack carrier and makes itself an easy target. The Gorgon super laser in Area 6 proved quite a challenge; you need to destroy its extendable tentacles and attack craft, then the three energy spheres inside it, all to finally expose its inner core multiple times over to succeed, By far your most persistent foes will be rival team Star Wolf, who you’ll face numerous times. Sometimes you can ignore them in favour of other objectives, but if you engage then you’re in for a tough dog fight. Star Wolf and his team love to come at you from behind and chase down your wingmen, and their ships have the same capabilities as yours, making them formidable foes. I found the battle against them on Venom particularly frustrating due to the enclosed space, them sporting shields to negate your charge shot and bombs, and Andrew Oikonny being a douche and not getting off my ass! No matter which path you take, you’ll end up facing Andross alone with Fox, though this giant disembodied ape head only shows his true form (a giant brain!) on the hardest path. Andross attacks by swiping his hands, firing an electrical blast from his fingertip, and sucking you in to eat you. Target his eyes to briefly stun him, destroy each hand in turn, and drop a bomb in his mouth and you’ll soon encounter his second form, a mechanical devil head that chomps at you. Destroying this is enough for the easy and medium paths, but the final form sees you desperately flying around blasting first Andross’s eyes and then the grey matter on the back of his brain as he teleports about, then desperately following Fox’s father as he leads you to safety.

Additional Features:
As mentioned, there are three paths to choose in Star Fox 64, though you really need to be paying attention in missions to figure out how to tackle the different levels and challenges. Rescuing Falco or ignoring Star Wolf or prioritising kills will put you on different paths and, while you can change to a lower path, you can’t change up to a higher one. You’ll get slightly different endings for each, with Andross only being properly destroyed on the hardest path, though this encourages replaying the game as much as the high score table. As if that wasn’t enough, if you accumulate enough kills and keep your allies alive, you’ll be awarded a medal. Get a medal on every mission to unlock the harder “Expert” mode and really challenge yourself. There’s also a Versus mode where you compete against friends for points, either working towards a set number of kills or against a time limit, which also allows you to play outside of a vehicle. Beyond that, you can mess about with the title screen, search for warp points, unlock artwork by beating Expert mode, and use the Nintendo Switch Online functionality to create save states.

The Summary:
I’ve played Star Fox 64 before; I never had it on the Nintendo 64, but I downloaded it for the Nintendo Wii and I was even tempted to get the 3DS version. What put me off was my dislike of the original Star Fox, a clunky and ugly game that hasn’t aged well at all. This isn’t true of Star Fox 64, which retains the same charm and appeal as it had all those years ago. The technology has finally caught up with the concept here, providing slick, tight, action-orientated space battles that really bring the idea to life. I loved the presentation of the story, the way the vehicles controlled (Landmaster aiming notwithstanding), and the challenge on offer. It’s a bit cheap to not make it more explicit what you have to do to pick each path but the signs are there, guides exist, and it’s fun replaying and experimenting, especially as missions are altered each time. This means some missions that are quite easy can become much more difficult, your approach to Venom and reaching Andross changes, and you get slightly different endings for your troubles. Yes, constantly rescuing Slippy and the others is annoying but the on-rails action is really fun. There’s also a lot happening and everything runs really smoothly. All-Range Mode was a bit tricky for me, and some missions and boss battles (particularly against the powered-up Star Wolf) had me tearing my hair out at times, but this stress was mitigated by the Switch’s save state feature. I would’ve liked to see a free play mode, the ability to play as the other characters, a co-op mode, and a boss rush implemented but that’s all stuff I’d expect to see in a sequel or remake. As is, Star Fox 64 is the first entry in the franchise I really enjoyed playing. It wasn’t a chore to control or look at, the soundtrack is excellent, blowing up enemies was satisfying, the bosses were huge and engaging, and the game finally brought the characters and the action to life in a way I could enjoy.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of Star Fox 64? Do you consider it the best of the classic Star Fox titles? Which vehicle and boss was your favourite? Did you ever best every mission and complete every path? What did you think to All-Range Mode and the branching path system? Do you have any memories of playing this with friends back in the day? Which Star Fox game is your favourite? Whatever your thoughts on Star Fox 64, please share them below and check out my other sci-fi content across the site! 

Mini Game Corner [Sci-Fanuary]: Star Fox 2 (Nintendo Switch)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in all its forms in an event I call “Sci-Fanuary”.


Released: 12 December 2019
Originally Released: 9 September 2017
Developer: Nintendo EAD / Argonaut Software
Also Available For: Super Nintendo Entertainment System (SNES) Classic Edition

A Brief Background:
While working to enter the 16-bit market, Nintendo had a close relationship with Argonaut Software that saw the creation of the ground-breaking “Super FX” chip, which allowed the SNES to process 3D graphics. To best showcase the chip, the two companies took inspiration from the original Star Wars trilogy (Various, 1977 to 1983) and created Star Fox (1993), an arcade-style space shooter that became the fastest-selling videogame in North America. Despite this, and rave reviews, its sequel was unceremoniously cancelled so Nintendo could focus on the more powerful Nintendo 64. Prior to this, Star Fox 2 was reportedly 95% complete. Powered by the Super FX 2, the game boasted improved visuals and a degree of free-roaming gameplay, alongside additional playable characters and even a mech walker form for the Arwing craft. For decades, Star Fox 2 remained an elusive piece of lost media playable only through buggy, illegally leaked ROMS and emulators. However, thanks to Nintendo archiving the title, Star Fox 2 finally saw the light of day when it was included in the line-up of the SNES Classic, resulting in positive reviews that praised the ambitious gameplay and expanded mechanics while criticising its short length.

The Review:
Those reviews were right about one thing: Star Fox 2 certainly is a short game, perhaps even shorter than the first. Because of this, it didn’t seem worthwhile doing one of my usual long, in-depth reviews, though I did play enough of the game to share some thoughts. Fundamentally, Star Fox 2 is very much the same game as its predecessor, but with aspects changed or expanded and mechanics tweaked into something resembling a strange hybrid of an arcade shooter and a real-time strategy (RTS) game. This time around, you can pick which member of the Star Fox team to play as, with two new, never seen again characters tossed into the mix. Not only does each character have their own unique craft, but they have different stats, too, with some being faster, stronger, or taking less time to charge their weapons. You also pick two characters, a lead pilot and a wingman, and can switch between them by pressing – on the main map screen. I believe this allows you to send one character one way and the other in a different direction, and allows two player simultaneous co-op, but the craft simply followed each other in my playthrough. Star Fox 2 also offers four control schemes, with the default settings seeing A brake, B firing your primary blaster, X unleashing a limited supply of special weapons (a smart bomb, a shield, or replenishing your regular shields), and Y letting you boost towards targets. Holding B charges a more powerful shot, but this doesn’t home in on your target so I usually missed unless the target was stationary or flying right at me. Double tapping L or R lets you “barrel roll” out of harm’s way and, when on a planet’s surface, – will transform your Arwing into its mech walker mode.

The expanded dogfight gameplay is joined by odd RTS mechanics and a mech walker mode.

In this state, the controls change slightly. Now, A jumps and L and R are used to awkwardly spin around and your shots do seem to home in on targets. In this mode, you’ll mainly clomp about blasting enemies and stepping on switches to unlock doors, but it’s also the recommended state for destroy the heavily armed energy cores that lie in the centre of Andross’s bases. Another new aspect here is the aforementioned RTS mechanics. When on the map or engaging with Andross’s forces, cruisers, or bases, Corneria is under constant threat of attack. Missiles fire at the planet and Andross rocks up in his Star Destroyer-esque cruiser to fire a devastating shot, so you’ll need to intercept these and even quit out of stages to defend the planet. If Corneria’s damage percentage reaches 100%, it’s game over, which was honestly an aggravating mechanic as it interrupted the gameplay flow. By default, your forced into a first-person cockpit view; you can change this with + but the third-person view isn’t much better. There’s a lot of clutter on the screen, from arrows pointing you towards targets, the mini map, and the heads-up display, none of which can be turned off. You’re not on rails this time so it can be disorientating and difficult to fly about and focus on your target, especially if you don’t invert the controls. You no longer replenish your shield’s defences with rings; instead, you grab energy tanks and medals for a power-up. If you’re destroyed, you can choose to quit or switch to your wingman to carry on, effectively meaning you get two lives per game. There are also three difficulty settings available (though only “Normal” and “Hard” are selectable at the start), with enemy aggression and numbers increasing on harder difficulties.

Take out Star Wolf and Andross’s forces to confront the main man himself.

There’s a degree of chance at work in Star Fox 2. Andross randomly picks which worlds to establish his bases on and places his battle cruisers in different locations each game, eliminating the branching paths of the first game but ensuring no two playthroughs are ever the same. A simple gameplay loop quickly becomes apparent, however. You either intercept missiles to defend Corneria or engage with one of Andross’s cruisers, battling past the defences and flying inside its narrow corridors to destroy the core. This will give Corneria a reprieve, but you’ll only get to confront Andross directly after destroying his planetary bases. To do this, you’ll fly to a planet, open his base with the walker, and then fly or stomp through the same narrow corridors, blasting turrets and insectile craft to destroy the power core. Once you’ve cleared all Andross’s forces, you’ll warp to his main base for the final confrontation. In between this gameplay loop, additional challenges will arise: Andross’s mega powerful laser cannon, for one, or his projectile spitting Mirage Dragon for another. Yet, the bulk of the game’s challenge comes from rival space team Star Wolf. Its members lurk around the planets and asteroid belt and challenge you to a dog fight, a prospect that’s pretty daunting given how fast they are, their capabilities (which match yours), and how hard it is to track targets. Star Wolf himself challenges you right before you head to Andross’s base and these battles are even tougher on “Hard” mode. Andross’s base includes every hazard you’ve overcome so far (narrow hallways, tight corners, turrets, flame walls, and doors) and houses a disturbing Andross cube at its core. Destroying this is child’s play and no different to the other central cores, but you’re ejected into a psychedelic final battle battle against Andorss afterwards. Like before, he encases his cuboid core behind a projectile-spewing mask. You must fire at his eyes to drop his defences and then attack the cube as it spits out rectangular Andross projectiles, a prospect that’s far from challenging compared to the dogfights against Team Star Wolf. Once you’re victorious, you’ll get a rundown of the game’s enemies over the credits, a final score tally, and can challenge the next difficulty level if you like.

The Summary:
Star Fox 2 is a very strange game. Its very nature means you spend more time flying in the void of space or dodging asteroids as you desperately try to destroy missiles or enemy craft, which doesn’t make for the most inspired presentation. Similarly, the battle cruisers and Andross’s base are a mess of grey corridors and bland textures, and things are only slightly better when you’re clomping about on a planet’s surface. The planets themselves are far more restrictive this time, confining you to a small play area where your only objective is to activate switches. The music doesn’t fair much better, being nowhere near as memorable, though the game boast far more cutscenes are more detailed sprite art. The character variety is appreciated, as is the ability to avoid Slippy’s constant cries for help, but the screen is constantly bombarded by text from your wingman or arrows or other mess that clogs up the view. The RTS mechanics were an interesting inclusion; it kind of works to mix up the formula but adds unnecessary pressure to the admittedly shallow gameplay loop. If Corneria was spared danger when you were in a space battle, at least on “Easy” mode, that might’ve helped but, as presented, you’re encouraged to quit mid-mission to defend the planet, which interrupts the action. The polygonal models are as ugly as ever; they seem slightly improved, but they’re still a mess to look at and it makes it difficult to focus at times since the hardware seems to be struggling to bring the game to life. Ultimately, Star Fox 2 is just way too short. It lacks the epic boss battles of its predecessor and the final “choose your own adventure” mechanics and plays very much like an advanced tech demo for a Star Fox RTS spin-off rather than a capable sequel. It doesn’t expand upon what came before (and actually limits you more than you’d expect) and is more a curiosity than anything. It’s a shame as there was definite room for improvement over the original, but it seems the developers got ahead of themselves a bit by being too ambitious for their own good.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you played Star Fox 2? What did you think to the RTS mechanics? Which character was your go-to? Were you disappointed by the lack of big boss battles? Did you ever go to great lengths to emulate this game back in the day? Which Star Fox game is your favourite? Whatever your thoughts on Star Fox 2, please share them below orand check out my other sci-fi content across the site! 

Game Corner [Sci-Fanuary]: Star Fox (Nintendo Switch)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating all of January to celebrating sci-fi in an event I call “Sci-Fanuary”.


Released: 6 September 2019
Originally Released: 21 February 1993
Developer: Nintendo EAD / Argonaut Software
Also Available For: Super Nintendo Entertainment System (SNES) and the SNES Classic Edition 

The Background:
In the early days of their successful foray into 16-bit gaming, Nintendo worked closely with Argonaut Software. This collaboration gave birth to the “Super FX” chip, a ground-breaking component that allowed the SNES to process 3D graphics and unique visuals. To best showcase the Super FX chip, the two developed the basic concept of Star Fox. Inspired by the original Star Wars trilogy (Various, 1977 to 1983), the game would be an arcade-style space shooter and its main characters were designed by Shigeru Miyamoto, Katsuya Eguchi, and Takaya Imamura, who were influenced by Japanese folklore. Argonaut’s developers were kept separated from Nintendo’s main office due to being outsourced developers. However, Miyamoto frequently checked on the game and helped tweak aspects of its design, though Star Fox was mainly seen as an experiment to see if a 3D game could sell. Still, Nintendo went to a lot of effort to market the game, allegedly sinking $15 million into advertising and even signing off on competitive showcases where players compete for merchandise and cash prizes. The result was a critical and commercial hit; Star Fox topped Japanese sales charts and became the fastest-selling videogame in North America, eventually selling over four million copies by 1998. Reviews gushed about the arcade-style gameplay and pioneering 3D graphics, and the game is fondly remembered as a 16-bit classic despite some notable flaws. While Star Fox may have been a hit and inspired a Nintendo Power comic strip, it didn’t see a port or re-release for nearly twenty-five years and the sequel was famously cancelled. Even the critical acclaim of Star Fox 64/Lylat Wars (Nintendo EAD, 1997) and the franchise’s prominent inclusion in the Super Smash Bros. series (Various, 1999 to 2018) couldn’t stop the series from suffering a decline over the years due to some odd decisions on Nintendo’s part.  

The Plot:
Fox McCloud and his fellow anthropomorphic mercenaries (known as “Star Fox”) are called in by General Pepper of the planet Corneria to pilot the experimental “Arwing” craft against the invading forces of the mad scientist Andross. 

Gameplay and Power-Ups:
Star Fox is a pseudo-3D rail shooter in which players assume the role of Fox McCloud and engage with the armies of Andross, which have invaded the Lylat System and can only be stopped by the firepower of your Arwing and with the assistance of your teammates. The game offers four control styles and you can test these out both in the control selection screen and in the game’s “Training” mode. Personally, I went with control style B as it maps the Arwing’s blaster to the B button but pick whatever you prefer! This setup sees you tapping B to fire; sadly, there’s no rapid fire option and you can’t hold the button to continuously fire or charge up a bigger attack). A fires one of your limited supply of Nova Bombs, using Y to brake and X to boost ahead for as long as your meter lasts, and holding the L or R triggers to fly sideways. You can also tap these, in conjunction with the control stick or directional pad, to “do a barrel roll” and avoid incoming fire. This is a necessity in the game’s later stages and against certain bosses, where incoming fire comes in a barrage and walls and hazards pop out of nowhere. You can also press – to switch between a third-person view and a first-person view from Fox’s cockpit. This latter option is automatically assumed in some of the space-based stages, but I found it too disorientating so I preferred to stick with the default out-of-cockpit camera position. 

Blast across numerous Stages and three different Courses, helping your wingmen as you go.

Although Fox isn’t alone in his campaign against Andross, you’re not allowed to play as anyone but the titular Star Fox, which is a bit of a shame and means the game does not different stats for the different characters, such as stronger defence for Falco Lombardi and a faster speed for Slippy Toad. However, your teammates provide encouragement and backup as you fly through the game’s stages. Often, each will inevitably require your help when they pick up a bogey, requiring you to rescue them in exchange for their gratitude (or admonishment in Falco’s case) and assistance with some firepower. On the flip side, it’s very easy to accidentally tag them with your blasts so check your fire as your final percentage grade will be affected by how healthy your team’s shields are. Also, if you lose a wingman at any point, they’ll be gone for the rest of the game, severely hampering your ability to get 100% completion. Additionally, Star Fox doesn’t use a traditional difficulty system; you pick from three paths (or “Courses”) containing seven Stages each. Some are shared across each path but with minor differences, such as containing different visual effects and bosses, and some lead to hidden areas, but the difficulty of the game depends on which Course you choose, with the top Course being the easiest and the bottom Course being the hardest. “Hard”, however, is somewhat relative. You may be attacked by more enemies, have to deal with more hazards, and encounter different bosses, but you’ll still find extra Nova Bombs, the odd extra life, and various sparkling circles to replenish your shield or alter your blaster fire. 

Things get more hectic and cluttered as you progress, but variety is at a minimum.

Fox’s Arwing is pretty tough and manoeuvrable, but it can only take so much damage. Fortunately, you can use silver and/or gold silver rings to replenish some or all of your shield. There’s also a power-up that temporarily renders you an invincible wireframe model, and upgrades that increase the strength and rate of your firepower. These are worth picking up, but are often placed near closing doors, pistons, columns, buildings, and other hazards, meaning you need to calculate the risk of acquiring them. The Arwing can also be a bit clunky at times; it’s got quite a large hit box and slips about when you roll, meaning it’s easy to crash into things and lose parts of the ship, and you’re not always given enough time to react to incoming hazards. Additionally, there are no other game modes available here and no other mechanics to challenge you. You simply fly along a set path, blast enemies, and defeat a boss, rinse, and repeat. Sometimes you’ll need to boost or avoid pistons, doors, and other crushing hazards; sometimes you’ll automatically fly through a tunnel or navigate tight hallways; and sometimes you’ll have to blast meteors, semi-sentiment columns, and destroy buildings. Ultimately, though, you’re simply flying along and destroying enemies until you reach the find of the stage. 

Presentation:
If there’s one thing Star Fox has going for it, it’s the music and sound design. Hajime Hirasawa brings the energy with some memorable, militaristic, and foreboding tunes that do a fantastic job of engaging you as you blast through Stages. Fox and his allies chatter in an amusing gibberish, but the game does feature English sound bites here and there, which is always impressive on 16-bit hardware. Yet, one of the reasons I’ve never really played Star Fox (beyond being a SEGA kid growing up) was because of the polygonal graphics employed to bring the ships and much of the environments to life. Even as a kid, I remember being unimpressed with these supposedly “ground-breaking” effects and they really haven’t aged very well today. Ships and buildings appear blocky, angular, and amateurish, featuring next to no textures or details, and really clashing against the more traditional sprite work on offer. The game tries to impress with its cinematic opening and shameless borrowings from the original Star Wars trilogy, but the models just don’t hold up and I can’t help but wonder if it would’ve been better to limit the polygonal effects to the bosses. As it is, I found it incredibly difficult to see what was happening when I was playing. As beautiful and varied as many of the environments are, the clash of styles makes it difficult to spot and target enemies (and the lack of an aiming reticule in third-person mode doesn’t help). Many of the hazards (from enemies to incoming missiles and even towers and cuboid blocks) tend to pop in out of nowhere because the SNES hardware is struggling to render the 3D graphics. 

The game’s polygonal graphics and atrocious pop-in effects age and ruin the gameplay.

It’s a shame as the sprite work is really good. The team pop up in animated dialogue boxes to offer hints, encouragement, and admonishment as you play, enemies will sometimes fly at the screen after their crafts are defeated, and the Mode 7 techniques for scaling and rushing across water and grass gives the game an epic scope and makes it fun to swoop around blasting at those awful polygonal ships. Environments are quite varied; you’ll fly through gates and past blocky skyscrapers on Planet Corneria, dodge pixelated asteroids and polygonal missiles in the various asteroid fields, desperately avoid rotating beams and space debris against a backdrop of stars and flaming nebula, and even blast through ice-, lava-, and storm-themed worlds full of mountains, flaming hazards, and rumbling storm clouds. Many times, you’ll automatically enter battleships, facilities, or the core of Andross’s homeward, Venom, where you’ll navigate tight corridors, blast doors, avoid pistons, and destroy power cores to succeed, often with the environment crumbling and exploding around you. However, I did notice a few graphical hiccups here and there. The pop-in is outrageous, one environment didn’t load properly, and the game’s bosses are a mess of crude polygons that can be difficult to battle since their weak points aren’t always immediately clear due to the awful 3D models. 

Enemies and Bosses:
As if Andross having an entire army at his disposal wasn’t bad enough, you’ll also have to watch out for various onscreen hazards. Asteroids, buildings, and cubes will dog your progress, as will spinning obstacles, rectangular plates, collapsing columns, and various debris all rotating or positioned to chip away at your shield. Andross’s forces are an eclectic bunch piloting various ships, from simple cannon fodder, tanks, and blaster turrets to larger walkers, spider-like robots, and co-ordinated attack craft that appear in formations. You’ll shoot down butterfly-like spacecraft, small frog-like ground troops, spheres that wait behind asteroids, blast missiles fired from enemy crafts or the surface of planets, mash L or R to shake off blob-like amoebas that stick to you, slowing your ship and draining your shield in Sector Y, and even encounter strange, mechanical animals such as a manta ray and a bird, the latter of which will warp you to the bizarre “Out of This Dimension” stage where you’ll encounter hostile paper plates! Larger ships can be found in some space Stages. These Star Destroyer-like craft can only be subdued by blasting the hexagonal panels on their sides or disabling their turrets, and you’ll then venture inside to take them out for good and even tackle one head-on in the form of the Great Commander boss. The path you choose at the start of the game determines which bosses you’ll face. Each (with one exception) has a helpful health bar and sports at least one glowing weak spot, and some are shared across the different paths but with altered strategies. Still, your best bet for almost all of them is to conserve your Nova Bombs to make short work of them since your teammates will conveniently abandon you before each battle.  

Each Course has its own bosses, but some are repeated, more aggressive, or plain bonkers.

At the end of Corneria, you’ll battle the Attack Carrier twice and the Destructor once. The Attack Carrier flies overheard to start, so keep low to the ground, opening hatches to unleash enemy fighters or missiles. On Course 2, the enemy fighters also fire missiles instead of lasers, but your strategy remains the same: destroy the hatches to then target the main body, avoiding plasma blasts as you go. The Destructor, fought in Course 3, is far more formidable. It’s a tank-like machine whose top pods split off to reveal bolt-firing turrets that will regenerate until the pods are destroyed. The more of the Destructor you destroy, the more aggressive it becomes, ramming you and firing more missiles from its underside. Finishing the Asteroid Belt will see you battle that Rock Crusher on the top two paths and the Blade Barrier on the lower path. While the Rock Crusher is relatively simple (destroy the hexagonal panels when they open up, avoiding its lasers and body parts as you attack), the Blade Barrier is not only invulnerable to your blasters but they actually bounce off it and can hurt you! It spins around, firing missiles and a web-like tractor beam that you’ll need to shake off with L and R, and can only be damaged after its fins are blown off and even then you have to watch for it smashing into you. Things really deviate on the third Stage; on the easiest Course, you’ll encounter the Atomic Base, which also appears in Sector Z on the lower Course. This is a rotating power core that’s protected by an impenetrable outer casing. You need to destroy the electric power nodes as they rotate around the core to expose its innards, but this is easier said than done due to the odd angle and some dodgy hit detection. 

Once you learn his limitations, final boss Andross offers less challenge than same prior bosses.

The Dancing Insector and Metal Smasher can cause issues, the former due to you being forced to target its legs and its surprisingly powerful flame burst when reduced to a saucer, and the latter since it sucks you in to crush you between its two halves. In comparison, I barely even registered Professor Hanger, a robotic drone that attacks from an overhead path and is easily destroyed, despite summoning fish-like enemies to pop up from the sea below. Star Fox also offers a taste of the surreal: you’ll encounter a giant slot machine that can only be bested by scoring a lucky seven, the unimpressive Spinning Core that spits iron balls at you, and a two-headed dragon/bird hybrid that hops about laying giant explosive eggs and forcing you to blast its head and butt! Yet, the Plasma Hydra is one of the toughest bosses, spinning and flailing tentacles, with its weak spot being at the end of these and it flying at you in a kamikaze run when near death. The Phantron was also a troublesome boss due to its incredible speed and duplication ability forcing you to hit the right double in order to deal damage, but later reappearing and transforming into a larger form with large, triangular “arms” for you to blast at.  No matter which path you choose, you’ll end up battling Andross, an unsightly polygonal head with no health bar and whose only attack is to spit a salvo of tiles at you and try to devour you. You need to destroy each of his eyes to reveal his true form, an erratic cube that must be attacked to win the game but, while Andross can become a malicious devil-like face that also fires plasma balls, he’s a joke once you learn to barrel roll through his attacks and target his weak points. 

Additional Features:
With no multiplayer, no other playable characters, and no native save features, Star Fox is a little light on replay value. Your main reason for replaying the game will be to try a different Course and discover the two secret areas, one of which includes the ridiculous slot machine boss and some unsettling clock faces and the other is a bizarre black hole filled with space debris. Otherwise, your main aim is to hit 100% for every Stage and Course, which requires you and your teammates to survive with as much health as possible. However, the appeal of this is somewhat diminished as there’s no high score system and this data isn’t recorded anywhere. Otherwise, this version of the game has all the quality of life features you’d expect, including save states and rewinds to help you get past the trickier sections, but these are also somewhat weakened by the lack of any unlockable features, like a stage select or boss rush. 

The Summary:
I’ve been hesitant about playing Star Fox for years. Not only was I basically unable to as I never had a SNES, been its Nintendo 64 follow-up largely passed me by despite sitting in the virtual library of my Nintendo Wii. It’s a little odd in some ways as I quite like the concept, which is essentially Star Wars with anthropomorphs. The game is packed full of fun, engaging, action-packed dogfights and big bosses with a fair degree of variety to them, and the environments. However, the biggest selling point of Star Fox are its visuals, which I’m sure impressed many at the time, but which have always appeared dated and cumbersome to me. In practise, the game struggles with its polygonal models, running at a slow pace and offering little gameplay variety. The visual clash between traditional sprites and 3D polygons also makes the game very messy at times. The music, characters, and the world are appealing, but not enough to make me consider this an under-appreciated 16-bit gem. Ultimately, while it’s good for a quick playthrough, Star Fox quickly becomes repetitive even with the multiple paths and the visuals just didn’t impress me enough to want to pick it up once I’d seen everything it had (which basically happens in one playthrough). A SNES classic, maybe, but one that hasn’t stood the test of time for me and was surpassed by its sequels. 

My Rating:

Rating: 2 out of 5.

Could Be Better

Have I ruined your childhood with my opinions on Star Fox? Were you impressed with the game at the time, and how do you think it holds up today? Which Course was your favourite to playthrough? Were you disappointed that you couldn’t play as the other characters, and did it annoy you having to save them all the time? What did you think to the bosses and the polygonal models? Which game in the Star Fox franchise is your favourite and would you like to see a new one? Whatever your thoughts on Star Fox, feel free to leave them below and check out my other sci-fi content across the site!