Name of Game
Star Fox
Game Author
Shigeru Miyamoto
Game Studio
Argonaut Software (Nintendo as Publisher)
Original Platform & Control Mechanism
Super Nintendo Entertainment System (SNES), "SNES Controller"
Control mechanism you used
I used a web browser format to experience Star Fox, I definitely would have preferred using the intended controller, or even any handheld one-- especially since the SNES and other controllers were beginning to evolve into a very similar shape that modern controllers have. Using the original would have benefited me because I would've gotten the experience intended by the developers at that time. The shape of the SNES controller, the buttons; Star Fox were tailored around these existing things.
Describe game play and mechanics
Star Fox is a simple game, with a very straightforward objective. It provides you with a list of controls at the beginning of the game... brake, roll, movement, movement boost, nova bomb, and blasters. And then you have the option of either doing the tutorial or pursuing the main "story". Both the tutorial and the story feature very similar aspects, in that; they both feature roaming enemies, your teammates bantering, obstacles, point rings, and then a final boss. The enemies would often exclusively roam, but sometimes they could also be enemy ships and I believe (if I saw correctly) they could also shoot projectiles. The obstacles provided a challenge of environment, as interacting with the set could damage your aircraft. And then the point rings amounted to your total score at the end of the round. What is most interesting about the gameplay however is the inclusion of existing character relationships. While they are missed in the overall noise of the gameplay, it's an interesting addition.
Describe strengths & weaknesses of art & design
I think the primary weakness of Star Fox is the lack of identifying features between the set and everything else that is inherently hostile. While the game features some incredible responsive movement, the game wholly lacks out on clear visuals to aid the player in high paced movement. While it could definitely be a generational disconnect via consumption of games, I do believe the art is simply confusing sometimes. I especially think that the interactions between Fox and his plane team get "lost in the sauce", in that, there is so much happening in the background and foreground, that the text essentially becomes more of a hindrance to the player than a beneficial one. Because, as I was getting to know the controls, I kept getting yelled at by my NPC teammates! A final point of weakness in Star Fox is the lack of existing guidelines especially in the perspective view. While the game is straight forward and narrow, I felt as though it would've helped if not only did the third-person view have a reticle, the environment could also have some sort of recommended path to follow.
What made it fun?
The main feature that made Star Fox fun was definitely the movement, and specifically for me, the barrel roll! Strangely, the setup was fun in finding the controls on PC and having to manually press my keyboard to see what does what. But after that, and even after the inverted controls issue, the movement still felt incredibly responsive and the visuals definitely added to the hectic (positive) nature of the game. What made barrel roll so fun for me, however, was the way I discovered its usefulness. I had initially thought that Barrel Roll was entirely useless so I basically tanked any environmental damage that required my ship to be sideways, but once I started holding the button for roll (Q) I finally understood why it not only benefited the movement but also the incredible meme behind it. Barrel Rolling was spectacular in that, it gave that extra layer of movement that I had originally thought Star Fox was missing, it provided me a very complicated feeling-- in that, it gave me an "Oh Yes! I'm an advanced player! " sort-of feeling. Every time I pressed Q to either sling through narrow spaces or dodge a ramming ship, I felt very "accommodated" by the barrel roll. I'm unsure if I was just really good at barrel roll, but I'm pretty sure that it gave I-frames? Regardless, it's what definitely made the game for me!
(Also, Nova Bomb was cool but I didn't mention it here because the flash was too much sometimes... )
Now that you’ve played it, Why would this game be considered influential? How does it fit into the evolution of games?
Star Fox is influential because of its impact on how both consumers and companies view 3D games in the video/arcade game space. If I remember correctly, executives didn't believe that Star Fox and its 3D features could contend with the current lineup of existing games. But what made it a turning point in a lot of people's perspectives was its incredible emphasis, ironically, was the relationship between movement, 3D space, and the graphical clarity of everything combined. Not only was the game incredible to look at, but it was also historically very easy to learn, and hard to master! Like other successful games with this same aspect (ex. Missile Command), Star Fox was the same, the controls were provided upfront, and also very minimal! The game was straightforward, and while I believed it was confusing to look at, it clearly wasn't for the majority of people during its time. From articles I've read, and recounts from my father who actually played the game back in the day; they basically affirmed my theory that the saturation of graphics that we see today has made some or most people averse to comprehending how older games were viewed and consumed. Finally, in terms of its relation to the evolution of games and how it manifested the ingenuity of games to come, I do believe that the 3D environment and its graphical fidelity majorly benefited the industry and how they could create games with similar features.
How would you rate this game (1-5 Stars (5 stars good))
★★★☆☆
Star Fox
Game Author
Shigeru Miyamoto
Game Studio
Argonaut Software (Nintendo as Publisher)
Original Platform & Control Mechanism
Super Nintendo Entertainment System (SNES), "SNES Controller"
Control mechanism you used
I used a web browser format to experience Star Fox, I definitely would have preferred using the intended controller, or even any handheld one-- especially since the SNES and other controllers were beginning to evolve into a very similar shape that modern controllers have. Using the original would have benefited me because I would've gotten the experience intended by the developers at that time. The shape of the SNES controller, the buttons; Star Fox were tailored around these existing things.
Describe game play and mechanics
Star Fox is a simple game, with a very straightforward objective. It provides you with a list of controls at the beginning of the game... brake, roll, movement, movement boost, nova bomb, and blasters. And then you have the option of either doing the tutorial or pursuing the main "story". Both the tutorial and the story feature very similar aspects, in that; they both feature roaming enemies, your teammates bantering, obstacles, point rings, and then a final boss. The enemies would often exclusively roam, but sometimes they could also be enemy ships and I believe (if I saw correctly) they could also shoot projectiles. The obstacles provided a challenge of environment, as interacting with the set could damage your aircraft. And then the point rings amounted to your total score at the end of the round. What is most interesting about the gameplay however is the inclusion of existing character relationships. While they are missed in the overall noise of the gameplay, it's an interesting addition.
Describe strengths & weaknesses of art & design
I think the primary weakness of Star Fox is the lack of identifying features between the set and everything else that is inherently hostile. While the game features some incredible responsive movement, the game wholly lacks out on clear visuals to aid the player in high paced movement. While it could definitely be a generational disconnect via consumption of games, I do believe the art is simply confusing sometimes. I especially think that the interactions between Fox and his plane team get "lost in the sauce", in that, there is so much happening in the background and foreground, that the text essentially becomes more of a hindrance to the player than a beneficial one. Because, as I was getting to know the controls, I kept getting yelled at by my NPC teammates! A final point of weakness in Star Fox is the lack of existing guidelines especially in the perspective view. While the game is straight forward and narrow, I felt as though it would've helped if not only did the third-person view have a reticle, the environment could also have some sort of recommended path to follow.
What made it fun?
The main feature that made Star Fox fun was definitely the movement, and specifically for me, the barrel roll! Strangely, the setup was fun in finding the controls on PC and having to manually press my keyboard to see what does what. But after that, and even after the inverted controls issue, the movement still felt incredibly responsive and the visuals definitely added to the hectic (positive) nature of the game. What made barrel roll so fun for me, however, was the way I discovered its usefulness. I had initially thought that Barrel Roll was entirely useless so I basically tanked any environmental damage that required my ship to be sideways, but once I started holding the button for roll (Q) I finally understood why it not only benefited the movement but also the incredible meme behind it. Barrel Rolling was spectacular in that, it gave that extra layer of movement that I had originally thought Star Fox was missing, it provided me a very complicated feeling-- in that, it gave me an "Oh Yes! I'm an advanced player! " sort-of feeling. Every time I pressed Q to either sling through narrow spaces or dodge a ramming ship, I felt very "accommodated" by the barrel roll. I'm unsure if I was just really good at barrel roll, but I'm pretty sure that it gave I-frames? Regardless, it's what definitely made the game for me!
(Also, Nova Bomb was cool but I didn't mention it here because the flash was too much sometimes... )
Now that you’ve played it, Why would this game be considered influential? How does it fit into the evolution of games?
Star Fox is influential because of its impact on how both consumers and companies view 3D games in the video/arcade game space. If I remember correctly, executives didn't believe that Star Fox and its 3D features could contend with the current lineup of existing games. But what made it a turning point in a lot of people's perspectives was its incredible emphasis, ironically, was the relationship between movement, 3D space, and the graphical clarity of everything combined. Not only was the game incredible to look at, but it was also historically very easy to learn, and hard to master! Like other successful games with this same aspect (ex. Missile Command), Star Fox was the same, the controls were provided upfront, and also very minimal! The game was straightforward, and while I believed it was confusing to look at, it clearly wasn't for the majority of people during its time. From articles I've read, and recounts from my father who actually played the game back in the day; they basically affirmed my theory that the saturation of graphics that we see today has made some or most people averse to comprehending how older games were viewed and consumed. Finally, in terms of its relation to the evolution of games and how it manifested the ingenuity of games to come, I do believe that the 3D environment and its graphical fidelity majorly benefited the industry and how they could create games with similar features.
How would you rate this game (1-5 Stars (5 stars good))
★★★☆☆
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