Star Fox General Thread - One of Nintendo’s neglected franchises.

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I think Rare were courting buyers around about Perfect Dark. Nintendo definitely knew because it was Nintendo's refusal to buy Rare outright that led to this, and Nintendo, owning a majority stake in Rare, were entitled to match whatever any buyer offered them
Absolutely. This was one of the competing rumors at the time. The people at Nintendo and around the industry could probably tell that Rare's star was fading after they lost a bunch of their staff in the late 90s.

Did the Stamper bros. leave shortly before or shortly after the Microsoft buyout? Once they left, Rare was just an IP hog.
 
Did the Stamper bros. leave shortly before or shortly after the Microsoft buyout?
After
Once they left, Rare was just an IP hog.
Rare kind of built itself on Nintendo and Shigeru Miyamoto's guidance (I think Diddy Kong Racing came about because they prototyped a monster truck game, Miyamoto saw it and said 'Yeah, you should really make a kart racer with Diddy Kong and friends'). When Microsoft bought them out, yeah they had more money to play with but Microsoft didn't/doesn't know the first thing about developing games. So the studio pretty much went to shit and had few successes. I think Microsoft paid like $300 million for Rare. There's no way it's worth anywhere near that now
Fucking dreading the voice actors because they stopped using the obscure talent.
Define 'obscure talent'.

See, I actually think Assault had the best voice acting, because Nintendo actually went and hired proper actors. They don't do that any more because they're too cheap and too greedy to pay union actors, with the result being that the English voice acting for a lot of their work ends up being shit. Personally, I honestly think the reason they retired Charles Martinet as Mario was because they didn't want to keep paying him union rates. So they got Kevin Afghani, who is an anime voice actor (i.e. not even SAG)
 
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I hope sequels streamline the horrid hyper-realism into something that doesn't scare people off.

Maybe they will, if only to promote the movie made by Illumination, that'd be one the few cases where movie synergy would benefit a game.

nintendo-confirms-starfox-hero-fox-mccloud-really-is-in-the_mgsr.webp
 
Played through SF64 on the N64 last night just to show my son since he’s interested in the remake. I forgot how smooth the controls are on the N64 compared to the NSO version where the analog movement is too sensitive. The lower resolution also makes the pre-rendered backgrounds look much better. I’m looking forward to seeing if they have any new content beyond story segments for the remake. I would be more excited for the online leaderboard if I knew it wasn’t going to be polluted by speedrun trannies. It would be nice if they implemented regional leaderboards or allowed you to make a custom leaderboard with your friends.
 
I forgot how smooth the controls are on the N64 compared to the NSO version where the analog movement is too sensitive.
That's a general problem with N64 emulation because analog sticks on modern controllers use a totally different design from the N64's analog stick. The N64's analog stick used cheap materials for the part that kept the stick in place, which led to it wearing down unusually fast (it's possible to fix this flaw but it requires using materials like metal instead of plastic), but the mechanism it used for determining stick position to relay to the game was very precise and lacked dead zones like modern analog sticks. The N64 analog stick also requires a bit of force to tilt, while modern sticks feel easier but that means it's harder to keep them in an exact non-max position. And from what I gather, N64 sticks were also designed in a way that meant that the sticks max tilt would actually be read as only like 70% to 80% tilt by the system, so N64 games were designed to treat anything above 70% as max. So the result of all this is that it's hard to map the analog stick on a common modern controller onto an N64 stick perfectly, and emulators including Nintendo's often mess up by making the game read the raw analog tilt signal that actually goes up to 100%, meaning it's harder than it's supposed to be to not make the game read your movements as max speed.
 
That's a general problem with N64 emulation because analog sticks on modern controllers use a totally different design from the N64's analog stick. The N64's analog stick used cheap materials for the part that kept the stick in place, which led to it wearing down unusually fast (it's possible to fix this flaw but it requires using materials like metal instead of plastic), but the mechanism it used for determining stick position to relay to the game was very precise and lacked dead zones like modern analog sticks. The N64 analog stick also requires a bit of force to tilt, while modern sticks feel easier but that means it's harder to keep them in an exact non-max position. And from what I gather, N64 sticks were also designed in a way that meant that the sticks max tilt would actually be read as only like 70% to 80% tilt by the system, so N64 games were designed to treat anything above 70% as max. So the result of all this is that it's hard to map the analog stick on a common modern controller onto an N64 stick perfectly, and emulators including Nintendo's often mess up by making the game read the raw analog tilt signal that actually goes up to 100%, meaning it's harder than it's supposed to be to not make the game read your movements as max speed.
Very true. The only NSO games I had to straight up modify the dead zones for were F-Zero GX and Goldeneye 007 (on top of extensively remapping the buttons). It’s frustrating but at least Nintendo provided user work arounds.
 
After

Rare kind of built itself on Nintendo and Shigeru Miyamoto's guidance (I think Diddy Kong Racing came about because they prototyped a monster truck game, Miyamoto saw it and said 'Yeah, you should really make a kart racer with Diddy Kong and friends'). When Microsoft bought them out, yeah they had more money to play with but Microsoft didn't/doesn't know the first thing about developing games. So the studio pretty much went to shit and had few successes. I think Microsoft paid like $300 million for Rare. There's no way it's worth anywhere near that now

Define 'obscure talent'.

See, I actually think Assault had the best voice acting, because Nintendo actually went and hired proper actors. They don't do that any more because they're too cheap and too greedy to pay union actors, with the result being that the English voice acting for a lot of their work ends up being shit. Personally, I honestly think the reason they retired Charles Martinet as Mario was because they didn't want to keep paying him union rates. So they got Kevin Afghani, who is an anime voice actor (i.e. not even SAG)
Well noted creepy furry Sean Chiplock might be in it from what I've heard. Nightmare fuel right there.
 
Man I've never gone for medals in SF64, but goddamn it's a bit tough, though I'm playing 3D so it might be slightly easier than OG. Regardless, this game really pushes your vigilance at certain points that it didn't start to click with me until Titania and Area 6. So far Meteo (fuck that warping thing was hard to do after like 7 tried lol. That would've made me gamer rage as a kid), and Macbeth gave me the most trouble. I just have the Hard Route left to go and that'll be that.
I think one thing that bothers me in the 3D ver. is while they made it convenient to choose any planet regardless of which route you take in levels, still having to kill yourself to go back to the checkpoint or restart the whole level again if you missed a few points is annoying instead of also having a "Restart at Checkpoint" option. It's just weirdly inconsistent they'll give one convenience feature that lessens the mystique of what made the OG special and fun to retry stages, while still keeping the option that's a pretty harsh punishment with no middle ground.
 
Because Nintendo presumably wanted something that would 'fit' Star Fox better.
That entire thing is actually really weird from what I know. If I remember right Rare just wanted to axe Krystal but Shigi wanted to keep her and she was redesigned by the original SF character designer and then awkwardly reinserted. (Which makes the common complaint that she doesn't fit Star Fox a bit funny since she is basically Miyamoto's OC who was specifially made for Adventures and was vaguely based on a cut character, but hell the original version of Krystal would have fit the franchise better probably, especially since by keeping her original backstory she would have automatically been the most fleshed out character in series.)
Also Nintendo allowed Namco all the shit with the Aparoids, so did they really force them to include Andross? (Especially since Andross seems to be a very straightforward replacement for the role that the Krazoa and Quan Ata Lachu had originally.)
So while we don't really know what exactly went down it really looks like both sides fumbled around.
In other news, the devs of Event Horizon finally discovered what's that thing called "checkpoint"!
From what I recall he wanted to implement them since years, but EH seemingly has a more complicated mission script than other mods that made it difficult until one of the freespace guys seemingly found a solution. I'm definitely not complaining that in the future you won't have to replay lots and lots of entire levels, like the huge volcano forcepoint battle just because you got violently raped by the turrets of that modified Zeram cruiser in the end. (Ugh.)
 
Saw the voice acting for English again today.

How do you fuck it up so badly? Does anyone doing this know whats going on with the lines they're reading?
 
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