Operations
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Impressions from magazines, screenshots, videos, websites, previews, etc. don't count as clues?olimario said:As it stands, however, they aren't developing those titles and you don't have a CLUE about the qaulity.
Impressions from magazines, screenshots, videos, websites, previews, etc. don't count as clues?olimario said:As it stands, however, they aren't developing those titles and you don't have a CLUE about the qaulity.
Operations said:Impressions from magazines, screenshots, videos, websites, previews, etc. don't count as clues?
I've never heard that before. What, for you, did SF64 do 'wrong' in that it wasn't done right, relative to the original?drohne said:shame about the third person furry segments. the rail shooting actually looks pretty good, even if it'll never approach the quality of the original. what are argonaut up to these days? why don't nintendo give them another shot at starfox? their track record still isn't as spotty as kuju's or n-space's, and they're still the only developer to really do starfox right.
Socreges said:I've never heard that before. What, for you, did SF64 do 'wrong' in that it wasn't done right, relative to the original?
drohne said:shame about the third person furry segments. the rail shooting actually looks pretty good, even if it'll never approach the quality of the original. what are argonaut up to these days? why don't nintendo give them another shot at starfox? their track record still isn't as spotty as kuju's or n-space's, and they're still the only developer to really do starfox right.
Dark Dragon said:The prince Tricky replied, "No kidding!"
You're right...ge-man said:It was made by EAD (even though from what I understand, most of the designing of the first Star Fox can be attributed to EAD).
Shigeru Miyamoto and the EAD team became involved in the project and came up with the idea of Star Fox. The main creation of the series is attributed to Nintendo designer Takaya Imamura who actually created the characters, universe, and concept of the title. Nintendo was responsible for the design, music, and scenario while then Argonaut programmers provided the technology.
One big change in the controls is that the shoulder buttons no longer let you tip the Arwing on its right or left axis. Instead, the R-trigger is brake, while the L-trigger is roll attack (barrel roll). Don't like it. I'd have preferred they moved brake to the X button (what's up with this 'land' function anyway?), so that it's near the Y-button boost, and had left the triggers as they were in the N64 game. Then it would be even more intuitive: tapping on the L or R triggers would tip the ship in that direction (for flying through narrow spaces and avoiding enemy fire), and yanking them all the way down to a digital click would send the Arwing into a barrel role on either side. Makes better sense, no?