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Star FoxBy: The J Man
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I remember first laying eyes on Star Fox at a game store display, and pretty much freaking the fuck out. I believe I would have killed a man on the spot if it would have resulted in me walking away with the game. The idea of a space shooter was, of course, not particularly unique. The idea of a space shooter with three-dimensional polygon ships and backgrounds, however, was. It was especially unheard of for a console, and was only made possible by the Super FX coprocessor chip, which this game acted as a flagship title for. As Argonaut Games designed both the chip and the game, this should come as no surprise. What is a surprise is that the game is far more than a simple tech demo, and was luckily worth every single bit of freak out I initially had. The game follows the escapades of an elite crew of anthropomorphic animals, led by "Star" Fox McCloud, as they protect their homeworld against attack from the spacefleet of an angry mad scientist gorilla. Fox and company's Arwing fighters offer them great maneuverability, upgradeable weapons, the ability to target from the cockpit in certain levels, and look pretty spiffy for being made out of enough polygons to count on two hands. The action leads the crew across multiple levels on three different difficulty paths, with all roads leading to the enemy homeworld of Venom, a very strange but cool-looking boss fight, and an escape cutscene right out of Return of the Jedi.
The gameplay is best described as an invisible corridor, a term I believe that even the manual coins. The camera sits in a static position behind the ship. The ship is free to move around the edges of the screen while always flying forward at a constant speed. It's similar to video backdrop games like Microcosm, except here you cannot change direction, and there are no twists and turns. Enemies and objects come at you from further down the "corridor." The game is split pretty evenly between space and planet levels, and each function identically, as the need to dodge asteroids and buildings both draw from the same basic skill. The space levels offer the ability to move the camera into the cockpit. The fighter controls don't change, but you trade the ability to aim accurate crosshairs at your enemies for the cost of not seeing the clearance between space objects and your fragile wings. You also have the ability to briefly control your speed with a boost and brake function. These are useful for environmental hazards that pop up throughout the levels, like boosting out of the way of falling pillars, and braking to give a door time to open. You will rarely need to use them in the course of pursuing and attacking your enemies. Both speed functions are limited by a generic engine meter that depletes when either one is used, and recharges in a few seconds. Controlling the ship is fairly easy as well. Standard controls are obvious and responsive, following a flight sim standard of pressing up to dive and down to climb. Brake and boost have individual buttons, as does your laser and a bomb pickup useful for clearing the screen of foes. The final ability makes perfect use of the SNES pad's shoulder buttons, and rolls the fighter 90-degrees to the pressed side. This is useful for assisting in a turn, to keep your wings clear of a passing obstruction, or to fit through narrow slats in the level, like between buildings. Double-tapping either shoulder button causes the ship to roll, which deflects lasers should they strike while rolling, and also makes a completely pointless victory celebration after defeating a boss - usually after boosting to fly through the resultant gigantor explosion.
The only real complaint is that the game can be rather short, and it can be rather difficult as well. Still, the three different difficulty paths, which take you through three different sets of locations, help to offset the shortness. The difficulty, I suppose, is up to you, but the entire game is certainly playable. Before this game, my favorite space fighter was Wing Commander. It absolutely had much more depth, but the multi-angled sprites for ships didn't always cut it. StarFox brought forth something much faster, much more 3-D, and did an amazing job at replicating all those classic action scenes like space dogfights and outrunning explosions. It probably influenced every 3-D fighter sim after it, and somehow managed to create personality, recognizeability, and sentiment out of endless frames of a starship's ass made out of only six or seven triangles. I look at the starship ass shots on this page, and I want to go play more StarFox. -reviewed 12/17/06 - game copyright 1993 Nintendo
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