![]() ![]() Whereas the N64’s rotatable control lever resembled something of a miniature joystick, complete with a raised surface for effective thumb-gripping, the 3DS’s circle pad is smaller, essentially grip-less, and less flexible in terms of how far it can move either vertically or horizontally. The other major control issue with Star Fox 64 3D’s fundamental playability is the size and motility of the system’s circle pad. In the game’s more difficult later levels and modes, barrel rolling becomes something that must be done constantly in order to survive (literally, nonstop) and the clumsy composition of the control scheme in this respect results in greater, life-threatening gaps in defense from enemy fire. Firstly, the small, occasionally flimsy, and awkwardly placed shoulder buttons on the 3DS (in relation to the shooting/bomb-release/breaking commands-A/B/X/Y, respectively) cause the player’s quickness in executing laser-deflecting barrel rolls to slow down considerably. The flight-pad layout of the Nintendo 64’s controller allowed for the game’s three methods of intergalactic combat to handle like a dream (if Star Fox 64 wasn’t damn-near the most instantaneously playable game on the system, I don’t know what was), but the more compact, geographically flush design of the 3DS presents two primary problems that take some getting used to in order to eventually look past and enjoy the great wonderment of space dog-fighting to its fullest extent. Ironically, unlike the aforementioned Ocarina of Time remake, it’s the handheld configuration of the 3DS itself that hinders Star Fox 64 3D from becoming the ultimate manner in which to experience the game.īeing someone who, until quite recently, still took a feather duster to his Nintendo 64 every now and again to boot up the classic title (there’s really no need to pay $10 for the Wii’s so-so Virtual Console version), my knee-jerk reaction to the 3DS’s reconstruction of it was that maneuvering the Arwing, Blue Marine, and Landmaster Tank was, frankly, kind of a pain in the ass on my first few treks through a war-torn, puppet-populated galaxy. Miyamoto and company had for Star Fox 64 has finally become fully realized, and the bulk of the game’s core enjoyment factors remain intact by way of a total visual and audio retooling (most of the same voice actors even return to re-record their corny yet timeless dialogue). Sure, looking back on the game now reveals many a polygon in need of refurbishing, but at the time, admittedly, embarking on one’s virgin flight into a smoldering Corneria City was quite the sight to behold-and personally, something I will never forget.įourteen years later, with Nintendo EAD beginning to secure a firm grip on the graphical prowess of the 3DS (earlier this year, with co-developer Grezzo, they released the now-definitive way to play through Link’s inaugural Nintendo 64 adventure, The Legend of Zelda: Ocarina of Time 3D), the pioneering vision Mr. Ever since the original Star Fox 64 was released back in 1997, Shigeru Miyamoto openly stated that, graphically, his initial vision for Star Fox 64 was significantly limited by the processing power of the generation’s technology. While the plurality of my childhood friends relished in the epic majesty of side quest-stuffed Nintendo franchises like The Legend of Zelda (not a diss, mind you), I invested far more gameplay hours into a certain quick-fix rail-shooter with anthropomorphized animals in combat vehicles defending the Lylat System against the giant floating head of an evil monkey mastermind.
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