What’s Wrong With Star Fox 64?
(Or Andross’ Triumph)

A few years ago, when the N64 was known as Ultra 64, Nintendo’s 64-bit machine didn’t have much to sell itself on. There were promises of “rendered graphics” in real time. The big name games included Cruisn’ USA and Killer Instinct, neither of which were big draws back then. Oh sure, people knew that there had to be a Mario game in the works, but few imagined that it would take the form of Mario 64. The thought of yet another 2-D Mario game with enhanced power ups and graphics wasn’t something that would make me buy an Ultra 64. Only one title would do that.

One day at Target in the spring of 1993, I happened past the Nintendo display and noticed that the game being showcased was one I had just read about in Nintendo Power. I picked up the controller and immediately knew that this was my kind of game. Star Fox wowed me in every way.

It had been a long time since I had owned a Nintendo game that was simply fun to play, and Star Fox was just that. There was no emphasis on score. The sense of speed and flight that the game was able to convey on the now outdated 16-bit SNES was remarkable for its time. The music was the best yet on the SNES, and it gave the game an exciting, dramatic, arcade-like atmosphere. The dramatic camera angles, backdrops and cinema scenes truly were cinematic. It was the only game I’d ever seen that made flat shaded polygons look cool.

But it wasn’t only aesthetics that drew me to Star Fox, it was the dead-on play control, and the perfect difficulty level. The setup was simple: three paths for three difficulties. No pressure. No “best ending” either. Just fun gameplay. And sooner or later, most die-hard Star Fox players were able to reach Venom by way of the most difficult path. The accomplishment itself was the reward. I remember playing Star Fox during Finals Week to release stress. Just the first level was enough to get me focused back on studying. If I had a good twenty minutes, I could finish the game via the Black Hole, or if I had an afternoon to kill, I’d go for the difficult route. Star Fox fit every game playing mood I had for two years before it even began to get dull.

So when Nintendo announced Star Fox would be coming to the Ultra 64, I decided to start saving my money. When the system was delayed and renamed, I simply thought to myself “Star Fox will only be that much better now.” When the game was delayed, I thought the same. When I found out Mr. Miyamoto had taken a special interest in the game’s development, and that there would be real dialogue, I became ecstatic.

On the morning of July 1st, 1997, I headed to Electronics Boutique to finally posses the very reason I’d purchased my N64. Upon reaching home, I soon discovered that unlike Mario 64, Star Fox 64 is probably not a reason that I should own an N64.

Yes, the graphics are much better (albeit cartoony). Yes, the voices are nice too (again, albeit cartoony). The Rumble Pak is nice as well. Unfortunately the gameplay feels very different, and is less enjoyable than the original.

Less than twenty-four hours after purchasing Star Fox 64, I found myself trying for the game’s medals. I was no longer playing to enjoy the game, but rather simply to open up the game’s different bonus features. Why was I doing this? Because the one-player game isn’t a rewarding experience on its own. With a little luck, anyone can play through each stage, each annoying new method of gameplay and see the ending. And because of the game's less dramatic, more cartoony and childlike atmosphere (and extremely annoying music) it’s hard to take the game seriously. It's amazing how much more involving the 16-bit version is, flat-shaded polygons and all.

Getting all of the medals in Star Fox 64 isn't fun, either. It involves incredibly frustrating repetition, and luck. At first it may seem just challenging enough, but soon that challenge crosses the line and goes too far. This leaves playing the game without getting all of the medals the most likely method of play for most players, and unfortunately it just isn't that much fun.

Less than two weeks after purchasing Star Fox 64, I have gained access to the game’s Expert mode. This new mode is nothing more than Nintendo’s equivalent of Doom without codes. Take any direct hit to a wing, and that wing is vaporized, leaving you equipped with the game’s sorry excuse for a basic weapon. Forget trying to get medals in this mode, and forget enjoying the game itself in this mode.

Star Fox 64 is on track to become the best selling game in history. I wonder how much of that is because of Star Fox fans like me. I wonder how many people who blindly purchased the game are sorry that they did so. I wonder how many will be more cautious the next time Nintendo releases a new version of a classic game. I myself am now very concerned for F-Zero 64 and Zelda 64.

In conclusion, I now find myself with a new $60 game sitting in the game drawer as I play my four-year-old copy of the original Star Fox. I may take Star Fox 64 out to play Vs. mode, and I’m sure that the Rumble Pak will come in handy, but for one-player play I doubt that the game will get much use. This is the first Nintendo game to let me down, and if I am to remain a video game player, I hope it’s the last.

-Mr. N64