The Making of Star Fox (2013)
eurogamer.net
eurogamer.net
There is a somewhat happy ending to this tragic story for Star Fox fans: A nearly complete prototype of Star Fox 2 was stolen (!) from a trade show in the mid-90s, and later dumped and released on the internet. The beta is somewhat buggy and in Japanese, but dedicated romhackers produced a patch that fixed most of the bugs and translated all of the text into English. Obviously I can't link the ROM, but if you can find it on your own, the patch is here:
https://en.wikipedia.org/wiki/Star_Fox_2
http://agtp.romhack.net/project.php?id=starfox2
It's a very ambitious sequel and worth checking out. It's something of a strategy game/arcade flight sim hybrid: You start the game looking at a map of the Lylat system, but instead of it being a glorified stage select, there are also various enemy units positioned on it. These units move in real time, both as you navigate the map and as you are undergoing a mission. So, there are situations where you might need to complete a mission quickly in order to defend your home planet from missiles, or the Star Wolf mercenaries might attack you in the middle of trying to do so, and so on, adding a layer of depth to the game.
http://agtp.romhack.net/images/projects/starfox2/9.png
The other interesting part is that the entire game is in "all range mode" (as it was called in Star Fox 64), so you are never "on rails" and can always navigate wherever you want throughout a level. This is particularly interesting in space stages, where you can have Star Wars-esque dogfights in completely unoriented 3D space.
It's just a damn shame that Nintendo never bothered releasing it, either back in the day or in modern times as a VC download.
The digital restrictions management that Nintendo implemented with the Gameboy described here sounds like something that I've heard actual lawyers say works: you write an API in a way that the only way to use it is to make your code declare something or other. For example, you make you code do something like
some_function(posarg1, posarg2, i_agree_to_the_license=True)
and if you don't pass that named boolean parameter, the API just refuses to work.If I understood these lawyers correctly, code is indeed law.
This obviously gets less and less user-friendly the more we abstract it, but I'm wondering what its legal standing is.
Here's Wikipedia's page on it: http://en.wikipedia.org/wiki/Star_Fox_2
It is interesting how Nintendo used existing trademark law to prevent reverse engineering before DMCA: games had to display the official Nintendo mark at a certain time or the boot loader would fail, they could sue unauthorized companies that displayed it for trademark infringement.
Obviously I would prefer that they hadn't been so closed off but it is an interesting "hack".
On August 28, 1992, the Ninth Circuit overturned the district court's verdict and ruled that Accolade's decompilation of the Sega software constituted fair use. The court's written opinion followed on October 20 and noted that the use of the software was non-exploitative, despite being commercial,and that the trademark infringement, being required by the TMSS for a Genesis game to run on the system, was inadvertently triggered by a fair use act and the fault of Sega for causing false labeling.
This is a really good example of a TOCTOU [1] attack.
[1]: http://en.wikipedia.org/wiki/Time_of_check_to_time_of_use
That said, I've always been fascinated by the idea of cartridges as expansion cards. When your medium is a bulky plastic box plugging directly into the guts of the machine, you can do some crazy things.
Byuu, if you're reading this could you please put your old articles back up?
Same here. I was more impressed by the execution than the graphics. Most of Atari or Amiga games could do 3D at least as good as Starfox (and PCs were quickly becoming far superior at that, too), so the SuperFX chip seemed like a nice gimmick that could not really live up to its reputation.
I had mixed feelings about it. It was a pretty good game.
On the other hand, I wasn't terribly impressed by the visuals (especially the framerate), and I think between StarFox and the coin-op Hard Drivin', a lot of gamers were left with a bad taste in their mouth when it came to polygon graphics.
Remember, at the time on the PC there were games like Doom and X-Wing. Sure, you needed a fully-loaded 486 at the time to play these to the best of their ability, and even a SoundBlaster card was the cost of the SNES console.
With a driving game like Hard Drivin', people expected the game to respond like, well, driving a real car.
There were other games that used higher speed polygons to better effect (Atari's I, Robot), or faster gameplay (Sega's Virtua Fighter).
Wow. If Nintendo had come out with a good VR headset back then it could have had a huge impact.