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So with this in mind, what was the initial

studio brief you gave the team before

development commenced?

The overall game design including the

programming was already done on our end, so

we asked PlatinumGames to convert it for their

systems, as well as producing and designing

a number of stages. I set a challenge to focus

on how they can make it look cool, considering

the difficulties of 60 frames per second with

3D graphics on dual screens. I am happy that

everyone, including directors, worked hard

together as if they were longtime colleagues.

When designing

Star Fox

Zero

for Wii

U, when did the implementation of the

GamePad come into play?Was this part

of the initial planning process or did the

features on the GamePad grow organically

as development progressed?

We spent more than one year on numerous

experiments using the Wii U GamePad, and in

the initial experiments, we conducted tests with

3D graphics on screen using Pikmin and Star

Fox systems as a trial.

While manipulating the RC aeroplane-like

flying experience or creating the mechanism to

appreciate the overall and partial views together,

it made me think I should continue to create

Star Fox

utilising these elements. We fixed the

basic form in six months, and then commenced

the one and a half year development process.

In the end, it took an extra six months though…

What feedback have you been getting with

the Game Pad integration in

Zero

? I found

there was a little learning curve involved

using it at E3 last year, but soon warmed.

Are you finding new gamers are taking to

the GamePad aim concept?

There are some players who say one screen

is sufficient, even amongst those who have

played a lot, however you will realise that

you can’t play if you actually use only one

screen [laughs]. Once you master resetting

the GamePad gyro control, you will be able to

aim with no stress, and it is important to use

the GamePad gyro controls to aim for high

scores, as the accuracy of the aiming is superior.

Once you get used to the flow of a stage upon

completion, by pressing the minus button you

can activate the cockpit view on the big screen

and feel even more like a fighter pilot, while at

the same time enjoying the game from a fresh

new perspective.

I’ve had an eye on

Star Fox

Zero

since the

rumours first began to circulate, and it feels

like a lifetime ago. Is the vision you had at

the drawing board still evident, or do you

have a completely different game now you’re

at the end of the development cycle?

It has certainly grown bigger than originally

anticipated, and it’s completed in an equivalent

scale to the NINTENDO 64 game or even

bigger. The use of the two screens has been

improved and a training mode to assist with

understanding the controls is included, so please

enjoy the practice. Although we considered

being able to play the same stage using

different vehicles when designing the game, we

concluded that the enjoyment of Star Fox is to

discover new routes, and there is enjoyment in

finding different paths even after completion.

Furthermore, there is an Arcade Mode which is

a route-focused mode for advanced users, so I

am confident that players can enjoy the game

for a long time. We hope that you’ll make time

to play [laughs]!

How was the

Star Fox Zero

story written?

Is it a collaborative effort across the team?

Could anyone involved suggest additions/

features to the narrative?

We strengthened the elements from the

NINTENDO 64 version and implemented

new interpretation together with long term

series team members - the character design

supervisor, Takaya Imamura and the script

writer – planning, Mitsuhiro Takano. Please look

forward to the future.

55

FEATURE

GAMES

GAMES

Looking for even more Star Fox action (it’s not like we’ve been waiting

a long time or anything), then you’ll definitely be interested in playing

Star Fox Guard

, a game that ships with the

Star Fox Zero

Limited Edition

or is available as a digital download. In

Guard

, Slippy, along with his

uncle Grippy Toad, is protecting a mining site against waves of robots.

Using up to 12 cameras to find and destroy the enemies,

Guard

features

over 100 levels. Once these have been completed, players can create

their own designs and upload for others to play.