Re: Star Fox Wii U thoughts
Posted: 22 Aug 2014 00:12
The original Star Fox is not truly a 3D game, much like Mario Kart and F Zero are not true 3D games. The games simply used a "3D effect."
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That's right. It didn't even simulate movement in 3D, because you only move side-to-side, up and down, and forward. You can't double back and move around in 3D space like you can in other space combat or pseudo-3D games like Wing Commander or Doom.Kreegs wrote:The original Star Fox is not truly a 3D game, much like Mario Kart and F Zero are not true 3D games. The games simply used a "3D effect."
That's not true. It uses true 3D polygons. Mario Kart and F-Zero do indeed use the mode 7 scaling trick, but Starfox is legit 3D.Kreegs wrote:The original Star Fox is not truly a 3D game, much like Mario Kart and F Zero are not true 3D games. The games simply used a "3D effect."
Well, I'm arguing along the lines of what Jog said, because it's the only definition that's pertinent to the control pad/stick problem. When you're moving around in 3-dimensional planes, the stick has more tangible advantages over the directional-pad—even a digital stick like the N64's, as demonstrated by Star Fox 64. But in a game like Star Fox, where you're really just riding the 2 planes of the TV screen (x & y axes), a directional pad works just fine.Claytone wrote:That's not true. It uses true 3D polygons. Mario Kart and F-Zero do indeed use the mode 7 scaling trick, but Starfox is legit 3D.Kreegs wrote:The original Star Fox is not truly a 3D game, much like Mario Kart and F Zero are not true 3D games. The games simply used a "3D effect."
Edit: Unless you meant something along the lines of what Jog said, in which case we're arguing along two different definitions of 3D.
I understand that, but I just wasn't sure if Kreegs was clear on the fact that the technologies used for F-Zero and Mario Kart were sprite scaling whereas Starfox renders 3D polygons in a 3D environment.Kong Wen wrote: Well, I'm arguing along the lines of what Jog said, because it's the only definition that's pertinent to the control pad/stick problem. When you're moving around in 3-dimensional planes, the stick has more tangible advantages over the directional-pad—even a digital stick like the N64's, as demonstrated by Star Fox 64. But in a game like Star Fox, where you're really just riding the 2 planes of the TV screen (x & y axes), a directional pad works just fine.
I can definitely agree on that! I managed to find it at a retro game store for SNES and really liked it. I lost like half my lives on the final stage and game overed, though, so that was no fun. I need to get back to it and try again.Kreegs wrote:Can we all just agree that some of us would like to purchase and play this game if it was available in some format on the VC? This thread is supposed to be about Star Fox EXCITEMENT!
I've found that using the anologue stick for games designed for the d-pad can sometime end up feeling more precise because it's easier to move diagonally.Starmancer wrote:Wouldn't it just be the D-Pad mapped to the stick, therefore working just as sluggishly as the D-Pad?
For now, we can only use the GamePad like a portable TV in Wii Mode (not using the buttons or touching the screen from it).Kreegs wrote:Can we all just agree that some of us would like to purchase and play this game if it was available in some format on the VC? This thread is supposed to be about Star Fox EXCITEMENT!
But it's not available on Wii VC either, right?kitroplious wrote:For now, we can only use the GamePad like a portable TV in Wii Mode (not using the buttons or touching the screen from it).Kreegs wrote:Can we all just agree that some of us would like to purchase and play this game if it was available in some format on the VC? This thread is supposed to be about Star Fox EXCITEMENT!
But honestly, it will be interesting what comes of Miyamoto's new project of the [new] Wii U Star Fox game.