Why didn't Battle Mode make it into Star Fox 2 final release?
So last year when Star Fox 2 was launching on the SNES classic. One of my fellow NintendoWorldReport.com staff members and I took it upon ourselves to create a somewhat historically accurate approximation of a Star Fox 2 manual. The whole thing is free to download here. Anyway in the process we wound up creating some new art as well as... I guess I'd say finishing... some of the existing concept art Nintendo had already released. You've probably seen the design documents for the various Arwing variants in Star Fox 2. We went in and cleaned those up and colored them to look more like finished art. We also did our best to create from scratch an illustration of the carrier to match the official art's style.
I also wound up building (as accurately as I could) the standard Arwing and its walker form in 3D. We used these images in the controls section of the manual. I build a 3D version of the carrier as well though it never actually made it into the final manual.
Anyway it was a really fun project to go back and try to restore some old art as well as create modern renders of the ships. Of course I have to give credit to Tsuyoshi Watanabe for the original Star Fox 2 concept art we worked from.
Oh and here (video) is how the finished manuals looked for anyone who was curious.
Battle between OSTs of the SNES era! Which one is superior?
I wanna say SF2 because it feels less playful in certain environments than in SF1. Of course, that goes in hand in hand on this game being a defense of the Lylat system rather than an adventure/quest to defeat Andross.
The biggest impact the Star Fox franchise's had on the gaming world, hands down, was introducing gamers to the realm of 3D-rendered polygons in the original Star Fox title back in 1993. This was arguably the start of the biggest transition to ever occur in the history of gaming, freeing us from the shackles of sidescroller hell to let us explore open worlds at our heart's content. At the core (literally) of the game was the chip that made it all possible-the Super FX chip, which managed to math it's way into overclocking the Super Nintendo's processors. Developed by a small third-party company, Argonaut Software, it allowed for the system to run at an estimated 40x faster than the original specifications would permit. This permitted the Super Nintendo to render basic 3D polygons, allow for parallax-scrolling sprites, and even apply basic texture maps to polygons. This little wonderchip found it's way into several other major titles-Super Mario World 2: Yoshi's Island, Doom, Star Fox 2 (oh what could've been!). However, by the time these games were making it to market, Sony had already ushered in an entirely new generation of gaming with the Playstation, which could provide graphics and sounds that were lightyears ahead of what even the best Super FX titles could produce. The sudden appearance of the Playstation is what led to the untimely cancellation of Star Fox 2, as Nintendo feared that it and other Super FX titles would be negatively compared against their Playstation equivalents, and that their efforts would be better spent on developing 3D games for the N64.
This is a really fascinating video, and goes into great detail about the chip, Star Fox, and the rise and fall of Argonaut. Props to LoneWolf for digging this up!
If you've got the SSB Fox Amiibo, scan it in to Star Fox Zero to play as the SNES Arwing, complete with Walker mode from SF2! Other SNES bits return as well, including the Cannon Betrayer battleships and the Monarch Dodora as the boss on Fortuna.