Nintendo Theories/Game Theory SPECIAL: Miyamoto Reveals Star Fox Secrets!
Game Theory SPECIAL: Miyamoto Reveals Star Fox Secrets!

Game Theory SPECIAL: Miyamoto Reveals Star Fox Secrets!

The Game Theorists12 min4 mars 2016
9 chapitres
  • Introduction and Game Overview(0'000'44)
    Matthew Patrick meets with Shigeru Miyamoto to discuss the new Star Fox game and gameplay innovations.
    Matthew had the opportunity to play some of the new Star Fox and is interested in learning about design decisions regarding tradition versus innovation.
    The conversation focuses on what elements were kept from Star Fox tradition and what was updated with new technology.
    Matthew expresses gratitude for Miyamoto's influence on his life and career.
  • Two-Screen Gameplay Origins(0'441'32)
    The Star Fox game wasn't initially planned; it originated from experiments with two-screen gameplay using the Wii U gamepad.
    • Controlled a radio controlled airplane flying on the TV screen • Used the gamepad to control the aircraft • Added a camera to the airplane to show first-person view from the plane
    The team realized this experimental gameplay system would work well for a Star Fox game.
    Creating asynchronous gameplay where the gamepad shows one thing and the TV shows something different presented unique challenges.
  • Gameplay Philosophy and Innovation(1'323'38)
    Miyamoto felt that Star Fox on the N64 had perfected the Star Fox gameplay experience.
    • Applied the new two-screen gameplay system to Star Fox • Decided to reimagine the Star Fox universe and story rather than create a traditional sequel • Separated flight controls from aiming mechanics
    The separated controls give players the experience of piloting a battleship or fighter jet, with the ability to play the game the way they want.
    Created a refreshing experience that feels new while maintaining the Star Fox identity, with asynchronous gameplay adding a new layer to previous games.
  • Technology and Creative Evolution(3'385'35)
    Miyamoto finds each new generation of gaming technology exciting as an opportunity for creative innovation, from 8-bit days to modern systems.
    • StreetPass exchange between two 3DS systems • Wii U gamepad's smaller screen held in hands creating new perspective on gameplay • Screen size changes enabling new approaches to gaming
    In the past, older generations found digital medium difficult; now most people have grown up with video games and can quickly pick up and play new gameplay styles.
    Matthew shares that he was born in 1986, grew up with Mario, and his first childhood memory is playing NES at his fourth birthday party with a Mario cake.
  • Star Fox Character Origins(5'357'10)
    • The original idea centered around character design and type • Team debated between human characters and animal characters • Made the decision to use animal characters and chose a fox
    The Fushimi Inari Shrine, famous for its Torii gates and located near Nintendo headquarters, inspired the choice of a fox character.
    The deity at Fushimi Shrine represents good fortune and business success, so the team hoped this inspiration would help the game succeed.
    Rather than a direct literal inspiration, the shrine's presence influenced the subconscious creative process of character design.
  • Fox's Metal Legs Design Mystery(7'108'51)
    The rumor claims Fox has metal legs due to blood rushing to his legs during flight maneuvers and G-force effects.
    Matthew applied science and math to reach a different conclusion about why the metal legs exist.
    The metal legs were a design choice to make the animal character feel more human, not based on scientific or physiological reasoning about pilot blood circulation.
    Miyamoto humorously notes that the bigger concern should be what happens to Fox's tail when he's sitting in the cockpit during flight.
  • Research and Game Design Reality(8'5110'12)
    • The team researches the physics of objects, particularly for driving games • Studies friction and turning physics for realistic behavior • Considers real-world maneuvers like those in aerial dogfighting
    Replicating actual physics too realistically makes games much more difficult and harder to enjoy, as it would require players to learn actual flying techniques.
    The core principle is making games look real but feel fun—creating enjoyable play experiences rather than pure physics simulations.
    While research informs design decisions, gameplay enjoyment takes priority over absolute physical accuracy.
  • Barrel Roll Terminology(10'1211'18)
    In the original Japanese version, the move was simply called rolling around an axis.
    The localization team at Nintendo of America translated it as barrel roll, a term that reminded Miyamoto of Donkey Kong Country.
    Miyamoto approved the barrel roll term without knowing how well it would be received in the English-speaking world.
    • The term became extremely catchy and popular • Inspired a Google Easter egg where typing barrel roll rotates the entire search results page • Became more recognizable than the original Japanese term
  • Closing Gratitude and Legacy(11'1812'28)
    Matthew thanks Miyamoto for 27 to 28 years of influence on his life and for the impact of his game design work.
    Miyamoto's work changed countless lives and influenced an entire generation of gamers and creators.
    Matthew expresses enthusiasm about exploring the new Star Fox game further.
    Both participants express appreciation for the conversation and collaboration between game creator and game analyst.