subdirectory_arrow_right Star Fox Adventures (Game)
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Phil Tossell, the lead software engineer for Star Fox Adventures, had mentioned that Dinosaur Planet had begun development before The Legend of Zelda: Ocarina of Time had released, and thus the development team didn't start taking inspiration from it until afterwards. He also talked about how understaffed the development team was in comparison to most Zelda games, specifically mentioning how they initially had only five programmers, only adding in more later on. This resulted in the team facing many technical and design problems during the development of Dinosaur Planet/Star Fox Adventures:
"When we first began Dinosaur Planet, Zelda wasn't out yet, so the game had a slightly different feel, but when Zelda came out, I think the designers were really inspired and amazed by it, and to a large extent, we emulated a number of features. The problem was we were making Star Fox Adventures with a tiny team in comparison to Zelda; for most of the development, we only had five programmers, only adding more much later on. I don't think anyone would even attempt such a large game with such a small team nowadays.
Star Fox Adventures was one of the first games to utilise a fully streaming world on a console that had a relatively small amount of memory, squeezing everything in and making what I still think is one of the most beautiful-looking GameCube games was a real challenge. When we first conceived the idea of a 'no-loading' world, it was on the N64 which of course had cartridges, making instant loading much more straightforward. However, by the time we moved to GameCube we were faced with our first experience of a disc-based medium, which added complications. In addition, with the move to Star Fox branding, we had space levels which we had never envisaged in the beginning."
Star Fox Adventures was one of the first games to utilise a fully streaming world on a console that had a relatively small amount of memory, squeezing everything in and making what I still think is one of the most beautiful-looking GameCube games was a real challenge. When we first conceived the idea of a 'no-loading' world, it was on the N64 which of course had cartridges, making instant loading much more straightforward. However, by the time we moved to GameCube we were faced with our first experience of a disc-based medium, which added complications. In addition, with the move to Star Fox branding, we had space levels which we had never envisaged in the beginning."
subdirectory_arrow_right Star Fox Adventures (Game)
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SFA guidebook:
https://www.reddit.com/r/starfox/comments/16qf3wf/in_honor_of_star_fox_adventures_21st_anniversary/
SFA JP website:
https://www.nintendo.co.jp/ngc/gsaj/chara/page02.html
King EarthWalker in Dinosaur Planet:
https://www.youtube.com/watch?v=RCydveOdlxM
King EarthWalker's model in SFA for comparison's sake:
https://www.models-resource.com/gamecube/starfoxadventures/model/20693/
4koma comic:
https://twitter.com/storyofsauria/status/1268313560259670022
SFA JP cover art:
https://images.nintendolife.com/be95c3553b01e/star-fox-adventures-jp.900x.jpg
ShadowHunter's model in Dinosaur Planet:
https://www.models-resource.com/nintendo_64/dinosaurplanetprototype/model/51845/
ShadowHunter's model in SFA for comparison's sake:
https://www.models-resource.com/gamecube/starfoxadventures/model/20613/
https://www.reddit.com/r/starfox/comments/16qf3wf/in_honor_of_star_fox_adventures_21st_anniversary/
SFA JP website:
https://www.nintendo.co.jp/ngc/gsaj/chara/page02.html
King EarthWalker in Dinosaur Planet:
https://www.youtube.com/watch?v=RCydveOdlxM
King EarthWalker's model in SFA for comparison's sake:
https://www.models-resource.com/gamecube/starfoxadventures/model/20693/
4koma comic:
https://twitter.com/storyofsauria/status/1268313560259670022
SFA JP cover art:
https://images.nintendolife.com/be95c3553b01e/star-fox-adventures-jp.900x.jpg
ShadowHunter's model in Dinosaur Planet:
https://www.models-resource.com/nintendo_64/dinosaurplanetprototype/model/51845/
ShadowHunter's model in SFA for comparison's sake:
https://www.models-resource.com/gamecube/starfoxadventures/model/20613/
subdirectory_arrow_right Star Fox Adventures (Game)
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SFA life bar sprites:
https://www.spriters-resource.com/gamecube/starfoxadventures/sheet/67546/
SFA HighTop:
https://youtu.be/PrUfAOdDhTU?t=92
DP HighTop:
https://youtu.be/I-pJrjq6QSM?t=1552
SFA SnowHorn:
https://youtu.be/Zg6Q5NTgzic?t=3093
DP SnowHorn:
https://youtu.be/fAP3HDW8Khc?t=969
https://www.spriters-resource.com/gamecube/starfoxadventures/sheet/67546/
SFA HighTop:
https://youtu.be/PrUfAOdDhTU?t=92
DP HighTop:
https://youtu.be/I-pJrjq6QSM?t=1552
SFA SnowHorn:
https://youtu.be/Zg6Q5NTgzic?t=3093
DP SnowHorn:
https://youtu.be/fAP3HDW8Khc?t=969
subdirectory_arrow_right Star Fox Adventures (Game)
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In the final release, both the underground quarry and the mining facility were removed: Fox simply frees the EarthWalker from a corral on the surface by hitting a switch located nearby the imprisoned HighTop from across the map, and Fox immediately skips to fighting Drakor after being dropped off by the CloudRunner at the top of the center tower. Funny enough, when Fox lands on the platform in Drakor's arena, it bizarrely shows electricity spewing around him, which was a remnant of the portal he was supposed to activate in the cut mining facility segment in order to access the boss.
The SFA dev team admitted on a 2003 Rare Scribes that Dragon Rock was massively scaled back from its intended design due to "approaching deadlines", presumably referring to the impending Microsoft buyout in 2002. It's worth pointing out that the mining facility area can actually be found in the files of the final retail release of SFA and surprisingly in a much more complete state than the kiosk's version, which indicates that the dev team continued working on this area in the final months of development but ran out of time to polish it to their liking.
Dragon Rock in Dinosaur Planet:
https://youtu.be/I-pJrjq6QSM?t=18
Dragon Rock in Star Fox Adventures, circa E3 2002:
https://youtu.be/4yMRuFkG8vc?t=1750
Dragon Rock's cut bottom mining area found in the retail version of Adventures:
https://www.youtube.com/watch?v=xHQYmpHWYEE
Rare scribes circa 2003 explaining why Dragon Rock was cut down:
https://www.raregamer.co.uk/scribes-april-3rd-2003/
https://youtu.be/I-pJrjq6QSM?t=18
Dragon Rock in Star Fox Adventures, circa E3 2002:
https://youtu.be/4yMRuFkG8vc?t=1750
Dragon Rock's cut bottom mining area found in the retail version of Adventures:
https://www.youtube.com/watch?v=xHQYmpHWYEE
Rare scribes circa 2003 explaining why Dragon Rock was cut down:
https://www.raregamer.co.uk/scribes-april-3rd-2003/
subdirectory_arrow_right Star Fox Adventures (Game)
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Rare would proceed to have multiple meetings with Nintendo's staff in Kyoto, those including Shigeru Miyamoto and Takaya Imamura (the creator of Fox McCloud and godfather of the Star Fox series), to iron out their new story for what would become Star Fox Adventures. Miyamoto and Imamura requested for Krystal to remain in the game, feeling it'd be a waste to scrap her entirely, and Imamura, during his visits at Rare, would help redesign her to fit better aesthetically alongside the main Star Fox cast. According to Imamura, his redesign of Krystal was inspired by Vampirella, a Warren Publishing comic book character known for wearing risqué outfits. Reportedly, this was because he and Miyamoto wanted to add sex appeal to the Star Fox franchise, as the latter wanted the series to have mature elements wherever possible.
Another old piece of SFA concept art Kevin Bayliss posted features a To Do list with one of the bullet point saying "We use Krystal again". This was obviously after one of the meetings the DP/SFA dev team had with Miyamoto, Imamura, etc in Kyoto.
Earlier SFA cutscene sequence list from Kev Bayliss' twitter:
https://twitter.com/Kev_Bayliss/status/1651842011492646913
2007 interview with Rare employees regarding Krystal:
https://web.archive.org/web/20090705013154/https://krystalarchive.com/articles/rareemployeeinterviews/
Nintendo Dream interview:
https://shmuplations.com/starfoxadventures/
Randorn giving Krystal the projectile spellpage in Dinosaur Planet:
https://youtu.be/pG05g0o-TV8?t=716
More SFA concept art. Notice how one of them says "We use Krystal again":
https://imgur.com/a/OtnVRSg#p3nZIzK
https://twitter.com/Kev_Bayliss/status/1651842011492646913
2007 interview with Rare employees regarding Krystal:
https://web.archive.org/web/20090705013154/https://krystalarchive.com/articles/rareemployeeinterviews/
Nintendo Dream interview:
https://shmuplations.com/starfoxadventures/
Randorn giving Krystal the projectile spellpage in Dinosaur Planet:
https://youtu.be/pG05g0o-TV8?t=716
More SFA concept art. Notice how one of them says "We use Krystal again":
https://imgur.com/a/OtnVRSg#p3nZIzK
subdirectory_arrow_right Star Fox Adventures (Game)
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The reality is that despite having a somewhat feline look, Krystal was always intended to be a fox as early as Dinosaur Planet, her original backstory even claiming that she belonged to the "Vixon Tribe" on planet Animus (Sabre and Randorn on the other hand belonged to the "Wolven Tribe", as they were both wolves). Former Rare artist Kevin Bayliss has stated multiple times that she was meant to represent a stylized arctic fox in particular.
Kevin Bayliss revealing Krystal's species as arctic fox on Twitter:
https://x.com/Kev_Bayliss/status/1568570218053500930
https://x.com/Kev_Bayliss/status/1567633642159017990
https://x.com/Kev_Bayliss/status/1786705955918405690
https://x.com/Kev_Bayliss/status/1786643909122146427
Dinosaur Planet story documents:
https://rarethief.com/dinosaur-planet/
https://x.com/Kev_Bayliss/status/1568570218053500930
https://x.com/Kev_Bayliss/status/1567633642159017990
https://x.com/Kev_Bayliss/status/1786705955918405690
https://x.com/Kev_Bayliss/status/1786643909122146427
Dinosaur Planet story documents:
https://rarethief.com/dinosaur-planet/
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After experimenting with ideas such as a whip, or a gun and sword combo (possibly based on how Fox was already using Sabre's sword in the leaked Dinosaur Planet build), Rare and Nintendo finally settled on Krystal's staff. Imamura claims that this was decided upon because it was a weapon that doesn't require the player to slash the enemy, as he felt uncomfortable with the idea of an animal character like Fox being able to decapitate opponents.
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"It looks really nice, doesn't it? I wish they would use Star Fox characters so that they could use the title Star Fox Adventures. Maybe I should call the team and talk about it [laughs]."
Further interviews reveal Star Fox Adventures' origins indeed actually came from within Nintendo in Kyoto, Japan, even before Rare and Dinosaur Planet were involved. Towards the end of the Nintendo 64's lifecycle, Takaya Imamura, who had created Fox McCloud and had been heavily involved with the series since the first game, had begged Miyamoto to let him work on the Star Fox series again. Miyamoto obliged, but had requested for Imamura to instead create an action-adventure title starring Fox as the main character as opposed to a traditional arcade shooter in the vein of Star Fox on the SNES or Star Fox 64. This led Imamura and other Nintendo staff like Kazuaki Morita to begin experimenting with various ideas, like having Fox run around on-foot and shooting down enemies with a gun.
However, with it being a late-stage N64 title, the project was not making much progress as many of the staff were being pulled away to work on bigger projects for the then-upcoming GameCube such as Mario and The Legend of Zelda. This was when Miyamoto noticed Rare was making their own action-adventure game starring Star Fox-esque characters known as Dinosaur Planet. Impressed by their demo at E3, he and other Nintendo staff arranged a meeting with Rare employees to discuss the prospects of merging their similar projects into one, and from there the game that today would be known as Star Fox Adventures would be born.
Shigeru Miyamoto teasing "Star Fox Adventures" in a February 2000 issue of 64 Dream:
https://archive.org/details/64-dream-february-2000-02-600dpi-ozidual/64Dream%202000%2002%20%28J%20OCR%29/page/n91/mode/2up
Miyamoto discussing Dinosaur Planet and the prospects of renaming it "Star Fox Adventures" at E3 2000:
https://www.ign.com/articles/2000/06/06/interview-miyamoto-and-aonuma
Nintendo Japanese website Star Fox Adventures interview:
https://web.archive.org/web/20070705035402/http://www.nintendo.co.jp/nom/0210/fox_03/index.html
English translations of above NOM interview:
https://www.reddit.com/r/starfox/comments/18rek3h/just_throwing_out_a_translation_of_this_old/
Nintendo Dream interview:
https://shmuplations.com/starfoxadventures/
2001 article on shift from Dinosaur Planet to Star Fox Adventures:
https://www.nintendoworldreport.com/news/5981/rare-explains-star-fox-adventures
Article by Kev Bayliss on a leaked build of Dinosaur Planet:
https://www.videogameschronicle.com/features/opinion/dinosaur-planet-leak/
https://archive.org/details/64-dream-february-2000-02-600dpi-ozidual/64Dream%202000%2002%20%28J%20OCR%29/page/n91/mode/2up
Miyamoto discussing Dinosaur Planet and the prospects of renaming it "Star Fox Adventures" at E3 2000:
https://www.ign.com/articles/2000/06/06/interview-miyamoto-and-aonuma
Nintendo Japanese website Star Fox Adventures interview:
https://web.archive.org/web/20070705035402/http://www.nintendo.co.jp/nom/0210/fox_03/index.html
English translations of above NOM interview:
https://www.reddit.com/r/starfox/comments/18rek3h/just_throwing_out_a_translation_of_this_old/
Nintendo Dream interview:
https://shmuplations.com/starfoxadventures/
2001 article on shift from Dinosaur Planet to Star Fox Adventures:
https://www.nintendoworldreport.com/news/5981/rare-explains-star-fox-adventures
Article by Kev Bayliss on a leaked build of Dinosaur Planet:
https://www.videogameschronicle.com/features/opinion/dinosaur-planet-leak/
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Contrary to popular belief, Shigeru Miyamoto and Nintendo did not singlehandedly force Rare (who was never even fully owned by Nintendo) to convert Dinosaur Planet into Star Fox Adventures. It was merely an offer and suggestion Miyamoto gave to Rare, and many of the key team members like director Lee Schuneman and character designer Kevin Bayliss supported the idea, as they felt that using the Star Fox brand would give the game a higher profile, especially as a GameCube launch title. An October 2004 edition of Rare's Scribes says as such:
Q: First of all, what’s the true story here, did Rare approach Microsoft because Nintendo raped Dinosaur Planet, or did Microsoft approach you guys because of your talent?
A: None of it had anything to do with Dinosaur Planet. That was way before the negotiations started, and besides, the Rare-Nintendo relationship didn’t work in such a way that they’d just force the SFA switch on us.
A: None of it had anything to do with Dinosaur Planet. That was way before the negotiations started, and besides, the Rare-Nintendo relationship didn’t work in such a way that they’d just force the SFA switch on us.
Dinosaur Planet/Star Fox Adventures Development Explained:
https://www.youtube.com/watch?v=j-bPiQr9AoE
Rare Scribes – October 19th 2004:
http://www.raregamer.co.uk/scribes-october-19th-2004/
Interview with Star Fox Adventures' director, Lee Schuneman:
https://www.youtube.com/watch?v=rO7ocvmoDBc&t=875s
https://www.youtube.com/watch?v=j-bPiQr9AoE
Rare Scribes – October 19th 2004:
http://www.raregamer.co.uk/scribes-october-19th-2004/
Interview with Star Fox Adventures' director, Lee Schuneman:
https://www.youtube.com/watch?v=rO7ocvmoDBc&t=875s
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