Viewing Single Trivia
subdirectory_arrow_right Star Fox Adventures (Game)
▲
2
▼
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."
Comments (0)
You must be logged in to post comments.
Related Games
Zelda II: The Adventure of Link
Kirby: Planet Robobot
Super Mario Bros. 2
The New Tetris
F-Zero AX
Rhythm Heaven Fever
Splatoon
Mach Rider
Killer Instinct 2
Sea of Thieves
Mario Party: Star Rush
Donkey Kong 3
Advance Wars 2: Black Hole Rising
It's Mr. Pants
Mario Bros.
Polarium Advance
Conker's Pocket Tales
Prehistorik Man
Mario Kart: Super Circuit
Pokémon Black Version 2
New Super Mario Bros. U Deluxe
New Super Mario Bros. U
Densetsu no Starfy 3
Viva Piñata
Mario Hoops 3-on-3
The Legend of Zelda: Breath of the Wild
Solstice: The Quest for the Staff of Demnos
Mario Party 4
Arms
Mario & Sonic at the Olympic Winter Games
Snake Rattle 'n' Roll
The Legend of Zelda: Link's Awakening DX
Popeye
Nintendogs: Best Friends
Fire Emblem: The Blazing Blade
Pokémon Brilliant Diamond
F-Zero 99
Pokémon Mystery Dungeon: Gates to Infinity
Super Mario World: Super Mario Advance 2
Animal Crossing
WarioWare: Move It!
Yoshi's Crafted World
Battletoads
StarCraft 64
Pokémon Legends: Arceus
Star Fox 2
Tetris Attack
Pilotwings 64
Pokémon Mystery Dungeon: Blue Rescue Team
Ice Climber