Retronauts - Retronauts Episode 174: Dylan Cuthbert's Road to Star Fox
Episode Date: October 8, 2018Jeremy drops by the offices of Q-Games to speak to Dylan Cuthbert (and Mark Lentz) about the early days of gaming and how tinkering with Game Boy hardware led to the creation of the first true 3D game... on Super NES, Star Fox.
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Those are you in Retronauts, the Fox and Our Stars.
Hi, everyone. Welcome to another episode of Retronauts. I am Jeremy Parrish.
We're recording live in Kyoto, Japan, at the offices of Q Games.
And this is an episode that has been a year in the making.
I'm glad we finally managed to line it up.
And this year, we're recording, making the attempt to record before Bit Summit happens rather than after, because events like that take a toll on humans.
So, yeah, I am here with two special guests, and I'll let them introduce themselves and talk a little bit about themselves.
if you don't mind.
Okay, I'm Dylan, and I run Q Games, and I've made a few games.
Do you want to give your last name, too?
Oh, Dylan Cuthbert.
There you go.
I mean, I think people probably know, but just in case.
Just in case, yeah.
And I'm Mark Lentz.
I work at Q Games, and I'm also a Retronauts fanboy, sadly.
Yes, you're the one who made this happen.
So thanks to you, I am here and talking to a man who has worked on many classic games,
things that we have talked about on the show before, but it's always great to be able to get
insights from, you know, the person who actually created this stuff. And so, of course, I think
your most famous work has been, to date, Star Fox, just, you know, because of the sort of place
that held in game history and Nintendo's history and what it represented for the Super
Nintendo system. Yeah, yeah. But I feel like you've probably talked about that a lot over the
years and people have asked you most of the questions that I could think to come up with.
Yeah. So I'm not going to have one or two, you know.
I'm not really going to focus that much on Star Fox. I'm more interested in talking about sort of
the road that got you to Star Fox. And, you know, what that represented for Super NES was was kind
of built on the shoulders of many other projects you would work before that. And then, you know,
after Star Fox, like how did you get to the point of, you know, running Q games and working on the
pixel junk series.
So those are really kind of the two main
areas of focus here. And I know you've got
a lot going on for BitSummit preparations,
so I'll try not to keep you too long
and drag this out into the night. Also, I'm
very jet lagged. So at about
the 30 minute mark, I may fall asleep.
We'll just carry on talking. Right.
Just keep going. I'm sure,
just to keep the tape rolling, I'm sure it'll be great,
and you can, I'll edit out the
snoring. Yeah. It'll be
painting pictures on his eyelids.
Uh, so, you know,
Yeah, thanks for making time in this, like I said, busy lead-up to BitSummit.
I know you're showing Eden Obscura there.
Actually, we're showing another game called Sticky Bodies.
Okay, I don't even know about that way.
Is that that that announced?
Well, we kind of leaked it kind of a few days ago, right?
It's okay to talk about it because this will go up in a few weeks.
Yeah, yeah, no, no, we've put a picture up about it.
Okay.
But we haven't released any more information about it.
All right, so what is sticky bodies, aside from something you
want to avoid on the train it's uh yes exactly it's um it's a really it's it's a result of a game
jam we did earlier in the year and uh the idea was kind of interesting so we thought oh well it's
just expanded out and see what the bit summit people will think of it you know the bit of people
come to bit summit and uh it's uh a game where you drop strange humans or people from the top
of the screen and they fall and fall and fall and they collect with other humans and things and
at the end um there's a surprise waiting and that's what i'm going to say okay so i made the music
just throwing that oh yes yes that's true yeah that is what that is what you do here apparently
yeah amongst other a lot of things right a lot of things yeah so so what is the objective
with uh sticky bodies uh to connect um pork pie
and sausages on the way down
while trying to get
as many of these
sticky bodies
to stick together
as much as possible
and then they
and then you get scored on it
at the end
it's an iPhone game
so it's just a little quick little thing
just a little fun little thing
like angry birds
not angry birds
more like crappy birds
got it
so kind of in the spirit
of like stunt copter or something
yeah yeah it's kind of that kind of thing
and just a very silly
stupid
funny kind of thing.
It has a bit of sort of Monty Python
kind of feel to it, the humor.
Well, I will look forward to seeing that.
So, was it that way?
You said that was a game jam concept?
Yeah, basically, yeah.
So someone here at the studio came up with that.
Yeah, and it's like a combination of someone at the studio,
and also we collaborated with the Kyoto.
There's like an education kind of group
that tries to help students, like, learn to do,
to make games and do stuff like that.
And they did like a special game jam.
and we helped like sponsor it.
And then so it was the idea was like, you know,
you have a student and then you give them like a professional person to work with
and then see what the two of them come up with.
And the two of them came up with this.
Okay.
So do you feel that the, just out of curiosity,
the way games have kind of, let me think of how to phrase this.
So this is a game that's like a small team basically.
Oh yeah, it's tiny.
Right. And it's just, we don't know if we will even make it to completion.
Right. So it's just for Bit Summit, really, for the time being at least.
Okay. So, yeah, like, I'm curious about sort of your perspective, like historical perspective on this.
I feel like gaming's kind of come full circle because when you started out, you were making games as like just a couple of people.
Yeah, or just one person. Or just one person. Yeah. Yeah. And games then, you know, got bigger and bigger and more and more demanding.
And then now we're back where you could make a little game.
game like sticky bodies with just one or two
people. Yeah, I think the reason for that
is that the audience is
like really big now
which means you can
do
like smaller scope games
just like, you know, games like they were back in
like the 80s and early 90s.
And because the audience is
just so vast now, it means
if you're lucky, if you're lucky, of course,
you can find people who do
enjoy that style of game.
And there was a period, say, around
the end of the 90s, perhaps,
from the early 2000s,
where the number of people playing games
were still quite low.
And it was like a core group
and they'd only want one type of game
and it had to be like the latest,
you know, like technology or the latest 3D
or whatever. And so you can really do much
variation on that.
And there was like another market forming at the time,
which was like the sort of flash player
kind of gaming sort of area.
of things. And I think
that side has also just really grown
really into the current kind of
sort of 2D, when anything goes, you know, small games
are okay. If the concept is interesting, it can still reach
people, you know, and I think it's a really good sign.
So you're saying because the gaming audience, the number of people who play
video games now is so big, there's more latitude to be able to just
kind of jump off and do something weird.
And you still have a good chance of, you know, rolling up some sticky bodies.
Yeah, exactly.
And the audience is a lot more varied now, I think, as well.
Right.
So how does that compare to when you were making games in the 80s as just one or two people on a team?
Because obviously the market wasn't big back then.
It was more like you had to be a small team because of necessity.
That was just what the market would bear.
Well, back then, there weren't so many games.
so it was kind of a balance
so obviously the market wasn't as large
but it was a very hungry market
so you had
really in the early days
like with the 8-bit computers
and ZX 81 and ZX Spectrum
that kind of thing
you had
a very hungry market
for games
and there weren't that many games
available like you know
they may
I mean
even if you see like a big compendium list
there aren't that many
but each one is actually
very diverse
so back in like the 8-bit days
in the Zedex Spectrum kind of days
every single game would be very different
to the other games
there were only a few cloned genres really
within the gaming side of things
I mean you had things like
ranging from games like Southern Bell
which is like a 3D train simulator
to games
you know like copies of something like
Marvel Madness or something like that
but you know isometric games
and people experiment around you
a lot of different forms of games
and different, you know, it'd be like 3D, 2D, isometric.
Some games were like, you know, playing with colours.
And it's just a whole range of different types of things.
But the actual total number of the games was quite low still.
And so you could still reach people, like enough people to, you know, like, I didn't actually make,
I didn't actually make any professional games in that period.
But the, a lot of, I know a lot of people did.
they would reach, you know, easily enough people to make their money back or, you know,
to pay them, I suppose.
Yeah, the impression that I've gotten just, you know, not having experienced the spectrum
market myself back in the day, but the impression that I've gotten from reading retrospectives
and things like Retro Gamer Magazine is that the Spectrum market was actually, and just
the 8-bit computer market, especially in the UK, was very sort of freewheeling.
And there were, you know, from my perspective, a lot of games being
created by small amateur studios because the barrier to entry was so low and you had, you know,
if you could do some fairly simple programming, relatively simple programming and get a game
onto a cassette tape, then you could sell it for, you know, three pounds and get it out there.
So I feel like the line between pro and amateur development was very, very thin.
And in a way, it kind of feels like, I don't know, to my mind, sort of like a,
a rough draft for what we have now.
Yeah,
basically,
yes.
So it's like a very similar to that kind of feeling where basically everybody was making games like in their bedrooms or whatever.
And everybody was like indie, basically.
And the publishers,
you know,
were there were a few publishers,
but they were really just kind of distribution companies really in effect.
They did with the printing and getting the game into the shops and that kind of thing.
and not kind of the sort of top-heavy
kind of publisher kind of thing you have now
and I think it is similar
to the indie side of things you have now
so actually like
for example BitSummit is very similar
to the old
gaming shows like in the 80s and 90s
where you'd be people who have made their own games
and they've just
rented a very you know a table
and they're just and they're setting the games on the table
you know and showing and letting people play
them on the table.
And it's very similar to that.
So it is actually a kind of a throwback to that old kind of classic time.
Right.
Which is a lot more fun.
So, you know, I think that's why people like being India as well.
It is actually more kind of fun and more like how it used to be.
Yeah, I have been to Bitsummit once last year.
And it was very gratifying to just walk around the show floor and the variety of people
showing games was
was really impressive because
indie developers who have never made a game before
and are like, please look at my game
and then you have people who have a lot of experience
like Mr. Kimura, you know,
was showing off Million Onion Hotel last year
and I know he's got a new game this year.
Yeah.
And like he's a very seasoned developer.
He's been around since 80s, 90s.
But you have, you know, like there's not really
a line, a hard demarcation there.
and everyone is just kind of out there waiting to meet people
and just show them what they're working on
and see their reactions.
Yeah, exactly.
And that's really kind of what it was like back in the day as well.
So the parallels are definitely there.
And I think in general it's just a lot more exciting
to be that way to be like that.
Like if you go to Tokyo Game Show or E3 or something,
where like that you you end up seeing a lot of very like a lot of marketing basically you know
you just see the publishers you don't see the people who are actually making the games
and it's all very slick and polished and you know very much a public relation experience kind of
thing but at a bit something you get it's kind of very raw you know the people are just right
there sitting there and they want you to play their game you know it's not just someone who
who only played the game yesterday you know showing off the game
It's actually the people who made it.
Showing it off.
It's great.
So you said, you know, that that's the fun of it, the thing that's exciting.
So is that what got you into making games in the first place?
Like, how did you fall into this?
Is there just something about the creative process you love or the sharing of it?
I'm, like, what really motivates you?
Yeah, I think at the beginning, I think this is my theory, at least, for children.
is that children always try to find or they try to find a skill that their parents don't have
and then try to excel at that skill.
So, for example, my son would be, as I've learned the piano,
and I can help him a little bit with the piano,
but then he's realized that he can actually be a lot better than me at the piano,
and it just kind of encourages him to, it's almost like a rivalry with your parents.
And so, you know, when I grew up in the, it's like the 70s,
I suppose, at the late 70s.
My parents were very untechnical, you know,
and didn't know the way around computers and stuff.
And then I realized I could, like, kind of show off my skills
of just the few things I'd learned from, like, magazines
and typing in programs.
And I thought, oh, I can do that.
And kind of, like, not show them up,
but I can actually excel in this.
And it's my own skill, you know, that I can learn myself.
and I found that
and of course obviously
at the time
it was very cutting age
so a lot of people
you know games were
very new
and very exciting
for kids especially
you know
you always wanted to go
to I know
the local
fish and chip shop
where they have like
the one
like lone unit
of what would have been back then
like
base invaders
or Pac-Man
or something like that
so it's always
very interesting
but the
but you know how do you make a copy of that
how do you get to the point where you can make something
that looks like that arcade game at home
and you know you had these little 8-bit machines
and my friend got a
XX spectrum like from his uncle I think
and I just go around to his house like every night
and we just be typing in programming listings
to see what we could get up on the screen and stuff like that
and slowly through that process
I learned how to program and how computers work
and found that I could learn a skill here
that not many people or my friends didn't really have.
And it just kind of felt exciting, sort of cutting edge.
And I kind of got hooked to that process
of trying to get stuff looking interesting.
So back when I started, I suppose,
you could say there really wasn't,
there weren't really any computer shows
or anything like that.
It was really just magazines, really.
looking at magazines, typing in stuff, just trying to get something appearing on the screen and just enjoying the process of a very limited, you know, 8-bit computer.
Was there any motivation there to get your game into other people's hands, or was it really just the, you know, the thrill of saying, I did this, I made things move on a computer screen and you can control it?
I think, even as a young kid, I think the, I did always want to get.
something that I'd made
onto like
cassette tape in the packaging
and back then
the packaging and the inlays
you know the games were so well made
you know and surprisingly good quality
and the art
sort of artwork on the boxes is always really nice
and yeah so I really wanted
it probably wasn't immediate
but like after like
maybe a year of just playing around on these things
because initially you know in those days it wasn't like a
console. So there weren't, when you got one of these things, you didn't really get any games
with it. And so you just had to make the games yourself and you didn't really think about buying
games. And it took like a maybe like a year of like just typing in programs and doing stuff
that way to realize, oh, I can go to a shop and spend some pocket money and get, you know,
like a professionally made game. But it took a little while to see that. And then once you saw that
kind of, that kind of thing and you started reading in the magazines where
it is only just like one guy making it
or you can see the interviews and read
and you think oh well actually I could probably do something like this
and you know you start thinking about how you want to
um
make your own like game studio or whatever
and uh by the age of probably 13
maybe even younger than that I was already sketching
like logos and stuff so I was thinking oh I'll
you know I want to make a game studio I can program
you know I can make these little games and I hadn't made any
that were professionally sold at that point.
But I felt like I really wanted to get into that.
And so I started thinking about, you know, branding and stuff like that to, for my company,
you know, company in quotes.
And I think a lot of that's just like the creative thing.
You know, when you kid, that's kind of, that's where your imagination goes.
You kind of imagine being part of this kind of community of, you know, game creators that
you're reading about in the magazines every day, you know.
you mentioned that
when you look at
the spectrums library
all the games
are different from one another
so I'm assuming
your approach
when you were
starting to come up
with the games
game concepts
was to say
what hasn't been done
before
yeah yeah
so how did you
can you talk about
some of the ideas
that you did come up with
and how you
arrived at those
yeah in the early days
I would just try
different techniques
for
I don't know
ideas for games
really. I wasn't really, at that point, I wasn't really going for like
the technical side so much because
the spectrum was quite limited.
But I mean, there are a few technical things you could play with like
little like hacking
hacking it so you could display
graphics in like the border around
the screen and stuff like, very simple stuff like that.
But the
main thing was really just like
raw game ideas, like thinking about what you want to do.
So I made like, for example, I made one game
which was like a platformer.
But there were, in the stage there were lots of balls, for example,
and the balls would have very crappy, like, physics simulation.
Not really physics, but, like, just, you know,
they would either fall or for the left or right.
If they fell on another ball, they'd fall to the left or right,
and if there was a space there and that kind of thing.
And then you had to make your way around the level
and knock out blocks and try and get the balls out of the way
so you could escape the level, that kind of thing.
And so it was kind of fun just trying to do that kind of simulation.
and one of the first things
I did in the early days
was like make a copy
like really just copy
something like Pac-Man
and just try and clone it
and just made a very very slow
frame rate version of Pac-Man
on the ZX-81 actually
and then a bit later on
I went into
these are all kind of unreleased stuff
of that idea of course
and I made
like a 2D
sort of
It was like a sort of Turrican style
sort of shooting platformer kind of game as well
and that was one of the games
that I first took to Argonaut Software when I was about
when I was like 16 I think to see if I could get a job
but because it was 2D I didn't get the job at that point
and then
then I went back and I had an Amiga
and I thought well okay I'll see if they need 3D
I'll see if I can do 3D on the Amiga
and so I just thought about it myself
and I remember
trying to work out how to
for example rasterize
polygons onto the screen
and I remembered
from the ZDX Spectrum
there was a really good book
called the ROM Disassembly
and it had like it was like a disassembly
of the entire ZDX Spectrum
basic ROM basically
and I remember in that there was
and it was all annotated
it's all very well commented so it was telling you
what it was doing
and remember in that there was a
a nice little bit of code
that would
draw a line, basically,
you know, from one point to another
and stepped properly, you know.
And at that time, there wasn't really any kind of
reference material where you could learn how to do that kind of thing
in a neat way.
And it's called the, I think it's called like the Brezinum.
Brezinum, I think it's a Brezinem algorithm, I think.
And I'm going from memory there.
But I thought, well, if I use that,
I can probably rasterize the edges
I can work out what the edges of the polygons are
and then I can use the Amiga's blitter chip
to actually draw the polygons
from start point to end point per scan line
as I went down
and so I kind of knocked up this crazy
sort of 3D system to do this
and I chained all these blitter interrupts
and all this kind of weird stuff
and kind of just went a bit crazy on it
and at the end of the day I had this kind of rotating
in 3D
kind of
game logo
it's like a company logo
kind of thing
that had rotating
on the screen
and I sent that into
Argonaut
by post
and about the next day
Jess called me up
and said
okay do you want a job
tomorrow?
Okay
that's a quick interview process
because it had already
interviewed me
a few months before
and but yeah it was pretty interesting
so it's definitely worth trying that kind of thing
if it does get your foot in the door
you know I realized that when I was you know
at that time I was 17 I'd just turn 17
and I realized when I was doing this 3D stuff
on the Amiga when I went to ask my math teachers
at school I would ask them about
the you know like how do I
rotate and project these points in 3D
and you know how do I do this and there
and they would
just kind of look at me blank
because they hadn't really thought
they didn't really know much about computers
so they hadn't really kind of mapped the two together
and I thought well okay this isn't going to be much used to me
because I want to learn more about math with computers
and when I looked around
I saw that the most advanced company at the time at least
was either Argonaut or
there's another company called Real Time
and I thought
well okay
if I want to learn more
I should just quit school and join one of these companies
and just learn from the people who are actually making
these very advanced
technology games, you know.
What did your parents have to say
about that plan? Were they all for it?
Yeah, no, it's surprising. I think
my mom at least had just given up by that
point because
she knew how much I was into programming
and I think she
realized, she probably just realized that
in the future
this stuff is probably going to be quite big.
and you know it was me getting in on the ground level and I was doing stuff that other kids couldn't do you know and certainly other adults couldn't do and so I think she probably saw the potential in that and let me chase that which was a you know quite good I never had any complaints you know like people try and my parents have never tried and stop me sort of doing that kind of thing so the you're your focus on creating 3D graphics on systems that really
shouldn't have been able to do 3D graphics
was pretty much just prompted by that rejection
by Argonaut.
Yeah, basically, yeah.
I mean, I'd done some 3D stuff very early on
on the spectrum just because
there was a, it's quite interesting,
on the spectrum, but maybe in 1982,
Inclare actually released a 3D modeling package
kind of thing, like in 1982,
which is called VU3D.
and it was actually
like a monochrome
but solid
shaded kind of
modeling package
I shouldn't say package
but you could make
3D objects
and it would render
them in
shaded
like a dotted
kind of
you know
like a monochrome
style
and it was quite
impressive
so I thought
oh how are they doing this
you know
on the
so I did actually
play with it a little
bit back then
but then later on
you know
with games
like
Glider and Star Glider 2 on the Amiga
and also F-18
interceptor on the Amiga
those games really impressed me
and also on the spectrum
there were two games there was one called Micronaut
1 and another one
called Academy by the same guy
Peter Cook or Pete Cook maybe
and they'd always just very
very much impressed me like
and I always wanted to try my hand at them
but what the rejection
from Argonaut did was kind of
trigger that a little bit stronger.
I thought, okay, I'm just going to have to do it
by myself.
So I just went ahead and
do what I could do and
managed to put it off.
So once you started with Argonaut, I'm assuming that was a no-brainer and you were like, yes, I'm starting tomorrow.
Once you started with them, did you, were you immediately basically just put on your own original game concepts and like just told go for it?
or were you kind of brought in as, you know,
sort of like auxiliary help to help people, you know, with their projects?
Initially, they were finishing up probably like the last half or so of StarGrider 2 on the PC.
And initially to, like, warm me up, they assigned me to that.
And so I kind of, me and one other programmer,
we basically went through and cleaned it up and fixed a ton of things and debugged it
and made sure it shipped
and it didn't have any sound
so I also implemented all the sound as well
at that point
and that was not much fun
with the PC sound chip at the time
it was like a buzzer
and well I say chip
it wasn't even a chip
that's what sound was like on the PC
in the I think it was like 89 maybe
I thought the Amiga had a sound chip
that's the Amiga right
no but it's PC
oh okay so you were just working on
yeah yeah yeah yeah
And it was, you know, it was kind of fun for a few months.
And then what came up was the Connix multi-system,
which was like this twilit-shaped console.
Have you seen pictures of it?
I have, but for whatever reason, despite your vivid description,
it didn't stick with me.
It's kind of like a, it was like kind of a hoop shape with a steering wheel.
And kind of like a flight stick, kind of like an air.
aircraft kind of like controller and you plugged it into the TV and you play games you
could use this nice analog controller and the company that made it was a company called
Connix and the they got famous making like a very nice ergonomic joystick in those days
a very interesting design and they sold like three million of these joysticks I think
maybe even more than that and made a fortune from it and this is
this Welsh company
from South Wales
I think
and the guy
said okay
we're gonna make
a new
games machine
and he just
come up with this
idea and he
got all these
ex-engineers
from
from Sinclair
who had just
kind of
just gone under
I think
and so
he got these
engineers all together
and they built
this machine
with custom chips
and stuff
and it's pretty good
and it had like
a graphics chip
and a 12-bit
DSP sound chip
and
and you can do some pretty interesting things with it
and initially
Jez said to me
okay set up a
3D system on this
get polygons rendered
and use this 12 bit DSP chip
to do the rasterization for speed
when I was thinking well if you use the sound chip
for rasterization how are you going to get any sound out of the thing
but he didn't think about that but he said
just use that to do the rasterization.
So I thought, okay, I'll go ahead and try this.
And it was quite crazy.
I mean, it's a 12-bit chip.
Very fast, but kind of crazy to program.
And I kind of did a combination.
I used the, they had like a sort of blitter kind of chip in there,
and also this sound chip.
And I kind of combined the two together to create this 3D engine.
I started doing 3D experiments on it.
And then we knocked up like a,
to begin with we kind of knocked up this bike racing game
and we went to show it at the ECTS show in London at the time
and next to me was like Jeff Minter and he was working on it as well
and he was making probably some game with llamas or something but he was there as well
tempest with llamas yeah basically that kind of thing and and they had even
it's quite crazy the they had a like a full
what's called
like the chairs
like
oh like the
yeah the
you know
they would move as you play
the game
so you'd put the
the conics on your lap
and then you'd
the chair would be like
hydraulic and it would actually
move around as you're playing the game
and it's actually pretty amazing
and they had all this stuff
like this show
but then suddenly
I know they reached the end
of their budget or something
and they just suddenly stopped
and said oh we're not making it anymore
and so like
Arvonaut's kind of
left in the lurch and I was kind of left in the lurch
and we're, oh, what we're going to do now then?
And then, um,
about that point,
uh, jess, uh,
had seen the game boy,
um, maybe it,
um, CES maybe, you know, um,
um, he'd seen that and he said,
okay, we're going to make games for that.
And you're going to make a 3D engine for that.
And so,
and so we hacked together, um,
like a game boy, um,
development kit.
with like a camera pointed at the Game Boy and then all wires.
We took a cartridge, I think the Tetris cartridge and unscrewed it all and then just connected up wires to the chips and connected them to this circuit board which one of the guys at Argonaut had kind of just felt like making.
Like they're going to circuit printing and they were printing the circuit boards in this bath full of acid.
We were working in a house at the time and there's this bath full of acid.
This is the weirdest version of Breaking Bad of everything.
Yeah, right, right?
And so I was, this is a three-story house in North London,
and I was in the top kind of attic room.
And there was a on-street bathroom in the attic room,
and the on-street bathroom was basically a tub of acid
where they were printing the circuit boards
and itching the circuit boards
to do this very basic, like, very basic, like,
hacked dev kit
using like a Tetris cartridge
and it kind of worked
and so
I got like a
to the point where I could
you know I could actually program
compile
get code onto the screen
within a very quick timing
like maybe you know
10 or 20 seconds and it just
get this really good working cycle going
and so I started
developing a 3D engine
on the Game Boy
and it had an awful
you know the Game Boy screen
and this you know
the graphics ship is pretty basic
it's fun but it's very basic
I mean you've got
you know like I think it was like
40 sprites but only 10 sprites
10 sprites on a line and stuff like this
I can't quite remember but it's like
there's not actually enough V RAM
to display like a unique tile
yes right yeah
the entire screen like you can't fill the entire screen
with unique graphics
no exactly so I mean
So obviously, you know, I reduced the screen area
until I got an area which I could use
and still have space.
And then have, and then the surrounding, like, you know, the GUI
would be using the tiled system.
And then I'd, and then I wrote a system
which transfers like a bitmap from memory
into the character map data.
Using,
because you could only transfer in the H-bank,
which is the, you know, the gap,
the timing-wise,
under the gaps on either side of the screen
when it's taking data.
So when it's not reading from the memories,
the only time you can write into it.
And so there was this one flag
you had to like pole
and then you could transfer like six bytes or something.
It may be a bit more than that,
but it's like you just rush to transfer as much as you could
and then when the flag cleared again
and you could no longer write to the memory
so you have to stop and then you wait for the next one,
et cetera, et cetera.
And by doing this, you could actually transfer
just enough data over
maybe
two or three frames
I think
to update a bitmap
on the screen
and on top of that
I used
I used that to transfer
like a very simple
black and white bitmap
and then I also
used the
each
character had like a four color
palette or color
for gray
palette
or tone
yeah four tone
and I use
used data in the background of that to do a light gray horizon.
So I could have a horizon which was just kind of shifted.
It couldn't rotate around properly because it wasn't proper 3D,
but it could be offsetted, so it looked like it was roughly 3D.
And that gave it like an extra level of parallax.
And then I had the straight black and white 3D graphics on top of that.
and so I developed that
and it was kind of running quite nicely
in the graphics of wireframe
and Nintendo
saw it at the next CS
because there were two a year back then
and so the next CS
sort of jazz went around
and showed it to them and then they were like
showed them that and also we're doing
a nest demo as well
one of the other guys was doing a nest demo
and then they had a very simple kind of
style glider not really style but it had a few
like a few 3D objects moving
around in a fairly
something that looked a bit like Star Glider
and then
they showed my game which at the time
was called
it went through a few names
I think it was called Eclipse
at the time and at that time
it was already signed to
Minescape so Jaze was very quick
at getting it signed up you know he had an agent
but even back then
for Argonaut and the agent had quickly signed it up
for him to Minescape to get money
coming in and
and then
Nintendo saw it
so one of the
business managers
or business development guys
at Nintendo saw it
a guy called Tony Harmon
saw it
and then
he said okay
no you've got to go
and show this
to the Nintendo HQ guys
because they'll be
you know really surprised
and he sent them
a ROM of it
and the guy who kind of made
the Game Boy
you know Yukui San
and also Isouc San
who's like one of the guys
who was the engineers
one of the engineers behind
they saw it and they when they first saw it they were they were so blown away by it
they asked for us to be flown over to meet them and then it was probably like two weeks
later that we flew over and then I was my first time in Japan and there was a how old was
I was pretty 18 I think at that point um it was just after the summer CES so yeah um in uh
probably 1990, maybe, I think.
And they flew us over and it was really hot and humid.
Remember that?
And I went to the offices and like this just row of like Nintendo people came out.
You know, like all in their Nintendo jackets.
The work uniforms.
Yeah, and I'd never really been to like a company like that before or even, you know, any company in Japan.
And suddenly, I'm really not really met any Japanese people before, even.
And suddenly there's this big row of like maybe 30, maybe 20 or 30, like, you know, Japanese people who came to see the demos.
And, you know, amongst them was like, you know, Miyamoto and there's Yokoy and just a whole, you know, group of those kind of people.
Yamuchi wasn't in that meeting.
He was more just the business level.
Right, sure, sure.
He was still pretty, he was already pretty old then.
So.
My understanding was that he was like games, okay, sure, make them, I don't care.
Yeah, he still made some pretty strong executive decisions.
Oh, yeah, I agree.
It's quite interesting.
He, yeah, I feel like the sort of outsider perspective to the medium gave him sort of a dispassionate approach that made, you know, he could just look at it as business.
Exactly, exactly, yeah.
So, yeah, so that's really how I got to Japan first, you know, that, I was here for a week.
And Kyoto just kind of blew my mind.
I was like, yeah, this is, I want to be here.
It's much more interesting than where I am.
And also just because the people are so friendly.
It was just, everything was very exciting, you know.
There's so much stuff.
It was such an assault on the senses that it kind of, like, addicted me to the place.
It's like, you know, it's almost like, you know, take like a drug shot or something.
It's like, whoa, like, you know, this place is kind of really different to, you know, what I knew.
And, yeah, that must have been really interesting because that was right at sort of the tail end of the bubble economy when everything.
was just like,
ah,
so great,
everything could happen.
Yeah,
yeah,
I never got to
experience Japan
during that era.
So it must have been
very intoxicating.
Yeah,
no,
it's pretty crazy.
And I,
I didn't really see
like any of the,
the more sort of
adult past times
because I didn't,
didn't drink at all back then.
So,
but I,
it was still,
I still felt the energy,
you know,
and also,
Nintendo are really kind of,
still fairly small,
and every's very hungry,
kind of,
you know,
they're very,
um,
like,
uh,
forward thinking and you know and and trying to do different things and still they were still
very uh that very small hungry kind of company mentality which is you know really good i think
Hmm.
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And then in that week, we made, oh, they were showing us, early prototypes of F-0 and, like,
Super Mario World and
pilot swings on
this prototype Super Nintendo, which we'd
never seen before.
So this was summer 1990?
Yeah, yeah. Okay, yeah. So the
Super Famicom launch was like four or five
months away at that point. Yeah, right. So, and
you know, we played a very, very buggy. It was very buggy
actually, a version of Super Mario World.
And they
showed us pilot swings,
which was the most completed
version, completed one of those
games. And it's pretty much
much finished up and they said oh we had to use a
DSP chip in this to do like the 3D
calculation for the horizon
and stuff like that and
we basically
looked at it and we said well you know
you could probably
use like our 3D math know how
to do that without the DSP chip we were saying
and then then MiMoto said well
actually we see this
plane we actually want to rotate this around
in any angle
but we can't because we have to draw every frame
and it uses too much VRAM
or you know too much memory to do this and we can't really
draw every frame we can't get all the angles we want
and what we really wanted is to render
this you know using this kind of polygon technology
that you guys have you know it's what you know
it's kind of what he said
and so we ended up
thinking about that for a bit
and then
jazz suddenly came up with the idea
of well why don't we
make a 3D you know
chip on the cartridge that will do this kind of stuff
for future games for the Super Nintendo
and actually pushed a 3D potential of the Super Nintendo
and it all connects back to the Connix stuff
because when we were doing the Connix stuff
he got friendly with the people who were doing the chips
on the Connix and he knew the number
for one of the main chip engineers
who was now out of work because the Connix had just been
a few months earlier had been cancelled
and so he called him up
directly from the Nintendo office
from the meeting room
there was a phone in the corner
and he went to grab the
he went to the phone he said I'm going to call
how do I get an international number and he called
directly to England from the corner of the room
with all these Nintendo guys sitting there
right and
he basically says
so Ben his name is Ben she is the guy
he passed away unfortunately
and he said Ben
So, do you think we could make a, you know,
do you think you could design a chip to go on to this cartridge?
And hold a second, hold on, I'll just get,
I'll get the pin layout from the guys,
and he got the pin layout for the cartridge from the Nintendo engineers.
And then he listed up all the pins to Ben.
And then Ben said, well, okay, yeah,
you've got the address bus.
And if we put a chip on there, throw some memory on the,
in the chip as
on the
cartridge as well
we can do it
and they can just
transfer it out
and so that
that was it
that's how it got born
and then
everybody in the room
was like oh okay
let's do it
and then
Jayes obviously went
and then presented it
to Yamuchi
with more detail
I think like a month later or so
and got it all kickstarted
but it really was just born
in that moment
that's crazy I didn't realize
the
FX chip was conceived before the Super Famicom even launched.
Yeah, yeah, yeah, yeah, yeah.
That it, you know, basically predated the system itself.
I mean, obviously, the hardware was, you know, in production at that point,
so it was much too late to change it to add that capability to the hardware, but...
That's what they actually tried to do first.
They were thinking about it.
Wow.
But, of course, he wouldn't have to make the chip in time, but that was before we knew,
because, I mean, at that time, at that point, we didn't know when they were thinking
of releasing this, and it still seemed a bit kind of like in a buggy kind of state.
and we thought maybe there was a way to rush it
and get a chip on there even quicker
than that if we just used
like something from like say the conics
directly. You know, just
just bring the blitter chip from the conics
and put that in there or something.
But they didn't have enough time to do that
because it's already building up to like
final production runs. Right, right.
And so that's, so yeah, they thought about everything,
you know, any kind of, any way to
get that performance,
performance into the, into the Super Nintendo.
So before we talk too much
about the Super FX chip and,
Star Fox. I want to go back to your
Game Boy Project, which eventually came out
with the name X. Yes, yeah.
Which, I think that works in Japanese,
but man, like finding information on that game
in English. That title is
really hard to work with in Google.
Yeah, that title was decided
by Yamuchi. Okay.
Yeah, so he just suddenly called up
Sakamoto San, who was the director on the game.
Like,
really, like a month
before we finished it, maybe.
and just said, you're calling it X.
Like, it's like a really early phone call, he said.
Sakamoto said it's like, like Yamuji didn't care.
It was like 7 a.m. in the morning or something.
And he just called Sakamoto directly and just said, you're calling X.
Okay, well, I mean, you don't argue with him.
No, exactly.
So, so I met Sakamoto in that, in that week.
So that's when he got assigned to try and help, you know, make this game.
Okay.
with this strange, young, foreign kid.
Yeah, so I've spent some time, you know, kicking the tires with X.
And, you know, since it's in Japanese, I haven't made as much progress in it as I'd like.
But it's a very, very impressive game.
Yeah.
Knowing that you guys created that by completely reverse engineering the hardware from, you know,
like this crazy photographic process with bathtubs full of acid makes it even more impressive.
Like, companies would develop.
them in kits that, you know, were kind of nursed along by Nintendo, couldn't do stuff like
that.
I've played a lot of Game Boy games at this point in my chronology of this, the system.
And, yeah, it's not uncommon to find games by very experienced developers and publishers
where, like, I don't know how this made it out the door.
It's like, you know, 10 frames a second or something.
It's kind of hard to play.
Yeah.
And, of course, X is, you know, it's pretty choppy, but.
considering what it's doing with the hardware.
It's just,
it's a,
it's a,
it's a,
kind of a technical tour to force.
Yeah,
it would have been faster,
actually,
but there was a,
um,
a really annoying problem,
uh,
at the end of the development,
which,
um,
so Nintendo have this thing at the end of,
uh,
where they do a test on,
like,
all versions of their hardware.
And,
you know,
when they,
they do revisions,
yeah,
so they're,
like,
I think they were like,
um,
seven or eight super Nintendo's,
and each one is actually a different
revision internally and there's like slight changes you know with each one and on the game
boy had the same thing um and uh they had i know three or four revisions and then they're all
fine apart from the very first revision had a bug in the hardware and the bug was really annoying
because it was it was a feature that it would show up because of a feature or way i was doing things
and it comes back to the transfer of data
in the areas at the side of the screen
on the original Game Boy
there was only 100,000 were sold of
the first revision, that's what they said at the time
there was a bug where
even if you write in those
the H-blank sections at the side of the screen
even if you write data in those sections
it would randomly
splat
somewhere on the screen
in the tile map
and I mean just randomly
like splack some data there
and the data was random as well
and so
this was discovered at the last moment
because obviously we didn't have
those old Gameboys
and I don't think anyone
probably had them at that point anyway
anyway because the
those original Gameboys
had that problem
where the screen would kind of peel off
you know
had the vertical lines go missing and stuff
and so it's one of those
really early ones
and pretty much everybody, I doubt there were any users at all of those versions,
but they still had to make it work on it.
And so what I had to do is I had to write a program that scans the tile map
and compares it to a copy that I have in memory now, which I had to create,
and then repairs it on the fly.
For no reason.
So, I mean, this code that is running all the time, even on the new Game Boys and whatever,
because I couldn't tell which revision I was on.
So it just has to run there all the time,
and it just slows down the game by another frame.
It was just really annoying,
because initially it was all one frame faster,
but I then had to do that to fix this,
to kind of patch, fix this problem.
It was kind of frustrating.
Yeah, I can do that.
You weren't just writing graphics.
You were also copy editing.
Well, kind of, yeah.
So I had to actually, yeah,
I had to basically double check.
all the time
where the graphics
are still there
and if I didn't do that
the gooey
the surrounding tiles
would just slowly
deteriorates
changed to random
junk
right
so you mentioned
that Yoshio Sakamoto
was brought in
as the director
of the game
so the game's
creative process
how collaborative was that
I mean
were you pretty much there
to do the technical stuff
and he came up
with the design
and objectives and everything
or was it
was it less of a
a hard demarcation than that.
It was actually
to be honest,
the entire game in time was mine.
And most of it was in place
before we actually talked to Nintendo
anyway. But what
Sacamata brought to the
table really was the
kind of like the
fine tuning and adding touches
to make it more user-friendly, I suppose.
Just interesting
things like putting two towers. So there were these
these bases that you have to dock with.
There are these bases that you have to dock with.
And he designed it so there were two towers,
like two spires on either side,
so you could actually line it up and work out where to go.
Little things like that.
Okay.
And also just overall kind of gluing things together
and that kind of thing.
But in general, like the whole game structure,
for example, the missions,
a lot of the ideas behind the missions were basically me
and then I so I suggest these ideas
and then they give me feedback on some of the ideas
and then you know it's like a little sort of back and forth
and then we you know flesh it out and then get the work done
and kind of go from there but it's a kind of
of it was almost like kind of a one-man project in effect
but with like a little bit of
a little bit of like Nintendo touch
and I come over to Japan
I came over about seven or eight times
during the development of that game
and I come over each time for like
I know six weeks or seven a week
or live out of a hotel
and then going to Nintendo every day and just work
right that seems like the
relationship that you know like Mr. Tanabe has
with retro studios and
the projects they've worked on like Metroid Prime
and Donkey Kong Country.
But was X kind of the trial run for that approach with Nintendo
working with a Western developer
and kind of like saying, go for it and we'll kind of guide you from above?
I think it goes back to the way Nintendo works.
Anyway, they do kind of consider everybody to be
creator
and so they kind of expect
everybody to be
you know
creating stuff you know
coming up with the ideas and making stuff
and that's kind of you know how I try to run
your games as well
so it's not really like a
it's not really like a
sort of top down kind of approach it's more
a kind of bubble up
approach and then and then
with a lot of feedback going back and forth
and you know to get games
to get the ideas kind of refined
and Nintendo's very much like that
So you have, like, Miyamoto or someone like that,
and they're very strong, you know, strong-minded.
And, but the actual team itself, you know,
are fairly autonomous, and they kind of run and they make the games.
And then every now and then, like,
Miyamoto's, meoto would come and check the title,
like for Star Fox, for example.
For X, it would be Yokoy San,
because that was part of R&D1.
But for Star Fox, it was obviously EAD, and that was Miyamoto.
And Miyamoto would come in and check,
and then he'd get
he'd obviously try and shape the game
and give a lot of feedback
and then sometimes he'd work very directly
on one particular feature for example
so like the player controls
for example
and that was really
Miyamoto and Giles
kind of
for about two weeks
Giles had to deal with
Miyamoto like hovering above his shoulder
he said he hated it
I can imagine
I don't like having anyone hover over my shoulder
but especially a known perfectionist.
Yes, exactly.
Yeah, yeah.
And I think that's their process.
Even on Starbox as well, even though that was an EAD title and a bigger team,
pretty much, you know, almost all the ideas, like all the gameplay ideas in that game.
Apart from the, yeah, we didn't actually go in and do like layouts and stuff,
but like a lot of the movement and ideas and how things work basically came from me and Giles.
and we just brought all that know-how from
from the British kind of 3D gaming worlds
you know like Starglider Starglide 2
and there were a lot of other 3D games back then as well
like carrier command
but all these like 3D titles
and we kind of knew the things that work
and then in the gaming arcades
there was a whole other set of 3D titles like from Namco
and stuff like Starblade
and of course
even further back
you know there's like Star Wars
you know
and we could pull on
all those
ideas we kind of knew about
but the Nintendo guys didn't really know
at that time you know
what how to use 3D
and how to deal with it
and how the camera works
and they have to think about the camera now
because I mean in 2D game
you don't really think about the camera
at all
and so a lot of the stuff
I mean we were just
just going crazy
thinking up stuff, showing it to them
and then they go, oh, okay, we can slap some graphics
on that, change it to be this
kind of looking thing, and then
they'd just tune it a bit, and then it would work.
It was pretty interesting process, but that was also very
autonomous.
Interesting.
So I've heard that X was going to see an English language release under the name Lunar Chase.
Do you know anything about that?
Yeah, no, we finished that.
So it was finished?
Yes, it was completely finished.
We can expect to see that on the Game Boy mini classic.
Yeah, I wish.
No, it was one of the things that was really disappointing with that
because, you know, it was the first game I made professionally, I suppose,
that got to release and we made the English version.
And then Nintendo America felt it was too complicated for the American audience.
And at that time, there wasn't a Nintendo Europe to kind of stick up.
So it probably would have been okay in Nintendo.
If there was a Nintendo Europe, it would have been okay.
But at that point there, I think maybe it was Bandai
who would distribute Nintendo stuff in,
Europe at that point.
So it didn't even get to them.
But Nintendo America basically said all the games
for our audience right now
who expect something like Tetris,
it's too complicated.
And there's too much text and all this kind of thing.
And unfortunately, it didn't get released.
And you think back,
and there wasn't really that much
like hungreness for 3D in America at that point.
Later on,
after Star Fox came out,
there was a lot more.
But back before Star Fox,
there wasn't as much,
you know, amongst the sort of younger,
the Nintendo demographic.
Yeah, X was 92,
so, you know,
Doom was still like a year away.
That was December 93.
Oh, right.
Yeah, so I guess that craze
hadn't really caught on,
and 3D gaming was still
pretty niche over in the U.S.
Yeah, and even Wolfenstein was PC,
So it's still not the Nintendo demographic.
Right.
Well, I mean, Doom, I think, was, you know, kind of transcended the PC, even though it, you know, was there.
But yeah, that was kind of the breakout title.
So, yeah, I guess I can understand that.
But it is, it does seem kind of strange that you had this, just this piece of technology that that transcended the hardware that did something that, you know, you look at and you're like,
how is a Game Boy doing 3D?
And that they wouldn't want to put that out just to be like,
yeah, you're not going to find this on Game Gear.
Like, Links can't do this.
Yeah, I was quite disappointed.
They wouldn't budge on it, you know?
Just they, I mean, it could be just that they,
back then the shops were quite strong.
So, you know, they could have been that they showed the purchases at the shop
and the shops were saying, well, I don't know if we can sell that.
And that's, it got stopped there.
You know, I don't know.
I don't actually know the backstory very much.
but it was all fully localised
and had some really funny English in it as well
so I thought it was pretty
it played really well in English
do you have a copy of it?
No, no, no, no.
Wow, unfortunately.
I should have kept one.
But back then, I mean, it was
we developed on the Amiga
and I can't remember if I put, you know,
back then I was so young
I just didn't really think about it
about keeping like a legacy, you know,
in that way.
I should have.
Right.
So, yeah, obviously that was a big letdown, but of course, Star Fox made it out in all regions.
Yes.
So the title is, you know, X, Star Fox, the Super FX chip.
Are those meant to be connected, or is it just like X seemed cool?
So that's what they went with.
I'm wondering if there's like some sort of branding there.
Because if I'm not mistaken, the Super FX chip was originally called Mario, right?
Yeah, I think there's Mario on it as well.
Oh, okay.
Yeah, it's codename.
But it's like a zero instead of an O.
Yeah, the code name is a Mario chip.
And I think, yeah, it's I-O, isn't it?
I think it, I think it stands for something.
I don't know what it stands for now, but advanced rendering maybe, I don't know.
Advanced rendering and I-O-chip, I don't know, something like that.
But anyway, the, I'm not sure.
I think the Super Effects thing was just, like, just pure branding by probably, probably Nintendo America at first.
I should think, but I don't know.
We didn't really have much
back and forth with marketing people back
there. Right. It does seem like a very
American 90s kind of name as opposed to
something from Japan. Yeah, because they did a massive
thing. Was it CES? I think it was CES. They did a massive
booth for Star Fox. I think that's right.
Yeah, with laser renderings and stuff.
Yeah, because E3 wasn't until 95.
Yeah, yeah. So, yeah, CES. But I've seen a video of it somewhere, I think, on
YouTube and it looked pretty cool. I wish I could have gone, but you know, I was too busy
doing the competition cartridge. Right. The competition cartridge. I didn't realize you were
working on that. Yeah, I did. I made the competition cartridge as well for Europe. Oh, okay.
Yeah. They suddenly came to me after, when I got back and I started working on Star Fox 2.
And they said, oh, can you just take a few weeks out and knock up a scoring system and make sure the game
only runs for, I think it was like
five minutes, maybe. I can't remember what the time was, but it's like
this set time and then show
the score and
can you make that? And so we made it.
Because they made
Nintendo UK
who
they kind of made that company at the time they launched
Star Fox, or Star Wing at the time.
And so
Nintendo UK was pretty hungry to do new things. And so
they set up this competition.
cartridge for the UK audience
and that made it sell really well in
the UK as well
I guess it never occurred to me that those competition
cartridges had to be created by someone it wasn't
just like here you go
here's this game like the
Nintendo World Championship card had to be
developed by someone yes
yeah you were the guy who did the
I did the Star Fox one yeah
and then
went back straight to doing Star Fox 2
basically but it was
it was interesting I didn't even know what the cartridge was for
because I wasn't in the UK
there's no internet at the time
so I couldn't really
you know look up stuff
easy I couldn't you know
just didn't know what was going on back there
and afterwards I heard about the
the full extent
of how popular it was
and now like a load of people
said they played it
and tried to win the
I think you got like a flight jacket
I think
oh yeah
oh yeah I wish I'd have got one
but I just made the cartridge
that didn't give me anything
so
With Star Fox, you mentioned that you and Giles
came up with a lot of the concepts for it
and drew on previous ideas
or things that you had played or seen.
So were there some non-video game influences in there as well?
I feel like the asteroid field is very Star Wars,
down to the triangle rocks.
There's a scene in Empire Strikes back
where you see like a rock formation just like that.
there was definitely a lot of influence from movies
definitely
and I think that shows through
especially on that kind of asteroid people
I mean it's kind of thing when you were
at that point
you know in the early 90s and you were making video games
that would be the thing you would always be trying to do
like you know copy scenes from Star Wars
and stuff like that
and I think you know
or scenes from like 2001
you know just just so sort of like
basey
movies and
I think there's a lot of that in there
a lot of the influence though
a lot of the primary
influences probably
came a lot from Starblade
and then quite a hefty mix from StarGlider
as well
stuff like
having
the enemies flash
when they hit and stuff which wasn't that common
back then
especially in the 3D games at the time
was all a very
arcadey thing
that was in Starblade and it was kind of fun
and so he thought well we should put that
in our game for sure
because it just works so well
and little touches like that
here and there
how much of the
sort of the personality
of the game
was Argonaut and how much of that was
Nintendo coming in and saying we need to
we need to give this a little
character like the final boss should be
a giant cubic space monkey
yeah the final
boss is one of
one of the things that they
came up with primarily
because they wanted to tie into the
the whole animal theme, which was very late
in the day. So
it became like, you know, Star Fox
probably in the last few months
of development, really.
And until then, there wasn't so
much
emphasis on like
the sort of animal
brigade, you know, the team
of animals and all that sort of messaging stuff went in really in the last 30% of
the game really so until because we started on that iteration where it was like
parallel scrolling going through you know tunnels we started that version around
the beginning of the year so around the beginning of 1992 with the we had the
engine from the previous year and we were working
on like something that was a bit more all range
a bit more standard kind of 3D
sort of shooting game before that
but
we came back from after that
new year and Miyamoto had been up to
the Prishimi in Ali Shrine
in Kyoto which is the
shrine with all the gates that go up into the mountain
and every
a new year in Japan
the Japanese go to the shrines and they
pay their respects or whatever
and he'd gone to that one
which was near his house and it was near Nintendo
and as he was walking through the gates
he got this image of
oh well if we
flying through this
it would actually be kind of fun in 3D
and it's kind of you know
it's fixed and it's controllable
game design it's kind of controllable
which he likes
he likes a very controllable kind of game design
and he came back
and
we came back like you know like a week after that
from England
from taking a
vacation and and he said um he said well i want to make the game just scroll forward
and we were like what because you know we you know we we assumed 3d was like all range
all roaming kind of you know and it never occurred to us um to limit it to just scroll in one
direction and it really surprised us and at the time there was a little bit backlash you know
when star fox came out there was like um it'd be like you know internet trolling now there was like
it's kind of like a lot of comments
about like oh it only scrolls in one
you know it's just a scrolling direction
why doesn't it let you fly everywhere
you know there are a lot of comments back then
like that
and
so when we first heard that
we said oh okay well let's make
a demo of it let's see what it's like and we
re-engineered our systems
to do that
within you know within a couple of weeks or so
and it works really well
and we could see that
You know, we get a lot of speed performance out of it
and it would just be a really good, you know, play on things
and it would just work, you know, in a better, cleaner way, I suppose,
and make it a lot easier for us to make the game.
And so it became an iteration at that point.
And then late summer is about the time when they started doing,
or bringing in the fox characters and all the animal characters
and going, oh, this can actually be a game about these, you know, anthropomorphic breaches in this, you know, flying spacecraft.
And we were like, okay.
And that's, so that's why they got to the final.
So we made a lot of the bosses up until that point.
But the final boss was not made at that point.
And so they used that to kind of tie it all up and make it all about, like, the animals.
And that's kind of what happened, I suppose.
And all the other bosses were kind of made by us.
We'd just be creating them
the witty-nini.
We just go,
we want to try this out.
Okay,
I've got a scrolling texture routine.
So I want a boss where
something scrolls on the front of it
and I want a message on the front.
And so we just make that.
And then it would become the boss.
I think that was one of the water stages
that had that boss.
And I was doing this,
like playing with technology
with connecting joints and things.
And I said,
well,
we can make these into these.
arms and you know make this like thing with flailing arms you can shoot at and
that's you know that's how that boss got made so it's very much from that from
using kind of owl ideas and then yeah the final boss was basically that
they made it into the you know the androth andorff head you know the andros andorf
andross yeah yeah yeah I think it's anddorf in Japan right oh okay
You know, I thought you were going to say that you were going to say that Miyamoto was inspired by the Anari Shrine to make
foxes, like the main character, since I know there's like a fox affiliation, like the
Kittunae with that shrine, was that connected?
Okay, it was connected.
Yeah, yeah, yeah, yeah.
But it's, I can definitely see where that shrine would sort of inspire, uh, the idea of like
a linear path forward because it is just, you know, these gates receding up the hill and down
the hill and back into the woods and you, that's, that's where you go.
you have like a path and then it splits off so you like I've been there and I've I've walked
that but it's it's just another example of how he keeps finding inspiration and just the
every day because I never would have thought like this would be a great video game design but
yeah but he went there and was like oh I've got it I know how this crazy 3D shooter we're
working on is going to go to work yeah that's great that's um he really pulls most of his ideas from
around him. Like for example
when he made Nintendo dogs, Nintendo dogs
he just recently
bought or looked out, you know, owned a dog
and that's what gave him the inspiration
to do it. And he never actually owned a dog until that point
apparently. And that's, you know,
so he's all from his immediate
things.
Immediate sort of things that are going on around him,
I suppose.
So I find that
quite inspiring, really.
So I kind of try and do the same thing. So I try and get a lot of
inspiration from the things I'm seeing and I try and spread my wings a bit and go to places
where I wouldn't normally think about going to see or, you know, strange art galleries and stuff
like that just because sometimes you get to see something which you go, oh, that's actually
that's actually quite interesting, you know, like maybe that could be used in a game
somewhere, you know, and quite often I will pull on a lot of all that kind of, I know, sort of
cultural information.
And I do actually bring
a lot of that into the games that I make sometimes.
I mean, I think it does really help.
Pull as much as you can in from around you.
So where did you pull in the slot machine ending for Star Fox from?
That's another one where I had the...
So I created this scrolling texture routine
and I wanted a few more places to use it.
and they had this
idea for this
secret
stage and I thought well
let's see what we can do with this
scrolling texture routine here
and that's what we came up with
so it's like let's have a scrolling display
and have a gambling you have a casino
you shoot the arm to set it off
and then it gets
I think it's just random
I think it just gets destroyed
when it gets 7777 and
every other time it fires missiles at you
I think it's just really simple like that
it's just not the last bosses I made
the other place I used it was
the name of the thing is like this spidery kind of boss
on the first course
and they used it to like create this effect
where fire comes out from the middle of the
boss and then it fires
it converts to sprites
and then the sprites fire up towards
the R wing
and that was also like trying to show off the scrolling texture routine
which at the time was quite rare
at that time there's a lot of these little weird little things we take for granted now
but back then it was quite cool to have that extra
little bit of flexibility and a little bit of extra technology you could use
so Starfax is interesting to talk about because it's not just a historic matter now
it's actually current video game events thanks to
the Nintendo unearthing Star Fox 2 and releasing that on the mini.
You know, I know that for a long time you were kind of sitting on like a completed version,
like a completed build of the game, but having had that finally released legitimately into the wild
and let people play the true finished version of that game,
how has that experience been, you know, even kind of looking in from the outside as you have been?
Like, yeah, how has that been for you?
It's been really interesting.
Actually, I only had the, I had the completed version when we were making StarFox Command.
And Nintendo forgot to take it back after we finished StarFox Command.
And then I left it on a shelf, but it was an E-Prom.
And so when I went back to it, like, five or six years later, like, it just didn't work.
The data had gone, even though it's covered, you know, because, you know, UV will destroy it.
But, you know, just enough UV had got through that it wiped it out.
It was a real shame.
I remember going back to it a couple of years
ago to try and play it again
and it just weren't boot up and I was like oh no
wow and so at that point
I thought oh well that's it then
no one's ever going to play this ever again
and then
then you know last year
you know it was suddenly announced
that they're going to include this and
it's just kind of mind blowing really
and I thought oh that's kind of amazing you know
they've kept the ROM around for that long
and they've kept their archives
and it was fully
QA'd at the time
so there was no problem releasing it
so
to me it's just
it's great you know
that kind of sort of vindication
after all those years
especially after like X didn't get
its American release as well
so having Star Fox 2
kind of be
canceled and also for the kind of reasons
that were a bit more
marketing oriented
rather than national development oriented
was kind of frustrating
at the time a little bit
but I was young
so I kind of got over it pretty quickly
but it's still really good
after all those years
to actually get the thing out there
so people can actually play it
right
he's definitely got to tell the story
of being drunk with Giles
oh yeah yeah yeah
you definitely got to do that one
all right so what is the story
well it's at the end of Star Fox 2
so at the end of Star Fox 2
we'd gone for like a
drinks out with
Nintendo guys near the old HQ
and it was like a whole bunch of people
then at the end of the night
we thought oh this going to drink some more
in downtown in Kyoto
and so we got a
and I didn't have my bicycle with me
and a child steered
and he was like one of those old sort of like
like mama bikes kind of things
but he had two steps
like two like pegs on the back
and so I got on the back of that
and we were pretty drunk
and I was standing on the pegs
and sort of holding his shoulders
and he was like cycling away
and I just found it so hilarious
that the situation was just so funny
and you know he's like
working away
and I was just standing like like a
like a girlfriend
on the on the back of this bike
and then
and then we
and I started laughing
and we were going across this
this junction
and all of a sudden
I was just laughing so hard
and he kind of twisted
the handlebars
and we just collapsed
to the ground
and in but he didn't tell me
but in the front of his basket
in front of his bike in the basket
there was like all this sheaf of
like loosely
leaf paper and it was like the
like the secret like
NDA'd well not NDA back in
that's where it's like you know the secret documents for
you know the upcoming
what was it codamed back then?
The Ultra
Yeah the Ultra 64
And um
Project Reality. Yeah yeah it's probably project
reality at that point actually and
they the sheets of paper just
went like all over the junction
like just all over the ground
and um
and the lights turned
read for pedestrians for us
on the bike
and the cars
were just coming up and just trying to
you know just waiting for us to pick
up all this paper and I just
I couldn't stop laughing
and I ended up
just cracking, doubling over
and just like laughing my head off at the side
of the street just watching
because it was like a
like a
like from an old like black and white
you know like comedy
movie kind of thing
and he's just running around
like trying to get
like wind
the wind is blowing
the paper everywhere
you know the sheets
and he's running around
trying to collect all this stuff
up and like
getting us to go
and all the cars
are like honking their horns
and stuff
and now it's just laughing
to the side of the street
but it was a
it was a pretty
I know
like weird moment
where he could have just
you know
accidentally leaked
all the
all the specs
all the specs and yeah
it's pretty early on
I mean that was like
95? So pretty early
information.
I think we should probably wrap this up now
since it's getting kind of late and I don't want to keep you
too long. I was hoping to, you know, build into
like a history of Q games, but
that didn't actually happen. We didn't get that far.
Yeah. Next year. Yeah, I'll have to come back and grill you
on the second half of this podcast. All the Sony stories. And Blasto.
And Blasto, all the, there's a lot of, there's a lot of, there's
a lot of blast of stories. See, yeah, this is
the content that people come
for. That's like three hours right there.
All right, so that'll be
the next three episodes.
But yeah, anyway, thanks.
This has been really fascinating.
You know, I love hearing all this
history, especially the
sort of nitty-gritty behind the scene stuff on
Game Boy. It's just
really sort of fascinating to get these insights
because it's not something people really talk
about and you don't really hear a lot about
for whatever reason. So I
I appreciate you taking the time to share these, these memories and experiences.
Always fun, yeah, like, remembering all that stuff.
Yeah, how involved were you with the, like, the Game Boy beyond, you know, working on X?
Because you worked at Nintendo's offices a lot, right?
Yeah, so...
With the R&D1 team.
Yeah, but it's only really on the, it's only really on X, and I kind of just, you know, I was very friendly with at the time.
I think it was like the Metroid team, Metroid 2.
Right, yeah, that was, that was 91, I want to say.
Yeah, so it's just as I was making X.
And also they had Super Metroid being developed as well.
Very early stages, though.
I think it took a lot longer time.
Yeah, I think that was like an 18-month project, which was crazy one back then.
Yeah, yeah.
So I saw that in its very early stages as well.
And they were doing the first test with like scrolling and sort of backgrounds
and tilting the backgrounds and stuff like that.
And so it was just a very small team.
just got very friendly with them all.
You know, back then it was like Hiptanaka was like the sound guy.
And the, now he runs creatures, of course, up in Tokyo.
So it's just a really good environment, you know, nice and tight.
Yeroy Sound was really friendly and it gave me like a candy budget and stuff.
So every day I could go and buy, he's always, you see, he saw how much candy I was buying every day
because it was always really interesting,
all this weird stuff, right?
Sure, sure.
And so I'd just buy different stuff every day.
And he saw that and he goes,
oh, I'll give you a budget for that.
You can buy whatever you want every day
and enjoy yourself.
Who's that kind of guy?
How hands-on was he with the Game Boy development process?
You know, I hear different things.
Like some people think that he personally, like,
made every game that has his name on it
whereas other people are like, well, no, he was
more like an ideas guy who would just
kind of, you know, advise.
It was interesting. It depends on the
game, but he would
play
the games extensively.
Okay. So,
I have a lot of memories of him
just sitting back, because he was
a very open fan office. He didn't have, like, closed office
or anything. So he was like with everybody else.
And he'd just be sitting back and be playing, I think
at the time, it was, um,
what was the first
Yoshi's like game?
Not Yoshi's cookie?
Just Yoshi?
No, the puzzle game.
I think it was just Yoshi.
Yoshi's egg in Japan, maybe?
Maybe that was it, yeah.
And he was very hands-on with the design of that.
And he was just sitting there playing the game
and just thinking, you can see,
he was just thinking up what to do with it
and how to design it or whatever.
So for some games, I think he's very, very hands-on.
And I think he just really enjoyed.
He was very much a toy.
maker, so he just loved doing that kind of stuff.
Yeah, I feel like that, that, you know,
that element that he brought to Nintendo is still there.
I mean, you look at Labo, and that is such a, like,
you know, the progeny of Mr. Yokoy right there.
Yeah, yeah.
I think, I remember looking at that, and I thought,
surely Koto, you know, like,
Yohoi's, you know, his company that he left,
I'm sure that must have,
I thought, I'm sure that company must have,
been involved in it, but they weren't.
I don't think they were.
But it really felt like it was a Yokoye's DNA kind of in that product.
Yeah, I just feel like, you know, the philosophy that he brought just became such a part
of the company.
Oh, yes.
It's still there, you know, 20 years after he's gone.
If anything, like the Miyamoto's side doesn't really have, doesn't really have that
side of things.
They don't really make the toys much.
it was always your Quoids group
and the other groups that made
like the kind of the little
the more sort of physical interesting stuff
right yeah the stuff like
the Game Boy camera
Super scope
yeah the superscope
the Zapper Rob
yeah yeah yeah like all those things
and EAD was always the
just the software
right department
yeah and only software
right yeah
they don't make they never really been into
the other side of things
the hardware side
but yeah it was
great you know that I think that that division of talent worked really well oh yeah definitely yeah
it's you know the more I study and research and explore Nintendo's past and the the hardware they
made and some of the peripherals like it's always fascinating because it's always almost always like
you can kind of see where they said we have you know like this much money and we have you know
just a tiny amount of money and we have this this you know old technology or this this
kind of oddball technology
that no one else is really using
what can we do with this? How can we make this fun?
Yeah, exactly, yeah.
And that's that sort of tinkering mentality
is really good, I think.
Yeah.
They've always, I think that's why
a lot of people underestimate Nintendo
sometimes when they think of them as just as like a
games, like a game console
company. They're much more
like a toy company, the way they think.
Much more about the novelty.
Yeah, absolutely.
All right, well, we
should wrap this up now
so thanks again for your time
Dylan
and Mark also
doing it so much
yeah sorry we kind of
crowded you out
for Dylan
some questions you have
do you guys want to give
a quick shout out
to your current projects
and where people can find you online
yeah sure
I mean I'm Dylan Cuthbert on Twitter
so D-Y-L-A-N-C-U-T-H-B-R-T
and
yeah I mean right now
we're going to be showing
sticky bodies
and we also have Monsters
Pixel Junk Monsters 2 coming out
May 25th
on Switch
and PS4 and Steam
and right now
I think that's oh and also we have Eden
Obscura of course
which is launching very soon
we can announce it here
oh that's true
well yeah because it's coming out later
but yeah that's already out
I suppose because it'll be launched
May 18th
next week
and I'm on mobile
on mobile sorry I'm
at the Henry
demos on Twitter and
I did the sound effects for
Paxical Junk Monsters 2 and all the
music for sticky bodies
yes nice indeed
finally I am Jeremy Parrish
you can find me on Twitter as
GameSpite and at retronauts.com
retronauts you can find
on the internet places like
iTunes podcast one network etc
and we're Patreon support
if you want to help us survive patreon.com slash retronauts as usual.
So thanks again, Dylan.
Thanks, Mark.
Thanks, you for listening.
That's you, yes, the person at home.
We'll be back in a week with another episode, so look forward to it.
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The Mueller report.
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I guess, from what I understand, that will be totally up to the Attorney General.
Maine Susan Collins says she would vote for a congressional resolution disapproving of President Trump's emergency declaration to build a border wall, becoming the first Republican senator to publicly back it.
In New York, the wounded supervisor of a police detective killed by friendly fire was among the mourners attending his funeral.
Detective Brian Simonson was killed as officers started shooting at a robbery suspect last week.
Commissioner James O'Neill was among the speakers today at Simonson's funeral.
It's a tremendous way to bear knowing that your choices will directly affect.
the lives of others. The cops like Brian don't shy away from it. It's the very foundation of who
they are and what they do. The robbery suspect in a man, police say acted as his lookout have been
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