Tag Archive: Super Nintendo


This is easily one of the most difficult reviews I’ve had to tackle over my career. While my instincts say to approach Star Fox 2 as a retro review, the problem arises that the game was never released. Therefore, I can’t look at how the game might’ve been seen in that era, but instead must look at it as it stands now. And, like some weird video game time capsule, Star Fox 2 is truly a game out of time—and I believe suffers for it.  While it serves as an interesting window to a bygone era—and even an origin, if you will, for a lot of later Star Fox game mechanics—it really cannot hold its own now, or even with the rest of the games on the SNES Classic.

Star Fox 2 takes place a few years after the original game. Andross has rebuilt his army in a dark sector of space beyond the planet Venom, and is looking to strike right at Corneria, the heart of the Lylat System. Instead of his forces just inhabiting various planets throughout the system, Andross also has acquired the services of a mercenary band of pilots known as Star Wolf, and has amassed his own fleet of battlecruisers that are pointing all their weapons in Corneria’s direction. With no other course of action before him, General Pepper once again must call on the Star Fox team—whose own ranks have been bolstered by two extra pilots—to take down Andross once and for all.

When you look at the timeline of the Star Fox franchise, you realize Nintendo was put in a tough position. The original Star Fox revolutionized gaming with its Super FX chip in 1993, and that tech was going to be reused again in Star Fox 2, which was planned for release in 1996; unfortunately, that would have put the game close to the release of the Nintendo 64. So, the plug was pulled on the sequel, as to not have Nintendo’s previous console directly competing with its newest. Instead, Star Fox 2’s soul was (basically) transplanted into what would become Star Fox 64. With the power of the N64, and an extra year of development, the game flourished, and many of the mechanics that Star Fox 2 was set to introduce worked far better in their higher-powered forms.

The most obvious of these mechanics is the “all-range mode” levels that we first saw in Star Fox 64. In all honesty, it’s best that these were first seen in Star Fox 64, because here in Star Fox 2, you can tell this mode was still in an experimental phase. Trying to control your Arwing in “all-range mode” feels stiffer here, and I can’t help but believe the N64 controller’s analog stick versus the SNES’ d-pad is part of the reason why. The N64 controller provided a more natural flying experience as compared to what we get here in Star Fox 2, and this lack of control also makes aiming far more difficult, even with cockpit view.

The look and sound of the game, even with a pumped-up version of the FX chip, also seem to take a step backwards compared to the original. Star Fox 2 tried to deliver more complex worlds and enemies this go around, but was clearly taxed. (It was easy to compare the two, since you need to beat the first level of Star Fox to unlock Star Fox 2 on the SNES Classic.) Making the jump at the time—from a visual and audio standpoint alone—from the FX chip to the power of the N64 was another slam-dunk move on Nintendo’s part 21 years ago.

Other familiar mechanics were introduced here, such as dog fights against Star Wolf, the charged shot, and even different vehicles. The Landmaster and Blue Marine were not the alternate vehicles, however—instead, the walker form of the Star Fox team’s Arwings, not officially seen until the Wii U’s Star Fox Zero, first saw its genesis here. Although the walkers worked well enough, I found them to be a bit overpowered on stages where you could land and walk around, both making it easier to shoot and taking away the difficulty of piloting through narrow corridors.

One addition that I wish had made it into later Star Fox games, though, was the rounded-out roster of characters. Fay the dog and Miyu the lynx expand the Star Fox team to six, and—unlike other games where the entire Star Fox team would tackle a planet (and Fox would inevitably have to save one of them from trouble)—you only choose two pilots at a time to go out on missions. Heck, you don’t even have to fly with Fox if you don’t want to. Each pilot flies a different kind of Arwing, all with their own strengths and weaknesses, and you can switch between your wingman and primary pilots in-between levels should your main ship be extremely damaged.

This ties into the most interesting aspect of Star Fox 2: its metagame. Your two selected pilots only have so much time to eliminate Andross’ offensive threat from the Lylat system. Every planet you land on, or battlecruiser you engage in space, takes time to defeat. As the timer counts upward, Andross’ forces—ranging from long-range missiles to fighter squadrons—get closer and closer to Corneria. If you take too much time, or Corneria takes 100% damage, the game automatically ends. Where you place the Star Fox main cruiser (it’s not technically the Great Fox, but it clearly serves as inspiration for that) to refuel your team could be a critical choice. As well, only by clearing the galaxy in time can you finally take on Andross.

This timed aspect also leans more heavily into an element of Star Fox that the series seems to have been pulling away from over time: its arcade nature. Here, there’s a huge emphasis on fast playthroughs and trying to get high score bonuses by clearing Lylat of all threats as quickly as possible. High kill scores have been with the series from the beginning, but your campaign run gets a grade at the end that can easily be bolstered by playing on harder difficulty levels (which offer more obstacles and enemies to get through). It was a fun and interesting twist on a familiar mechanic for the series, one that it might benefit from revisiting in the future. Star Fox 2 afforded a lot more replayability than I was expecting, even with it taking less than an hour to complete my first playthrough on Normal.

Nintendo made a wise move two decades ago to bury Star Fox 2 and instead let Star Fox 64 polish up its best ideas while simultaneously zeroing back in on what made the first Star Fox so great. Star Fox 2 has an interesting tale to tell, and if you were already going to be looking for an SNES Classic, this slice of history is a quaint addition to the 20 fantastic games already found in that bundle. If this is your make or break point on picking up an SNES Classic, however, it’s likely not worth it.

Publisher: Nintendo • Developer: Nintendo • ESRB: E – Everyone • Release Date: 09.29.17
6.0
Although Star Fox 2 is an important part of the series’ history, there’s little value now in this game considering how far things have come—and how many of its ideas have surfaced in other key Star Fox titles. It’s a novelty addition—nothing more—and should not be the sole reason you buy a SNES Classic
The Good It’s an interesting missing link on the timeline of Star Fox development with some nice replayability.
The Bad Not surprising, but it needs to be said that the look, controls, and tone of the game just feel entirely out of place now.
The Ugly One wonders if we’d think more fondly of Star Fox 2 had it had nostalgia to tap into like the rest of the SNES Classic lineup.
Star Fox 2 is available only as a part of the SNES Classic. Review hardware was provided by Nintendo for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Like many folks my age, the NES was the gateway to a lifelong love affair with video games. And yet, it was its successor, the Super Nintendo, that molded me into the gamer I am today. The Super Nintendo’s 16-bit hardware opened up whole new worlds that I couldn’t have dreamed of in the 8-bit era, fleshing out places like Hyrule and the Mushroom Kingdom to the point I couldn’t look at the old games the same way ever again. When push comes to shove, if someone ever asks me what my favorites games of all time are, many of them come from this era and specifically the SNES console.

It’s no wonder then that Nintendo understands they have a nostalgia-laden gold mine in their back catalog. All they need to do is crack open the archives every now and again—kind of like Disney does with its “vault”—to rekindle the magic in their diehard fanbase and maybe hook a few new gamers along the way. Of course, memory is a funny thing; sometimes, rose-colored glasses make experiences better in our mind than they really were. So, it was with both excitement and trepidation that the SNES Classic Edition review fell into my lap, as I worried that my memories might better be left alone.

Let’s begin with the hardware itself. Much like the NES Classic, the SNES Classic is tiny. You can see a comparison pic of its size next to my Skyward Sword Wii MotionPlus controller in the pic below—it’s super lightweight, and feels like a model you’d get out of a high-end 3D printer. But as soon as you plug in the necessarily cables and flick the purple power switch—which even in miniature form has that all-too-familiar and satisfying click—it’s good to go. Unfortunately, that’s not to say mistakes weren’t made.

The SNES Classic has the same problem as the NES Classic in that its power cord and accompanying HDMI cable are really pretty short. The cords for the controllers, at least, are twice as long as what they were with the NES Classic controller (reaching nearly five feet in length), but this still falls short of the original release length back from the early 90s. You won’t have to be huddled near your TV nearly as much as with the NES Classic, but Nintendo is still counting on you having to snuggle up relatively close to your console to enjoy it.

A new issue that I didn’t particularly like was also the covering for where the controllers plug into the system. If you remove the controllers and wish to place them elsewhere for the evening when done with your SNES Classic playing, there’s a cheap feeling plastic flap that can be placed over the controller plugs. This makes the system look more accurate to the original from 1991 when it’s on, but it feels very flimsy and, more importantly, unnecessary.

Nintendo also corrected one important mistake they made with the NES Classic: the most noticeable and thankful addition is the second controller (especially as a fair amount of games in this 21-game collection have 2-player options). That extra hardware is likely what helped raise the price a little higher for the SNES Classic than its predecessor, but the convenience of having a second controller ready to go is worth it.

The hardware also presents a few extra bells and whistles that weren’t in the NES Classic. Much like before, you can save each game on the system in one of several suspend point slots, which you access via the system’s Reset button (the same mechanic was used for the NES Classic—and yes, it still feels weird). From those suspended points, however, you can now utilize a “Rewind” feature, which allows you to go back in time on average a full minute of gameplay time (it varies by game). So, if you’re having trouble with a particular boss, or miss out on an item you really needed, this can help you remedy that issue without starting the game over entirely like in the old days.

Graphics-wise, courtesy of the HDMI output, the colors in many of these games are crisper than they’ve ever been. You can also utilize the new Frame feature to change the colors of borders you’ll see in each 4:3 output game. (I personally preferred the stage curtains, but also appreciated the wood panelling frame.) Similarly to the NES Classic, you can also change the visual quality to emulate what used to be seen on an old CRT, or bump it up so it’s “pixel perfect”, which sharpens everything just a touch.

And that of course leads us to the most important part of this bundle: the games. There are only 21 titles here on the SNES Classic (as compared to the 30 seen in the NES Classic), but we’ve been given more games with beefier playtimes here, which includes several all-time great RPGs. Also, one of those 21 titles is the never-before-released Star Fox 2—stay tuned for my full special stand-alone review of that coming soon. Like the NES Classic, you can’t add any additional games to the SNES Classic—it’s a self-contained system that can’t be rewritten—but you’re still getting each title for less than four dollars if you think about it. (That would be better than the Virtual Console in every case.) Here are the 21 titles that comes with the system:

  •       Contra III: The Alien Wars
  •       Donkey Kong Country
  •       Earthbound
  •       F-Zero
  •       Final Fantasy III
  •       Kirby’s Dream Course
  •       Kirby’s Super Star
  •       Mega Man X
  •       Secret of Mana
  •       Star Fox
  •       Star Fox 2
  •       Super Castlevania IV
  •       Super Ghouls ‘n’ Ghosts
  •       Super Mario Kart
  •       Super Mario RPG
  •       Super Mario World
  •       Super Mario World 2: Yoshi’s Island
  •       Super Metroid
  •       Super Punch-Out!
  •       Super Street Fighter II Turbo
  •       The Legend of Zelda: A Link to the Past

If I could, the only change I might make to this list would be to remove Kirby’s Dream Course, as we don’t need that much Kirby here. With games like Chrono Trigger, Maximum Carnage, ActRaiser, The Lost Vikings, Super Bomberman, Earthworm Jim, The Lion King, Aladdin, X-Men: Mutant Apocalypse, Tiny Toon Adventures: Buster Busts Loose, and many more great releases being absent here, we didn’t need that much pink puffball. (I also understand there’s likely rights issues with many of these games, but considering they’re all at least 20 years old, exceptions could’ve been made.)

That single complaint aside, I played many of the games here growing up, and I’m happy to say they were emulated here perfectly to the smallest detail. For example, the framerate drops that I remember in Mega Man X—like when he sees the first Mole Borer in Armored Armadillo’s stage because it comes crashing through a wall from off-screen—are all still there. And, if you’re also like me and missed out on a couple of these the first time around (such as Secret of Mana), this is a perfect chance to experience those all-time classics.

Memory is a funny thing, but it is so wonderful when you get to relive those memories and realize they are just as amazing now as they were then—at least for the most part. The Super Nintendo Entertainment System Classic Edition is a wonderful little bundle of nostalgia that should make Nintendo fans of all ages come to a new appreciation for the consistently high quality of games the publisher has churned out over the decades. It makes me look forward to what the company has in store for the future while reliving the past right now.

Manufacturer: Nintendo • Price: $79.99 • Release Date: 09.29.2017
8.5
When compared to the NES Classic, the SNES Classic fixes some mistakes, inherits some others, and brings a new one all its own. They’re all really minor flaws in the end, however, when compared to an absolutely stellar library of titles that play just as well as they did 25 years ago. If you grew up during the 16-bit era of gaming, there’s literally something here for everyone to enjoy—and at an affordable price point to boot.
Review hardware was provided by Nintendo for the benefit of this review. EGM reviews on a scale of 1 to 10, with a 5.0 being average.