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Star Fox 64

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Star Fox 64 is the third second game in the Star Fox series, salvaging some ideas from the then-unreleased Star Fox 2.

Unused Models#

Bomb Pickup#

SF64_Unused_Torpedo_Item1.png SF64_Unused_Torpedo_Item2.png SF64_Unused_Torpedo_Item3.png

Exclusive to Aquas is an unused bomb model that resembles a torpedo. It can be seen by spawning a bomb drop in the level. The model isn't scaled properly in-game, so it appears very large.

Note: In the screenshots, the Aquas map was manually brightened up via hacking for a better capture.

(Source: Original TCRF research)

Unused Code#

Unused Laser Types#

StarFox64-UnusedLaser1.png StarFox64-UnusedLaser2.png StarFox64-UnusedLaser3.png

Unused coding exists for a different type of single shot laser. This coding is only used by Star Fox and Star Wolf. There's a single dual red laser that isn't actually used by Star Wolf. They are all purely cosmetic differences.

NA 1.0

NA 1.1

AU

EU

JP

iQue

81034F70 2405
81034F72 00??

810393E0 2405
810393E2 00??

810393B0 2405
810393B2 00??

810393A0 2405
810393A2 00??

81036250 2405
81036252 00??

8103844C 2405
8103844E 00??

00 Regular
01 Single red laser (used by Star Wolf)
02 Dual green laser (used by Bill)
03 Dual red laser

In the Star Wolf Venom battle, Star Wolf only uses ID 01 laser type, not the 03 type.

(Source: Punk7890)

Unused Engine Color#

An unused light orange-ish engine color set remains in the game. This color set isn't exclusive to Star Fox, and any enemy in the game could have used it as well. The entire set of engine colors can be seen below.

Red (used on ground levels)

Blue (used in space levels)

Green (used only by enemies)

Orange (Copperhead Missile)

NA 1.0

NA 1.1

AU

EU

JP

iQue

81050484 2404
81050486 00??
81056B44 2404
81056B46 00??

810548F4 2404
810548F6 00??
8105AFB4 2404
8105AFB6 00??

81054884 2404
81054886 00??
8105AFF4 2404
8105AFF6 00??

81054874 2404
81054876 00??
8105AFF4 2404
8105AFF6 00??

81051744 2404
81051746 00??
81057DE4 2404
81057DE6 00??

8105396C 2404
8105396E 00??
8105A024 2404
8105A026 00??

The first two codes are for Fox and the last two codes are for Falco, Peppy and Slippy. This was possibly an early color design for Fox's team as the actor IDs for each color match Fox, Falco, Slippy, and Peppy in that order. The 3DS remake would later implement this in its multiplayer mode.

00 = Red
01 = Blue
02 = Green
03 = Orange 

(Source: Punk7890)

Unused Shield#

StarFox64_UnusedShield.png

Watch on YouTube

A shield is used by Star Wolf and the enemies on Bolse before all barriers are destroyed, but is never made available to the player. It can be enabled with the following GameShark codes, depending on version.

NA 1.0

NA 1.1

AU

EU

JP

iQue

8116D940 0001

81177AD0 0001

81179B38 0001

81179C38 0001

8117D270 0001

8116FFF8 0001

If you collide with anything, you won't take any damage, nor will you ever lose your wings. The shield is only visible in Arwing levels, but also gives invincibility to the Landmaster and the Blue-Marine.

This was later made available in the 3D remake, as a multiplayer powerup.

Star Wolf on Katina#

StarFox64-Katinawolf1.png StarFox64-Katinawolf2.png StarFox64-Katinawolf3.png

For some reason, Star Wolf's bank is loaded in on Katina, though there are no triggers for them to spawn normally. This is the only all-range mode fight that they are loaded in, outside of the regular planets you fight them in. The game will crash if they are attempted to be loaded in to any other all-range mode they do not normally appear in.

Unused Areas#

Venom 1 Sub-Section#

Watch on YouTube

An unused sub-section after the regular data of Venom 1 can be seen here, which is a very short and glitched version of the level. It's possible that this may have been an early way to get to Venom 2 but was scrapped very early on.

Apply this code to the US 1.0 version of the game to always enable sub-section loading if the level has one: 8016E0EF 0001

(Source: Punk7890)

Area 6 Level#

An unused Area 6-like level can be seen here. It simply contains a worm-like enemy from Meteo. The level cannot be completed.

Enter a planet with the below code on to appear here.

NA 1.0

NA 1.1

AU

EU

JP

iQue

8016E0A7 0004

80178237 0004

8017A29F 0004

8017A39F 0004

8017D9D7 0004

8017075F 0004

Crash Debugger#

StarFox64_CrashDebugger.png

Star Fox 64 contains a very simple crash debugger. To trigger it, crash the game in some way; you should then see a white line in the top right corner. Now hold R and input the following button sequence:

  • C-Left + C-Down
  • A (twice)
  • B (twice)
  • C-Left (twice)
  • A
  • B
  • C-Left (five times)
  • Start

All there is to the crash debugger is a single page containing the registers at the time of crashing.

(Source: fkualol)

Debug Text#

The following offsets correspond to file 01_00001050-000E93C0_vs00001050 in the decompressed version of Star Fox 64 (J).

0xC15D0

Table Remake
-------------------Undefined Ctype 
Error? Limit OVER %d in %d 
Get %x %x 
Break %x %d %d 
Terminate-Canceled Channel %d,Phase %d 
S->W
W->S
S-Resample Pitch %x (old %d -> delay %d) 
Warning:Kill Note %x 
Kill Voice %d (ID %d) %d 
Warning: Running Sequence's data disappear! 
%x %x %x 
Audio:Memory:Heap OverFlow : Not Allocate %d! 
%x %x %x 
Audio:Memory:Heap OverFlow : Not Allocate %d! 
Audio:Memory:DataHeap Not Allocate 
StayHeap Not Allocate %d 
AutoHeap Not Allocate %d 
Status ID0 : %d ID1 : %d 
id 0 is Stopping 
id 0 is Stop 
id 1 is Stopping 
id 1 is Stop 
WARNING: NO FREE AUTOSEQ AREA. 
WARNING: NO STOP AUTO AREA. 
AND TRY FORCE TO STOP SIDE Check ID0 (seq ID %d) Useing ... 
Check ID1 (seq ID %d) Useing ... 
No Free Seq area. 
CH %d: ID %d 
TWO SIDES ARE LOADING... ALLOC CANCELED. 
WARNING: Before Area Overlaid After.
WARNING: After Area Overlaid Before.
MEMORY:SzHeapAlloc ERROR: sza->side %d 
Audio:MEMORY:SzHeap Overflow error. (%d bytes) 
Auto Heap Unhit for ID %d 
Heap Reconstruct Start %x 
---------------------------------------TEMPO %d %f 
%f 
%f 
AHPBASE %x 
AHPCUR %x 
HeapTop %x 
SynoutRate %d / %d 
FXSIZE %d 
FXCOMP %d 
FXDOWN %d 
WaveCacheLen: %d 
SpecChange Finished 
Warning:Emem Over,not alloc %d 
Single AutoSize %d 
Single Ptr %x 
Request--------Single-Auto, %d 
Retry %x, %x, len %x 
DMAing list %d is killed. 
Try Kill %d 
Try Kill %x %x 
Try Kill %x %x %x 
Rom back %x %x 
Error sw NULL 
Request--------Single-Stay, %d 
Try Kill %d 
Try Kill %x %x 
Try Kill %x %x %x 
CAUTION:WAVE CACHE FULL %d
SUPERDMA
Bank Change... top %d lba %d 
BankCount %d 
BANK LOAD MISS! FOR %d 
BankCount %d 
Flush Start 
%d ->%d 
useflag %d 
BankCount %d 
%2x 
StartSeq (Group %d,Seq %d) Process finish 
LoadCtrl, Ptr %x and Media is %d 
Load Bank, Type %d , ID %d get auto 
get s-auto %x 
Seq %d Write ID OK %d! 
Banknumber %d 
Bank Offset %x %d %d 
PEP Touch %x 
FastCopy
---Block Fast here 
===Block Fast end 
Error: Cannot DMA Media [%d] 
Warning: size not align 16 %x (%s) 
Load Bank BG, Type %d , ID %d 
get auto 
get s-auto %x 
Clear Workarea %x -%x size %x 
AudioHeap is %x 
Heap reset.Synth Change %x 
Heap %x %x %x 
Main Heap Initialize. 
%d :WaveA %d WaveB %d Inst %d,Perc %d 
---------- Init Completed. ------------ 
Syndrv :[%6d] 
Seqdrv :[%6d] 
audiodata :[%6d] 
----
Entry--- %d %d 
---Block LPS here 
===Block LPS end 
SLOWCOPY
Req: Src %x Dest %x Len %x,media %d,retcode %d 
Remain Size %d 
---Block BG here 
===Block BG end 
Retcode %x 
Other Type: Not Write ID. 
BGLOAD:Error: dma length 0 
BGCOPYError: Already wavetable is touched %x. 
Touch Warning: Length zero %x 
It's busy now!!!!! %d 
BG LOAD BUFFER is OVER. 
Warning: Length zero %x 
Wave Load %d 
Total Bg Wave Load %d 
Receive %d 
============Error: Magic is Broken after loading. 
Remain DMA: %d 
N start %d 
============Error: Magic is Broken: %x 
Error: No Handle. 
Success: %x 
Audio: setvol: volume minus %f 
Audio: setvol: volume overflow %f 
Audio: setpitch: pitch zero or minus %f 
Audio: voiceman: No bank error %d 
Audio: voiceman: progNo. overflow %d,%d 
ptr2 %x 
Audio: voiceman: progNo. undefined %d,%d 
Audio: voiceman: No bank error %d 
Audio: voiceman: Percussion Overflow %d,%d 
Audio: voiceman: Percussion table pointer (bank %d) is irregular %x. 
Audio: voiceman: Percpointer NULL %d,%d 
--4 %x 
----------------------Double-Error CH: %x %f 
----------------------Double-Error NT: %x 
CAUTION:SUB IS SEPARATED FROM GROUP 
CAUTION:PAUSE EMERGENCY 
Error:Wait Track disappear 
NoteOff Comes during wait release %x (note %x) 
Slow Release Batting 
@ Audio:Wavemem: Bad voiceno (%d) 
Audio: C-Alloc : Dealloc voice is NULL 
Alloc Error:Dim voice-Alloc %d
Error:Same List Add 
Already Cut 
Audio: C-Alloc : lowerPrio is NULL 
Intterupt UseStop %d (Kill %d) 
Intterupt RelWait %d (Kill %d) 
Drop Voice (Prio %x) 
Audio:Envp: overflow %f 
Audio:Track:Warning: No Free Notetrack 
SUBTRACK DIM 
Audio:Track: Warning :SUBTRACK had been stolen by other Group. 
SEQID %d,BANKID %d 
ERR:SUBTRACK %d NOT ALLOCATED 
Stop Release 
Error:Same List Add 
Wait Time out! 
Macro Level Over Error! 
Macro Level Over Error! 
WARNING: NPRG: cannot change %d 
Audio:Track:NOTE:UNDEFINED NOTE COM. %x 
Audio: Note:Velocity Error %d 
Error: Subtrack no prg. 
ERR %x 
Error: Your assignchannel is stolen. 
Audio:Track :Call Macro Level Over Error! 
Audio:Track :Loops Macro Level Over Error! 
SUB:ERR:BANK %d NOT CACHED. 
SUB:ERR:BANK %d NOT CACHED. 
Audio:Track: CTBLCALL Macro Level Over Error! 
Set Noise %d 
[%2x] 
Err :Sub %x ,address %x:Undefined SubTrack Function %x
VoiceLoad Error Bank:%d,Prog:%d 
Disappear Sequence or Bank %d [FIN] group. 
Macro Level Over Error! 
Macro Level Over Error! 
Group:Undefine upper C0h command (%x) 
Group:Undefined Command

0xC4CE0

インターフェース回路反応なし (READ) 
EEPROM READ %02X: %02X %02X %02X %02X %02X %02X %02X %02X 
EEPROM インターフェース回路反応なし (WRITE) 
EEPROM WRITE %02X: %02X %02X %02X %02X %02X %02X %02X %02X 
EEPROM が ありません 
EEPROM が ありません 
Interrupt
TLB modification
TLB exception on load
TLB exception on store
Address error on load
Address error on store
Bus error on inst.
Bus error on data
System call exception
Breakpoint exception
Reserved instruction
Coprocessor unusable
Arithmetic overflow
Trap exception
Virtual coherency on inst.
Floating point exception
Watchpoint exception
Virtual coherency on data
Unimplemented operation
Invalid operation
Division by zero
Overflow
Underflow
Inexact operation
F%02d:%.3eF%02d:---------FPCSR:%08XH(%s)
THREAD:%d (%s)
PC:%08XH SR:%08XH   VA:%08XH
AT:%08XH V0:%08XH   V1:%08XH
A0:%08XH A1:%08XH   A2:%08XH
A3:%08XH T0:%08XH   T1:%08XH
T2:%08XH T3:%08XH   T4:%08XH
T5:%08XH T6:%08XH   T7:%08XH
S0:%08XH S1:%08XH   S2:%08XH
S3:%08XH S4:%08XH   S5:%08XH
S6:%08XH S7:%08XH   T8:%08XH
T9:%08XH GP:%08XH   SP:%08XH
S8:%08XH RA:%08XH

Japanese text says:

No interface cycle response (READ)

EEPROM No interface cycle response (WRITE)

EEPROM not found

EEPROM not found

0xC5990

preload start (%d): 
%d 
***** START SEQ : %d ***** 
spec change finished !!! 
interface wait spec change finished !!! 
********** SE Interface Buffer SE Stop %08X ********** 
MedlayStart : 
MedlayStart : 
MedlayStart(TuneUp) : 
MedlayStart(cross) : 
MedlayEnd : 
MedlayWait : %d 
ControlSePicth : %f %f %f 
ChangeWarningSePara : %d %d 
set Grp 0 port %02x 
main BGM start %08X 
<<<<< PlayCrossMixBgm pass !!! >>>>> 
SetVolumeBallnce %d %d 
START HANDLE : %d (old:%d) 
All Sound Fade Out time:%d

0xC5CB0

DAC:Lost 1 Frame. 
DMA: Request queue over.( %d ) 
Spec Change Override. %d -> %d 
Audio:now-max tasklen is %d / %d 
Audio:Warning:ABI Tasklist length over (%d) 
BGLOAD Start %d 
Error: OverFlow Your Request 
---AudioSending (%d->%d) 
AudioSend: %d -> %d (%d) 
Continue Port %d -> %d 
Sync-Frame Break. (Remain %d) 
Undefined Port Command %d 
specchg conjunction error (Msg:%d Cur:%d) 
Error : Queue is not empty ( %x )

0xCC0C0

$Id: fox_edisplay.c,v 1.193 1997/04/01 14:50:15 morita Exp $

0xCED78

 ABCDEFGHIJKLMNOPQRSTUVWXYZ!:-.0123456789
ABCDEFGHIJKLMNOPQRSTUVWXYZ. 0123456789st

0x?

アイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワヲンァィゥェォッャュョベゾボビピグペドー6XYZ

This is the Japanese katakana alphabet along with 6, X,Y,Z.

0xDA8C8

FOX
PEP
SLP
FAL
WLF
LON
PIG
ANL
BIL
CAT

0xDA9B0

time=%d 
time=%d 
time=%d 
time=%d 
time=%d

0xDB2F0

Demo_Time=%d 
Demo_Time=%d 
d Enm->wrk0 %d

0xDB940

HELP!!
HELP!!
HELP!!
HELP!!

0xDBB40

DMA MODE ERROR %d

0xDBF70

CHIME SET 
BOMB SET 1 
BOMB SET 2 
center_X 
%f 
Enm->obj.pos.x %f 

0xDC5F0

Enm->obj.pos.y + tmp_xyz.y=<%10.3f>

0xDCDD0

Enm->wrk3=<%d> 
a=<%d> 
a=<%d> 
ZO_MOVE HELP %d 
AC_MOVE HELP %d 
ZO_DISP HELP %d 
AC_DISP HELP %d

0xDD290

そのような フェード は ない (%d) ?

There isn't that kind of fade (%d) ?

0xDD2C0

 OK 
DOWN
フォックス
ファルコ
スリッピー
ペッピー
ウルフ
レオン
ピグマ
アンドリュー
ビル

Fox, Falco, Slippy, Peppy, Wolf, Leon, Pigma, Andrew, Bill

0xDDD70

play_time = %d

0xDE670

DOWN
DOWN

0xDECD0

TOTAL
SCORE
FOX
PEPPY
SLIPPY
FALCO

Revisional Differences#

On v1.0, achieving a score of over 511 on a single level causes the game to subtract 256 from this level's score and the total score on the rankings. v1.1 patched this by limiting the score on a single level to 511.

Regional Differences#

Title Screen#

The North American and Japanese versions have slightly different logos at the title screen. The North American logo naturally lacks the katakana transcription of the title but also has a slightly brighter color scheme and removes the "fox tail" behind the 64 graphic, which was itself redrawn to be less stylized. The European and Australian versions were renamed Lylat Wars, not Starwing 64 as would logically be expected. Who knows why.

Japan

USA

Europe/Australia

Script Changes#

Mission Briefings

Speaker

Japanese

Translated

English

Notes

Pepper

そこは灼熱地獄だ!アーウィンの機体では心配だ! 無茶をするな フォックス。

That place is a burning hell! I'm worried about the Arwing's frame! Don't be reckless, Fox.

That area's an oven! Don't go burning that Arwing! Be reasonable, Fox!

Can't say "hell" in a Nintendo game!

Fox

頭を冷やして行きますよ。

I'll keep a cool head.

I'll be careful.

They really passed up this pun?

Pepper

そこは敵の宇宙基地が、ある恐ろしい新兵器を開発中 との情報が入っているが・・・

An enemy space base is developing a terrifying new weapon. That's the information that's coming in, but...

Reports indicate that Andross is working on some secret weapon.

Fox

この目で確かめてみます。

I will check it with my own eyes.

I'll check it out.

Fox seems to interrupt Pepper in the Japanese version.

Corneria

Speaker

Japanese

Translated

English

Notes

Peppy

お前らは若いんだ無理はするな!

You're young, don't overdo it!

Don't be doing anything foolish!

Falco

こちらファルコ 少々ずれてるが問題はない

This is Falco, it's a little off, but there's no problem.

Falco here. I'm fine.

Foreshadows when his G-diffuser goes haywire. NoA removed it.

Sector X

Speaker

Japanese

Translated

English

Notes

Bill

フォックス後は頼んだ仲間の仇はとってくれ

The rest is up to you, Fox. Get revenge for our friends.

Take it easy, Fox. Don't let us down.

Zoness

Speaker

Japanese

Translated

English

Notes

Slippy

泳ぐ気にもならないよ

I don't even feel like swimming!

What a dump!

Falco

お前 海でも泳ぐのか

Do you swim in the sea too?

I hear ya, Slippy.

Removed Falco's dig. Notably, the Japanese line here as well as the one above would later be referenced by an Easter egg conversation in all versions of Super Smash Bros. Melee.

Katt

メス猫のお尻を追い回すとひっかかれるわよ

If you chase a female cat's butt, she'll scratch you.

Mess with me and you'll get scratched!

Area 6

Speaker

Japanese

Translated

English

Notes

Slippy

ベノムは目の前なのにクソ~ あっちいけよ

Venom is right in front of me, dammit~ Go away

Venom's right there!

It isn't clear that Slippy got distracted and is paying for it.

Venom I

Speaker

Japanese

Translated

English

Notes

Slippy

オイラを追っかけ回した事を後悔させてやる

I'll make you regret chasing me around.

You'll be sorry, punks!

Not as clear that Slippy's getting revenge for all the times he was chased.

Aquas

Speaker

Japanese

Translated

English

Notes

Fox

こちらの映像データをそっちに転送する

I'm transferring our video data to you.

I'm sending the data to you guys.

Falco

こんな物 後にも先にも1回きりだぜ!

You can only do this kind of thing once in your life!

This thing will never hold together.

The scriptwriter said he wrote this 'cause he was disappointed the other water levels were scrapped.

Slippy

ちぇっ!年寄りは黙ってろよ

Che! Shut up old man.

Thanks a lot, Peppy!

NoA almost had Slippy say, "Bite me, old man," when Peppy teases him.

Slippy

うわぁ~マリンスノーだ

Wow~ It's marine snow.

Wow! Look at that! It's beautiful!

Sector Z

Speaker

Japanese

Translated

English

Notes

Katt

ステキ~ 後でお顔をナメナメしてあげるわ

Beautiful~ I'll lick your face for you later.

Beautiful! I could kiss you for that!

Katt

残念だったわねぇ・・キツネ顔のボウヤ

That's too bad...Fox-faced bouya.

Too bad, little man.

Bouya is a slang term for little boy. It can also describe a greenhorn or a novice.

Peppy

ベノムへの奇襲は難しくなったか・・・

Has the surprise attack on Venom become more difficult...?

It could be difficult to attack Venom.

Context is lost; they were attempting a surprise attack through Sector Z.

Macbeth

Speaker

Japanese

Translated

English

Notes

Falco

キャット?ッたく しつけェなあ

Cat? Geez, you're persistent.

Katt?! Not you again.

Kaybarn

着いたばかりの積み荷を使うことになるとは

I didn't expect to have to use the load that just arrived.

I didn't expect to have to use this!

Apparently the Mechbeth just arrived.

Katina

Speaker

Japanese

Translated

English

Notes

Bill

ドーベル隊は、基地の援護に回れ

Dober Squad, go cover the base.

Husky unit, cover the base!

NoA changed Doberman unit to Husky unit.

Bill

バーナード隊!基地には何も通すな!

Bernard Squad! Don't let anything through the base!

Bulldog unit, don't let anything through!

NoA changed Bernard unit to Bulldog unit.

Venom II

Speaker

Japanese

Translated

English

Notes

Fox

首を洗って待ってろよアンドルフ

Wash your neck and wait, Andolf.

Say your prayers, Andross!

Japanese expression. Wash your neck for your hanging/beheading. "Prepare yourself", etc.

Andrew

下等動物がアンドルフ様に会えると思ったか

Did you think that lower animals could meet Lord Andolf?

We'll make sure you never reach Andross!

Wolf

ばっばかな 俺よりも上なのか・・・・

Are you better than me...

No way! I don't believe it!

NoA misses the point that Wolf has come to respect Fox.

Common

Speaker

Japanese

Translated

English

Notes

Peppy

バカモン ワシだ!!

It's me, idiot! !

Knock it off, Fox!

Bill

わあっ!お前とは絶交だ!

Wow! I'm cutting off our relationship!

Hey! See if I help you again!

Andross

私を追放したヤツらを思い知らせてやる

I'll show those who banished me.

I'll make those fools pay!

"Show" as in "Show them their mistake."

Peppy

フォックス そんな所は親父譲りだな!

Fox, you inherited that from your father!

I see your father in you, Fox.

Others#

  • In the Japanese version, the character icons do not sync with their voices and simply animate all the way through. The sync was added for the English voices.
  • In both the European and Australian versions, there is an option to choose between English and Lylat - the latter being akin to the gibberish of its predecessor.

North America/Japan

Europe/Australia

Language Option

  • When a teammate is in trouble, an arrow pointing in their direction appears on-screen, labelled HELP!!; in the European versions, it is labelled S.O.S!!.

North America/Japan

Europe/Australia

  • The Great Fox's texture with the "STARFOX" logo is different depending on the region.

Japan

North America/Europe

China

  • The red line Corneria boss in the Japanese version opens his hatches quicker.
  • There are some extra enemies in some levels depending on the region:
    • In Meteo, the Japanese version has one less Killer Bee than the North American one (where there is an extra Killer Bee if you defeat the first Killer Bee(s) quick enough).
    • In Expert Mode, Aquas has three enemies in the Japanese version that were removed in the North American version.

iQue Player Differences#

The game was released in China for the iQue Player in November 2003.

General Differences#

Every voice clip, even unused ones, have been re-dubbed in Chinese.

Nintendo 64

iQue Player

The Nintendo boot logo at startup was updated.

Nintendo 64

iQue Player

In the game's intro, the Nintendo 64 logo was changed to the iQue logo.

Title Screen#

Nintendo 64

iQue Player

  • Weirdly, in the title screen, the iQue version still has a controllable "logo", but it is invisible.
  • The copyright info on the title screen was updated, adding an additional copyright year for iQue.

No Controller#

Nintendo 64

iQue Player (unused)

The "No Controller" screen text was updated despite it being impossible to see since the iQue Player console is built in to the controller and is thus always plugged in.

Multiplayer#

Nintendo 64

iQue Player

In the Multiplayer mode (VS.), the Nintendo 64 console was changed to the iQue Player multitap.

Game Over#

Nintendo 64

iQue Player

The "Game Over" font models were redesigned in Chinese.

Ending#

Nintendo 64

iQue Player

  • In the scene where the Star Fox team walks to General Pepper, the Corneria poster in the pre-rendered background was edited, but they have done it very lazily, most likely just placing an image over the area on account of Pepper's head being partially covered.

Others#

  • The teammates' shield gauge were vertically stretched.

Nintendo 64

iQue Player

  • The on-screen map border color was changed from white to grey.
  • The Arwing's texture with the "SF" symbol is different.

Nintendo 64

iQue Player

Oddities#

Dead Ends#

  • While it seems endless, the Venom 1 tunnel does indeed end if you manage to survive for about eight minutes. It even gives you an extra life before you collide into the wall and die.
  • Something similar happens after failing to redirect the train on MacBeth and therefore entering the boss fight. During the battle, distance markers will appear on the ground starting at 100 between the rails for the main line and the fuel bunker. If they reach 500, the player will have about 30 seconds remaining before the boss will crash into the player, instantly killing them. Generally, this will happen 4 minutes after the train conductor activates the flying boss.

References#


  1. Producer was Shigeru Miyamoto.↩︎
  2. N64 Frame. "Star Fox 64 (Nintendo) - June 30, 97"↩︎
  3. Game Champ 게임챔프 1997-12, p. 58↩︎
  4. iQue Ltd.↩︎
  5. スターフォックス64↩︎
  6. Super Smash Bros. Brawl Chronicle↩︎
  7. www.NINTENDO.se. "Lylat Wars Action Nintendo 1997-10-06"↩︎
  8. Hyper 047, p. 33↩︎
  9. Rentals in Australia↩︎
  10. SuperGamePower - Ano 03 No. 042 (1997-09)(Nova Cultural)(BR)(pt), p. 2↩︎