North America - Top 5 gaming ads from April 16th to May 15th, 2016


- 4th place overall
- 14.83% of the industry’s digital activity
- focused on StarFox Zero advertising
- ran ads during The Simpsons, Family Guy and American Dad
- over 90 million impressions
- over 2 million online views
- 1.9 million came off the strength of the “Foxy Fox" spot

GoNintendo 'End of Day' thought - Austin's exhaustive StarFox Zero video review

Man, allergies are kililng me. I've noticed a lot of people are really having trouble with allergies lately. I feel your pain, friends! Let's all suffer through the pain and hopefully kick the ass of these meddlesome plants! See you in a few, short hours.

I've talked about StarFox Zero at great length. I've done so in our written review, and I've gone into even more detail on our podcast. You absolutely know how I feel and why I feel those ways. I happen to think the game was very unfairly crapped on by a large section of reviewers. That's all well and good, but what if someone infinitely more intelligent and eloquent took a look at the game? That's where our friend Austin steps in.

Austin takes a break from Eggbusters this week to give us an extremely detailed and well thought-out video review of StarFox Zero. No one out there creates content like Austin. That's true for Eggbusters and equally true here. Please, do yourself a favor and set aside a half hour for this feature.

Check out Austin's channel here

StarFox Zero – Dev Team Interview: Part Two

Part Two: New Vehicles Broaden the Scope of the Gameplay

Sao: In Star Fox Zero, Fox McCloud’s ship can transform, and this is a major part of the gameplay.

Miyamoto: Yes, in this title, the Arwing can turn into the Walker, which can travel on land. The idea for this goes right back to the legendary Star Fox 2 which was in development for Super Nintendo but got cancelled once we knew the Nintendo 64 was on the way. In Star Fox 2, you could transform into a robot in order to get into narrow spaces like enemy battleships. Now in this new title, you can press the A Button whenever you like and turn your ship into the Walker.

Hayashi: But actually in the new game, you can play using the original Walker that was developed for the long-lost Star Fox 2.

Sao: Huh? What do you mean?

Hayashi: Well, if you tap a Fox McCloud amiibo on the Wii U GamePad, you’ll be able to use an Arwing from the Super Nintendo era...

Full interview here

Star Fox Zero Ace Pilot Competition (UK)

Star Fox Zero on Wii U is, at its heart, an arcade game with missions designed to be replayed and mastered in the pursuit of optimum speed-runs and high scores. To celebrate this fact we’re setting a challenge for all UK pilots as we go in search of the UK’s number one Star Fox Zero Ace Pilot!

The challenge? We want you to beat a Total Personal Best of 3000 hits across all of Star Fox Zero’s missions.

Every UK pilot that manages to beat this score and submit their pictorial proof via Twitter, using the hashtags #StarFoxZero and #AcePilot, before 12th June 2016 will receive a limited edition certificate and have their name immortalised here on Nintendo.co.uk!

The pilot with the highest overall score will claim both this certificate and a Star Fox Zero prize pack including…

Star Fox Zero canvas print
Fox amiibo
Falco amiibo
Star Fox Zero Collector’s Edition Prima Strategy Guide
Star Fox Zero T-Shirt
You’ll need to master the Arwing, the Landmaster and everything in-between to beat this score so we’ve put together a few pointers below to help get you on the right flight path. Other than that, well, good luck!

Tip 1 – Unlock every stage, explore every path

Before you’ll be able to beat the target of 3000 hits you’ll need to unlock every mission! This means working out the routes to those teleporters, chasing those pesky members of Team Star Wolf when they appear and generally picking stages apart until you’re confident you know where the best hit opportunities lie.

Tip 2 – Shoot everything

While the enemies shooting at you pose the obvious threat have you tried shooting, as an example, the Andross face that adorns the front of the long ship that appear in Sector Alpha, the Dorisbys? Or the debris chucking Garuda that lurks outside the second phase of the Corneria mission? There are lots of additional hits to be found throughout stages so it pays to try your lasers on everything at least once.

Tip 3 – Earn your +1 Hits

Did you know that you earn additional hits if enemies are eliminated in the ‘splash damage’ of your charge shot? As an example, if you were to lock on and shoot the enemy in the middle of a line of three the enemies to its left and right would be taken out by ‘splash damage’ and award you a bonus hit each. Additionally, take down a ‘crashing’ foe with your lasers and you’ll earn another one hit! Suddenly that group of three enemies goes from three hits to eight, and that’s before you consider holding the L Button to disable your lock-on and destroy groups of ships from splash damage alone…

Tip 4 – Medals and scores aren’t mutually exclusive

If you’re chasing a high score then you don’t need to collect medals. Perhaps an odd tip to give, but one worth remembering. A precise trigger finger should be your primary concern, don’t let those shiny gold rings distract you from your goal!

Tip 5 – Practise makes perfect

You won’t be setting ground-breaking scores on your first attempt, so don’t lose heart! Sometimes speed is the key to earning additional hits (for example, disabling Granby in the mission ‘Reunited With a Friend’ with speed will earn you a massive +30 hits), and mission familiarity will ensure you can intercept challenges quickly, and often be rewarded for it. Give it your all, and you will find success.

Full details here

Star Fox Zero – Nintendo UK Dev Team Interview: Part One


Shigeru Miyamoto, Creative Fellow, Nintendo Senior Managing Director

Yugo Hayashi, Game Director, Nintendo Entertainment Planning & Development Division

Akinori Sao (Nintendo Dream writer): Star Fox 64 for the Nintendo 64 was released pretty much exactly 19 years ago. Miyamoto-san, you took part in a developer roundtable event at the Tokyo Game Show as a special guest just before it was released. Do you recall that event?

Miyamoto: A roundtable event at Tokyo Game Show, you say? Really? Did that happen?

Sao: So you don’t remember it?

Miyamoto: Hmm. No, I can’t say that I do.

Sao: Well, that’s hardly surprising. It was 19 years ago after all! (laughs) In any case, after that roundtable event, I had the chance to interview you and we spoke about Star Fox 64.

Miyamoto: Right.

Full interview here

Nintendo/Platinum on StarFox Zero - input, controls and reaction to them

A portion of a USGamer interview with Yugo Hayashi and Yusuke Hashimoto...

On Platinum's involvement...

Hashimoto: "In terms of what Platinum Games was in charge of, overall, Mr. Hayashi was involved with planning overall for the game, and then Platinum Games was in charge of basically all of the visual elements of the game. Character models, animations, background, basically anything visual on the game was something handled by Platinum."

Hayashi: "We were actually all in the same room, we had people from Platinum Games working with, in the same room, designers and other folks from there, so it was very tight-knit."

On the negative reaction to controls at E3 2015:

Hayashi: "Thinking back to that E3, it's obviously an event where there are lots of people around and you get a very short amount of playtime, so it definitely did feel to me then that it probably wasn't the best environment to be presented with a completely new control style. And what's great about an action game is that you have these responsive controls that you master and they become very intuitive and you're able to do all these cool things, so what we want people to get out of this game is being able to get used to these controls, master these controls, feel like they're able to do cool things with them, go for higher scores - really enjoy the arcade action.

And just to continue on from that, it's precisely that reason that we added the training mode in the eventual full version of the game, because we felt like people would need a lot of time to get used to the controls, to really have them feel good. Another thing that was important with the training mode is that people would be able to try out vehicles before they ever see them in the story mode so that, the first time they show up in the story mode, they're not just completely confused. So, it's definitely something we were cognizant of - the need for people to have a slow warm up to the controls. So the training mode is definitely something that we want people to play before they do play the full version."

On response to the critics' comments on controls:

Hayashi: "I think with this title, it was definitely something where we looked at the Wii U hardware very specifically and wanted to take advantage of the characteristic of that hardware. And I think if you look at the Star Fox series as a whole, looking back to the Super NES days, through to Star Fox 64, that had the all-range mode and the rumble tech, Star Fox has always been a series that has tried different things, evolving and changing, and I think that will continue. But, for right now, I want to look and see what the reaction [to Star Fox Zero] is. I'm hopeful that people will enjoy the game, but I think for now, we'll just wait and see how things go."

Full interview here

Why Miyamoto created StarFox Zero, cancelled amiibo plans, StarFox Guard SNES origins & more

The following comes from a Nintendo Dream interview with Shigeru Miyamoto and co-director Yugo Hayashi...

– Miyamoto remembered his days of playing with a model aircraft, which built up the desire to return to the StarFox franchise and make a new title
- as discussed before, an Arwing amiibo was considered. We learn that the devs wanted the amiibo to transform, but it was decided that it wouldn't be possible to create strong enough joints in a transforming amiibo to actually move into production
- Miyamoto worked as a producer and supervising director on StarFox Zero, withthe last time he formally worked as a director being Super Mario 64
- Miyamoto took on this role because there was nobody else that could do it in his stead, also because Miyamoto feels quite an attachment to the series
- the ideas at play in StarFox Guard are something Nintendo has been testing since the SNES era
- while Miyamoto doesn't really focus on creating stories for his games, he feels the opposite with the StarFox franchise

Read all about the Making of Star Fox Zero: The Battle Begins

Hello everyone! We hope you got to watch the recent animated short, Star Fox Zero: The Battle Begins! This short was created as a collaboration between Production I.G. (who've been involved with a number of popular anime works such as Attack on Titan), WIT STUDIO, and Nintendo’s own Star Fox development team.

In this article, we'll explain how this short was created and how we brought the Star Fox team to life, led by Fox McCloud, as they move and fight, both inside and outside the cockpit.

3D CG animation

When you think of animation, you probably imagine a series of images drawn one by one which are then shown in sequence to create the image of movement. In this short though, Fox and the other main characters were animated using 3D CG (which stands for Computer Graphics) models to make their movements look more realistic.

Full feature here