To say Nintendo was receptive to the idea would be something of an understatement, as San himself recalls: “They immediately flew me to Japan to meet with them. After his team had familiarized themselves with the hardware (going as far as to reverse engineer a Game Boy, as you do), San approached Nintendo of Japan with the proposal of exploring the possibility of producing 3D titles for its machines. The most obvious options were the then-unstoppable Nintendo Entertainment System and the newly released portable Game Boy. You’ll get little snippets of text from your mates, making youĪs the Eighties came to a close Argonaut turned its attention to the rapidly emerging console market, and more specifically, what kind of 3D games could be successfully achieved on the current crop of Japanese systems. Founded in 1982, Argonaut impressed with early 3D hits such as the groundbreaking StarGlider titles and the ambitious air combat simulator Birds Of Prey, but it’s the company’s association with Nintendo’s popular StarFox brand that granted them worldwide fame. ![]() One such company was UK-based Argonaut Software, brainchild of teenage programming genius Jez San. However, developers had been successfully dabbling with the third dimension for some years previously, mainly on the powerful Western 16-bit home computers like the Atari ST and Commodore Amiga. In these days of ultra-realistic graphical plenty it’s all too easy to forget that for console gamers, 3D visuals didn’t really become par for the course until the advent of the 32-bit technology in the mid-Nineties. Here Jez San reveals how it all happened. ![]() Powered by the Super FX chip, it delivered cutting edge graphics that made it stand proudly apart from other console games of the time. When Nintendo’s Star Fox arrived in 1993 it heralded in a new age for Nintendo’s 16-bit console, the age of 3D.
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