We have upgraded to the latest version of MediaWiki and now support TLS1.2 and transcoding!
Please contact us via Discord or Twitter if you experience any problems.

Star Fox 64

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Star Fox 64

Also known as: Lylat Wars (EU/AU)
Developer: Nintendo EAD
Publisher: Nintendo
Platforms: Nintendo 64, iQue Player
Released in JP: April 27, 1997
Released in US: June 30, 1997
Released in EU: October 20, 1997
Released in AU: October 20, 1997
Released in CN: November 17, 2003


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


BugsIcon.png This game has a bugs page

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

Hmmm...
To do:

Unused Graphics

Title Screen Copyright

An earlier 1996 copyright notice goes unused in every region. It can be spotted in a prerelease screenshot of the Japanese title screen.

Old Copyright Notice Early Title Screen
StarFox64 C1996.png
StarFox64 ProtoTitle.jpg

HUD Elements

Hmmm...
To do:
Get more prototype screenshots for comparison.
Early screenshot with some unused HUD elements
Screenshot of early HUD using the FPSF letters

Many unused HUD graphics as well as their palettes are still buried inside the final game. While some are duplicates or otherwise very similar copies to those used in-game (such as the numbers 0-9 and C-Button graphics), these specific images do not appear to be referenced by the game at all.

Numbers & Symbols

GFX Description GFX Description
SF64 1 0.png
Number 0
SF64 7 6.png
Number 6
SF64 2 1.png
Number 1
SF64 8 7.png
Number 7
SF64 3 2.png
Number 2
SF64 9 8.png
Number 8
SF64 4 3.png
Number 3
SF64 10 9.png
Number 9
SF64 5 4.png
Number 4
SF64 28 Colon.png
Colon mark
SF64 6 5.png
Number 5
SF64 29 MultiplyX.png
× for life counter

Letters

GFX Description
SF64 14 GreenF.png
Green/yellow "F" (Fox)
SF64 15 RedP.png
Red "P" (Peppy)
SF64 16 GreenS.png
Green "S" (Slippy)
SF64 17 BlueF.png
Blue "F" (Falco)

Text

GFX Description
SF64 12 Bom.png
Text "BOM"
SF64 18 HIT.png
Text "HIT!"
SF64 21 Pause.png
"PAUSE" graphic
SF64 22 Shield.png
Text "SHIELD"
SF64 23 Boss.png
Text "BOSS"

Icons & Misc. Graphics

GFX Description
SF64 11 ArwingIcon.png
Arwing icon
SF64 20 BombIcon.png
Bomb icon
SF64 24 CButton.png
C-Right icon
SF64 25 CSignal1.png
C-Right attention signal 1
SF64 26 CSignal2.png
C-Right attention signal 2
SF64 27 CSignal3.png
C-Right attention signal 3
SF64 13 Charge.png
"CHARGE" marker
SF64 19 MapBorder.png
On-screen map border

Boost Meter

GFX Description
SF64 30 BoostBg.png
Empty Boost Meter background
SF64 31 BoostPwr.png
Boost Meter gradient background
SF64 32 BoostGauge.png
Boost Meter pointer?
SF64 33 RedGradient.png
Red gradient
SF64 34 BossGradient.png
Boss energy gradient
SF64 35 GreyGradient.png
Grey gradient background
SF64 36 BrokenGradient.png
Gradient missing pixels (appears like this in the ROM)
SF64 37 BoostMeter.png
Boost Meter & boss energy background
(Source: xdaniel (entire section))

Unused Laser Types

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

Unused coding exists for different types of single shot lasers. This coding is only used by Star Fox and Star Wolf. There's two types of unused lasers: a dual green shot (this version is expanded and makes it look like it's being shot out of the wing tips), and a dual red laser. 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 (different from used version)
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, any enemy in the game could have used it as well. The entire set of engine colors are below as well.

Red (used on ground levels) Blue (used in space levels)
StarFox64-EngineColor1.png StarFox64-EngineColor2.png
Green (used only by enemies) Orange (unused)
StarFox64-EngineColor3.png StarFox64-EngineColor4.png
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.

00 = Red
01 = Blue
02 = Green
03 = Orange (unused)
(Source: Punk7890)

Unused Shield

StarFox64 UnusedShield.png

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 when used on 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.

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)

Unused Planet Locations

SF64 Venom.png

Present in the game are 4 unused planet locations. The following information is after completing a level, not having them simply selected on the map.

The unused planets are an unknown planet, Bolse, Area 6, and Venom. Bolse, Area 6, and Venom have no paths to other planets, however planet Venom can be forcefully selected but crash due to not having proper mission dialog. The unknown planet has the following pathways to other planets: Zoness (Blue path), Katina (Yellow or Red path), Sector Y (secret path). The unknown planet pathways suggest a different planet screen layout at one point in development.

You can apply the below code to use these planet locations. Make sure you can change course or these won't work. With the code on, press the GS button at the planet screen.

NA 1.0 NA 1.1 AU EU JP iQue
881C37C3 00?? 881CD953 00?? 881D0393 00?? 881D0493 00?? 881C54E3 00?? 881AE843 00??

Replace ?? with a value below.

01 = Area 6
02 = Bolse
0D = Venom
0F = Unknown Planet
(Source: Punk7890)

Unused Area 6 Section

SF64 UnusedPlanet.png

An unused Area 6 section 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

Unused Sounds

Hmmm...
To do:
Probably more unused stuff inside this file. The following codes could also help in finding which voice clips are unused and which ones are just very rare to hear:
  • Zero Health Falco: 8016D727 0000
  • Zero Health Peppy: 8016D72F 0000
  • Zero Health Slippy: 8016D72B 0000

Voices

Corneria

Voice Speaker Notes
Peppy "Don't be doing anything foolish."

Fortuna

Voice Speaker Notes
Wolf "I will not be defeated by this trash!"

Katina

Voice Speaker Notes
Bill "Stick around for awhile."
Bill "Here's something for ya Fox."

Aquas

Voice Speaker Notes
Peppy "Enemy behind. Descend!"

Sector X

Voice Speaker Notes
Slippy "Something's not right."
Peppy "I got tagged. My ears are still ringing."

Venom 1

Voice Speaker Notes
Slippy "I'm beaten up pretty bad."

Venom 2

Voice Speaker Notes
Andross "Hurry, Fox. I'm waiting for you!"

Miscellaneous

Messages that could have appeared in any mission. Note that the unused voices for Falco, Peppy, and Slippy in this section differ from the level specific dialog they say in Sector Y and Venom 1. The only place you can go "up" or "down" is in Sector Y.

Voice Speaker Notes
Andross "Those tin cans are no match for me!"
The used version of this is spoken faster, said in one take and is more menacing.
Falco "I'm going right!"
"I'm going left!"
"I'm going up!"
"I'm going down!"
Peppy "I'm going right!"
"I'm going left!"
"I'm going up!"
"I'm going down!"
"Hold A to lock on to the enemy."
"To get rid of the aim, pause and press R."
"Press C-Left to boost!"
"Press Down and C-Left to do a somersault."
"For a U-turn, press Down and C-Down."
"Press B to bomb."
"Press C-Down to brake."
"To hover, press Z and R."
Slippy "I'm going up!"
"I'm going down!"
Slippy's left/right dialog is used in Venom 1 and not classified as level specific.
Slippy "Heh heh.. try and stop me."
Slippy "Great, Fox!"
ROB64 "Good job."
ROB64 "Position confirmed. Everything OK."
Fox "Falco."
"Peppy."
"Are you OK?"


(Source: Punk7890 - entire section)

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 USA and Japanese versions have slightly different logos at the title screen. Compared to the Japanese version, the US title 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 not Starwing 64 as would logically be expected, but Lylat Wars. Who knows why.

Japan USA Europe/Australia
StarFox64-jptitle.png StarFox64 Title.png LylatWars-title.png

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 voice cast.
  • The European Lylat Wars has an option to choose between English and Lylat - the latter being akin to the gibberish of its predecessor.
US/JP EU/AU Language Option
StarFox64 Menu-US.png LylatWars Menu-EU.png LylatWars LanguageOption.png
  • When a teammate is in trouble, an arrow pointing in their direction appears on screen, labelled HELP!!; in European versions it is labelled S.O.S!!.
US/JP EU/AU
StarFox64 Help!!-US.png LylatWars SOS!!-EU.png
  • The Great Fox's texture with the "STARFOX" logo is different depending on the region.
Japan US/Europe China
StarFox64 GreatFox-StarFoxTexture-JP.png StarFox64 GreatFox-StarFoxTexture.png StarFox64 GreatFox-StarFoxTexture-iQue.png
  • 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 US one (where there is an extra Killer Bee if you defeat the first Killer Bee{s} quick enough).
    • In Aquas during Expert Mode, there are three enemies in the Japanese version that were removed in the US one.

iQue Player Differences

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

General Differences

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

Nintendo 64 iQue Player
StarFox64 NintendoBootLogo.png StarFox64 NintendoBootLogo-iQue.png

In the game's startup, the Nintendo boot logo was updated.

Nintendo 64 iQue Player
StarFox64 N64Logo.png StarFox64 iQueLogo.png

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

Title Screen

Nintendo 64 iQue Player
StarFox64 Title.png StarFox64-iquetitle.png
  • 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 and iQue has an extra copyright year.

No Controller

Nintendo 64 iQue Player
StarFox64 NoController.png StarFox64 NoController-iQue.png

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
StarFox64 Multi-US.png StarFox64 Multi-iQue.png

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

Game Over

Nintendo 64 iQue Player
StarFox64 GameOver.png StarFox64 GameOver-iQue.png

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

Ending

Nintendo 64 iQue Player
StarFox64 GPepperHall.png They took my eyes, Star Fox!
  • 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
StarFox64 TeamShieldGauge.png StarFox64 TeamShieldGauge-iQue.png
  • The on-screen map border color was changed white to grey.
  • The Arwing's texture with the "SF" symbol is different.
Nintendo 64 iQue Player
StarFox64 ArwingSFTexture.png StarFox64 ArwingSFTexture-iQue.png

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. After a while, distance markers will appear on the ground. If they reach 0, the boss will crash into the player, instantly killing him.