Cómo? CÓMO?!
Lo del Croc me interesa mucho.... Cómo que nació de Yoshi? :sad:
Puse un link en el post (en inglés).
http://www.eurogamer...ing-of-star-fox
Star Fox was a critical and commercial success, marking the start of a profitable relationship between Argonaut and Nintendo which would result in several other Super FX-powered titles, including an unreleased SNES sequel. However, while the deal exponentially increased Argonaut's standing within the development community, for San this period holds bittersweet memories. "The three game deal that we had with Nintendo effectively guaranteed us a decent amount of work for several years," he explains. "We grew during that time, but there was also an exclusivity clause which meant that Nintendo pretty much had control of us. We had the benefit of being the only outside company that was working with them for a while, and we were paid our costs, plus a royalty. Nintendo kept telling us to stay small and keep working exclusively for them, but they weren't paying us the serious cash that they were paying other partners. Our agreement with Nintendo was mostly a royalty deal that relied on sales. When we wanted to branch out and do other games, they wouldn't let us until the end of our contract.
"The end came when we pitched to do a 3D platform game, the likes of which had never been done before. We mocked up a prototype using Yoshi. It was essentially the world's first 3D platform game and was obviously a big risk - Nintendo had never let an outside company use their characters before, and weren't about to, either. This is the moment the deal fell apart. We later made that game into Croc: Legend of the Gobbos for the PlayStation, Saturn and PC, which became our biggest ever game in terms of sales and also in royalties, since we owned the IP."
"I'm not bitter, but I do feel that Argonaut was used and then spat out by Nintendo. I also feel they undervalued us; we could have done so much more"
The similarity between Croc and Super Mario 64 isn't lost on San, who feels that the early prototype had some influence on the seminal N64 title. "Miyamoto-san went on to make Mario 64, which had the look and feel of our Yoshi game - but with the Mario character, of course - and beat Croc to market by around a year," San says. "Miyamoto-san came up to me at a show afterwards and apologised for not doing the Yoshi game with us and thanked us for the idea to do a 3D platform game. He also said that we would make enough royalties from our existing deal to make up for it. That felt hollow to me, as I'm of the opinion that Nintendo ended our agreement without fully realising it. They canned Star Fox 2 even though it was finished and used much of our code in Star Fox 64 without paying us a penny.
Básicamente, que Argonaut Software, tras haber colaborado con Nintendo para hacer el Star Fox de Snes, quiso probar a hacer un juego 3D de plataformas, y usaron a Yoshi en el prototipo. A Nintendo no les gustó que usaran un personaje suyo y rompió el acuerdo que tenían. Entonces Argonaut decidió terminar el juego a su manera y cambiando el personaje, inventando a Croc, para evitar problemas legales. Después, cuando Miyamoto hizo el Super Mario 64 (que llegó al mercado un año antes que Croc), basándose en el concepto del prototipo de Yoshi, más adelante se acercó a Jez San (fundador de Argonaut) y se disculpó por haberles impedido hacer el juego de Yoshi y le dio las gracias por haberle inspirado a hacer un juego 3D de plataformas.