Before Star Fox, there was a developer in Britain building copy protection tools, a dinner party that opened the right door, and a Game Boy prototype game that could do something it was never supposed to do. Jez San's Argonaut Software caught Nintendo's attention at CES and was invited to Japan. The meeting led to a two million dollar deal to build a custom chip to bring real 3D to the SNES. A team of Argonaut programmers moved to Japan and worked alongside Shigeru Miyamoto and Katsuya Eguchi to build one of the most technically ambitious games on the system. The Super FX chip made it possible, and a Kyoto fox shrine gave it its identity. Star Fox sold well, but its late arrival in the SNES lifecycle meant a nearly completed Star Fox 2 was shelved and not released until the SNES Classic. The collaboration that made it all possible did not end on the warmest terms. Nintendo retained some of Argonaut's programmers, and San walked away feeling the partnership had given Nintendo far more than it had given Argonaut.
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