Gameplay
Star Fox Adventures uses a gameplay engine similar to that of The Legend of Zelda: Ocarina of Time. Its graphics were very sophisticated for its time, receiving particular attention for its real-time fur rendering. Like Ocarina of Time, Star Fox Adventures has a day-and-night phase, but a more accurate and gradual one. Also, a language called Dino is used similar to that of the Al Bhed language in Square Co.'s Final Fantasy X, except that the letter Y is used only in proper nouns. The game also has a widescreen mode, designed for widescreen television sets.
The gameplay mechanics themselves closely mirror those of Ocarina of Time, as Fox is on foot for most of the game and pilots his Arwing only to reach another piece of the planet. Similar to Link wielding his Master Sword, General Pepper forbids Fox from using any sort of blaster, quoting "This mission is about saving the planet, not blowing it up" despite the dangers around him and instead relies on Krystal's staff which he discovers on the planet, in order to attack and defeat enemies as well as interact with the surrounding environment. While Fox uses the staff primarily for attacking enemies physically, he can later gain power-ups for the staff which allow it to fire projectiles, freeze enemies, or help him reach high up areas that are normally inaccessible. Fox cannot jump unless he runs off the edge of an object or a cliff, and can roll after landing on the ground, in the same fashion as Link leaps off edges in Ocarina of Time. One key difference between the two games, however, is that Fox acquires his targets automatically when he approaches them, while the player has to manually trigger a lock-on when controlling Link. IGN called this new system "a beneficial addition", and GameSpot stated it "makes targeting a cinch".
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