Having been released within a month of the Super Famicom’s domestic launch, Pilotwings went on to become one of the console’s most beloved titles. Very rarely did one ever see anyone make a serious attempt at three-dimensional gameplay in 1990. Although Pilotwings lacked a true sense of depth, that the team led by producer Shigeru Miyamoto was willing to experiment allowed it to have a rightful place in history. Because it was such a widespread, mainstream success, many developers began to see 3D as the way of the future.
Strangely, despite the fact that it proved successful, it didn’t inspire any sequels immediately. Because of its simplistic gameplay, Pilotwings is thought of as an elaborate technical demonstration for the Super NES. It wasn’t that the developers weren’t interested in creating a sequel – they simply explored what Pilotwings accomplished using different properties. Whether it was using the console’s Mode 7 feature to supplement their presentation or adding action elements to the general gameplay and calling it Star Fox, the influence Pilotwings had on the medium could be felt for the duration of the console generation despite not being as prolific as Nintendo’s other successes. Therefore, with Pilotwings having demonstrated what the Super NES was capable of, it seemed only natural that Nintendo would wait until they were ready to make another strong impression to finally create a sequel.
In the mid-1990s, Nintendo was working on their newest console: the Nintendo 64. While the Super NES merely faked the perception of depth by creatively rotating and scaling scanlines, the Nintendo 64 was going to be the genuine article. With one of the most advanced graphics processers of its day, they would redefine the rules of the medium once more in the form of the launch title Super Mario 64. As Shigeru Miyamoto, Takashi Tezuka, and Yoshiaki Koizumi directed its creation, Nintendo turned their attention to a company based in Addison, Texas called Paradigm Entertainment.
Founded in 1990, the company primarily focused on creating products specifically for graphics developers. This included military training simulations for pilots and ship captains. Their diverse clientele included the United States Department of Defense, NASA, Lockheed Martin Boeing, and the Walt Disney Company. With their endorsement of 3D graphics and virtual reality, Nintendo couldn’t have picked a better company to help co-develop the Nintendo 64’s iteration of Pilotwings. Led by Genyo Takeda and Makoto Wada of Nintendo, the two companies began developing the game in earnest in 1995. As Mr. Miyamoto was co-directing Super Mario 64 at the time, his role ended up being far more removed than his production work for the original Pilotwings, though he still oversaw the project from Japan.
Paradigm had developed simulators for military vehicles and aircraft, yet never created a video game. As such, the first hurdle the company had to overcome involved combating old habits. From the beginning, they had to choose between creating what amounted to an arcade game on a home console or a simulation. Rather than placing an emphasis on physics during development, they opted to create something that had a balance between realism and fun. While Paradigm worked on its graphical presentation, Nintendo was in charge of the game design. Using a naming convention that would become typical for the platform, the game was entitled Pilotwings 64. It would be one of the thirteen Nintendo 64 games showcased during the Shoshinkai event in November of 1995 – during which time, the console was dubbed the Ultra 64. The game debuted domestically alongside the retitled Nintendo 64 in June of 1996. It would launch with the console as it made its international debut the following September and March as well. Was Pilotwings 64 able to truly demonstrate the Nintendo 64’s potential?