That means it is running REALLY smooth on both screens.
"Those two screens, you can't find that anywhere else," Hashimoto told GameSpot during a recent interview. "When we were doing Bayonetta 2, we just used that screen as a touch pad. With Star Fox, Miyamoto originally had the idea that he wanted to create a shooting game that used both of these screens, and then we said, okay, how can we combine this with Star Fox? Just having to use those two screens makes things interesting.
"We've got them both moving at 60 fps, which is big for a lot of people, I think," he continued. "But I think that it's kind of a milestone in gaming, in a way. It's not something that we have done ourselves before at Platinum, and it's just not even something that has been done in gaming before. So it's a lot of new challenges."
Hashimoto added that the biggest challenge with Star Fox Zero has been making sure using both screens feels natural and interesting--and more importantly, fun. For Miyamoto's team as well as Hashimoto and his collaborators, creating a shooter using the GamePad controls is a new experience.
"We've been working with action games long enough," Hashimoto said. "We understand how the players play an action game, how they respond to an action game, how they'll move, what they'll do in the situational stuff. What we're making here now, it's totally a new learning experience for us, which is kind of fun to find out."
In mid-September, Miyamoto posted a heartfelt note to Facebook stating that Star Fox Zero had been delayed into 2016. He reiterated that quality is the reason for the delay, and added that his studio's task in the matter is to give the game more of that "Platinum feel."
"We want to make it feel as great as possible," Miyamoto said. "It's easy to say [it was delayed] to increase its quality, or whatever, but that entails a lot, whether it be visuals, or controls."
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