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Argonaut Games
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Argonaut Games is a British video game developer founded in 1982. It was known for the Super NES video game Star Fox and its supporting Super FX chip, and for Croc: Legend of the Gobbos and the Starglider series. The company was liquidated in late 2004, and ceased to exist in early 2007. It was relaunched in 2024.
Key Information
History
[edit]I told them that this is as good as it's going to get unless they let us design some hardware to make the SNES better at 3D. Amazingly, even though I had never done any hardware before, they said YES, and gave me a million bucks to make it happen.
Founded as Argonaut Software by teenager Jez San in 1982,[4] the company name is a play on his name (J. San) and the mythological story of Jason and the Argonauts.
Its head offices were in Colindale, London,[5] and later in the Argonaut House in Edgware, London.[6] Its U.S. head office was in Woodside, California in the San Francisco Bay Area.[5]
In 1990, Argonaut collaborated with Nintendo during the early years of the NES and SNES, a notable incident being when Argonaut submitted a proof-of-concept method of defeating the Game Boy's copyright protection mechanism to Nintendo.[7] The combined efforts from Argonaut and Nintendo yielded a prototype of the game Star Fox, initially codenamed "SnesGlider" and inspired by their earlier Atari ST and Amiga game Starglider, that they had running on the NES and then some weeks later on a prototype SNES. Jez San told Nintendo that his team could only improve performance or functionality of the demonstration if Nintendo allowed Argonaut to design custom hardware to extend the SNES to have true 3D capability. Nintendo agreed, so San hired chip designers and made the Super FX chip. They originally codenamed it the Mathematical Argonaut Rotation I/O, or "MARIO", as is printed on the chip's surface.[3][8] So powerful was the Super FX chip used to create the graphics and gameplay, that they joked that the Super NES was just a box to hold the chip.[9]
After building the Super FX, Argonaut designed several different chips for other companies' video game machines, which were never released. These include machines codenamed GreenPiece and CD-I 2 for Philips, the platform codenamed VeggieMagic for Apple and Toshiba, and Hasbro's "virtual reality" game system codenamed MatriArc.[10]
In 1995, Argonaut Software was split into Argonaut Technologies Limited (ATL) and Argonaut Software Limited (ASL). With space being a premium at the office on Colindale Avenue, ATL was relocated to an office in the top floor of a separate building. The building was called Capitol House on Capitol Way, just around the corner. There, they continued the design of CPU and GPU products and maintained "BRender", Argonaut's proprietary software 3D engine. They won a chip design project with LSI Logic for a potential PlayStation 2 design. LSI Logic became a minor investor in Argonaut.
In 1996, John Edelson was hired as the company General Manager. John Edelson ran the group for two years. Capital was raised in 1996–1998 from Tom Teichman and Apax Partners. According to Jez San, Argonaut remained an independent developer by choice, and had turned down several buyout offers.[11]
In 1997, the two arms of the company once again shared an office as the entire company was moved to a new building in Edgware. In September 1997, Croc: Legend of the Gobbos was released by Fox Interactive for the PlayStation and Sega Saturn. A PC version of the game was also later released in 1998.
In 1998, ATL was rebranded ARC after the name of their main product, the Argonaut RISC Core, and became an independent company spun off to the same shareholders. ARC was an embedded IP provider. Bob Terwilliger was engaged as the President.
Argonaut Software Limited became Argonaut Games and was floated in 1999.
In early October 2004, Argonaut Games called in receivers David Rubin & Partners, laid off 100 employees, and was put up for sale.[12] Many former employees would join newly established developer Rocksteady Studios. A lack of a consistent stream of publishing deals had led to cash-flow issues and a profit warning earlier that year. In 2005, the company entered liquidation and was dissolved in early 2007.
Reopening (2024–present)
[edit]On 28 August 2024, Jez San reopened Argonaut Games as a boutique publisher that would focus on re-releasing and remastering Argonaut's existing franchises alongside the publication of third-party independent titles. Its first release is a remaster of Croc: Legend of the Gobbos,[13] which had previously been teased by San the previous year.[14][15]
On 25 September 2024, Argonaut announced they had made a strategic investment in Ancient Machine, the developer of the forthcoming PC narco-thriller VICE Undercover.
BRender
[edit]BRender (abbreviation of "Blazing Renderer") is a development toolkit and a realtime 3D graphics engine for computer games, simulators, and graphic tools. It was developed and licensed by Argonaut Software.[16] The engine supports Intel's MMX instruction set and Windows, MS-DOS, and PlayStation platforms. Support for 3D hardware graphics accelerator cards was added.[17] Software made with BRender includes Carmageddon,[18] Croc: Legend of the Gobbos, FX Fighter,[19] I-War,[20] and 3D Movie Maker. It was released as free and open-source software under the MIT License on 3 May 2022.[21][22]
Titles
[edit]Games developed
[edit]- ^ Race Drivin' was ported from the arcade.
- ^ a b Argonaut Games provided assistance in programming with the FX Chip.
- ^ Known as Harry Potter and the Sorcerer's Stone in North America.
- ^ Star Fox 2 was originally planned for release on SNES in 1996 (build date: 12 September 1995). However, the game was not officially released until 2017 when it was included in the Super NES Classic Edition.
Games published
[edit]| Year | Title | Platform(s) | Developer(s) | Note(s) |
|---|---|---|---|---|
| 2025 | Croc: Legend of the Gobbos (remaster)[13] | Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch | Titanium Studios and Big Boat Interactive | |
| Croc | Game Boy Color | TBC | Physical GBC re-release, digital release platforms currently unconfirmed |
Cancelled games
[edit]| Title | Development period | Platform |
|---|---|---|
| 8-Kings[25] | — | N-Gage |
| Crash vs. Spyro Racing[26] | 2004 | Xbox |
| Orchid[27][28][29] | 2003 | GameCube, PS2, and Xbox |
| Bionicle: City of Legends[30][31] | 2004 | Xbox, PS2 |
| I-Ninja 2[32] | 2004 | PS2, Xbox, GameCube |
| Zero Hour[33] | 2004 | PS2, PSP |
| Cash on Delivery[34] | PS2 | |
| Croc 3 (rumored)[citation needed] | 2001 | Xbox |
| Kanaan[35] | PC | |
| Unnamed Yoshi game[citation needed] | 1995 | N64 |
| Transformers: Generation 2[36] | 1994 | SNES |
References
[edit]- ^ McFerran, Damien (13 September 2022). "Jez San On Argonaut, Star Fox And Working With Nintendo". Time Extension.
- ^ Troughton, James (25 September 2023). "An Unreleased Crash Vs Spyro Racing Game Has Been Found". TheGamer. Retrieved 25 September 2023.
- ^ a b Bolton, Syd. "Interview with Jez San, OBE". Armchair Empire. Archived from the original on 17 December 2007. Retrieved 16 February 2014.
- ^ Brookes, Jason; Bielby, Matt (May 1993). "Superplay interview: Jez San, Argonaut". Super Play. United Kingdom: Future Publishing.
- ^ a b "Company Summary" (Archive). Argonaut Games. 29 October 1996. Retrieved on 21 May 2016. "Argonaut Technologies Limited Capitol House, Capitol Way, Colindale, London, NW9 ODZ, United Kingdom" and "Argonaut USA Rich Seidner – Head of US Operations 210 Grandview Drive, Woodside, California, 94062, USA"
- ^ "Argonaut Contact information". Argonaut Games. 13 January 1998. Archived from the original on 13 January 1998. Retrieved 9 November 2009.
Argonaut House 369 Burnt Oak Broadway Edgware Middlesex HA8 5XZ
{{cite web}}: CS1 maint: bot: original URL status unknown (link) - ^ McFerran, Damien (22 June 2014). "Born slippy: the making of Star Fox". Eurogamer. Retrieved 20 August 2016.
- ^ "Of argonauts, vectors, and flying foxes: The rise of 3D on Nintendo consoles". Archived from the original on 13 June 2008. Retrieved 4 January 2015.
- ^ "Interview with Jez San". Arwing Landing. Archived from the original on 28 September 2007. Retrieved 4 September 2007.
- ^ "Feature: Jez San On Star Fox, Super FX And Teaching Nintendo How To Fly". Nintendo Life. Retrieved 4 September 2007.
- ^ Rider, David; Semrad, Ed (December 1997). "British Invasion" (PDF). Electronic Gaming Monthly. No. 101. Ziff Davis. p. 170.
- ^ Jenkins, David (3 November 2004). "Remaining Argonaut Development Staff Laid Off". Gamasutra. Retrieved 1 February 2018.
- ^ a b Romano, Sal (28 August 2024). "Croc: Legend of the Gobbos remaster announced for consoles, PC alongside Argonaut Games revival". Gematsu. Retrieved 28 August 2024.
- ^ McFerran, Damien (7 June 2023). "Croc HD Is In Development, Says Argonaut Founder Jez San". Time Extension. Hookshot Media. Archived from the original on 7 June 2023. Retrieved 7 June 2023.
- ^ @aerobatic (6 June 2023). "I have news but it's a little premature to announce it. a 'Croc HD' has started early development" (Tweet). Archived from the original on 7 June 2023 – via Twitter.
- ^ "BRender Web page". Argonaut Software. Archived from the original on 29 October 1996. Retrieved 22 June 2010.
- ^ "The Wave Report on Digital Media Issue 606 8/16/96". 4th WAVE, Inc. Archived from the original on 7 July 2011. Retrieved 22 June 2010.
- ^ "NG Alphas: Carmaggedon". Next Generation. No. 25. January 1997. pp. 125–6.
- ^ "3D Graphics Help". GamePro. No. 80. IDG. May 1995. p. 139.
- ^ "NG Alphas: I-War". Next Generation. No. 34. October 1997. p. 104.
- ^ Turing, Foone [@Foone] (3 May 2022). "I just got approval from Jez San, former CEO of Argonaut Games, to open source the BRender engine" (Tweet). Archived from the original on 4 May 2022. Retrieved 4 May 2022 – via Twitter.
- ^ Wright, Steven (4 May 2022). "At last, Microsoft 3D Movie Maker is now open-source... Wait, what?". Input. Retrieved 5 May 2022.
- ^ "Argonaut Games plc 2000". 1 November 2000. Archived from the original on 1 November 2000. Retrieved 22 November 2021.
- ^ Bramwell, Tom (30 January 2004). "EA bags Catwoman". Eurogamer. Retrieved 26 June 2018.
- ^ Gasking, Frank (9 November 2020). "8-Kings". Games That Weren't. Archived from the original on 9 November 2020. Retrieved 9 November 2020.
- ^ Bailey, Dustin (25 September 2023). "A prototype for the unreleased and unannounced Crash vs Spyro Racing has been found and preserved online". gamesradar.
- ^ "Argonaut unveils Orchid".
- ^ Fahey, Rob (30 May 2003). "Blow for Argonaut as Malice and Orchid are canned". GamesIndustry.biz. Retrieved 28 June 2023.
- ^ "Orchid". IGN. 8 January 2002.
- ^ "LEGO Bionicle 2 : City of Legends". PtPOnline. 30 October 2012. Archived from the original on 3 October 2017.
- ^ "BIONICLE 2: City of Legends (Xbox Beta) ISO Release", BioMedia Project, 1 February 2014
- ^ "I-Ninja 2: PS2/Xbox/GameCube – Cancelled", Unseen64, 12 March 2009
- ^ "Zero Hour, PSP – Cancelled", Unseen64, 26 November 2009
- ^ "Cash on Delivery, PSP – Cancelled", Unseen64, 27 July 2009
- ^ Unseen64 (11 May 2016). "Kanaan (Argonaut) [PC - Cancelled]". Unseen64. Retrieved 30 June 2023.
{{cite web}}: CS1 maint: numeric names: authors list (link) - ^ McFerran, Damien (3 November 2015). "No, SNES Super FX Title Vortex Was Never A Transformers Game". Nintendo Life. Retrieved 5 December 2021.
External links
[edit]Argonaut Games
View on GrokipediaHistory
Founding and early years (1982–1989)
Argonaut Software Ltd. was founded in September 1982 by 16-year-old Jez San in Edgware, London, initially as a one-person software consultancy operating from his family home. San, inspired by his passion for programming, began the company to showcase his skills and secure contract work, focusing on developing tools and ports for emerging home computers such as the ZX Spectrum, Commodore 64, and Atari ST. Early projects included copy protection systems for publishers like Acornsoft, providing essential revenue through freelance gigs while San balanced schoolwork. Funding came from personal savings and modest contract payments, allowing the venture to sustain itself without external investors.[1][6][12] The company's first commercial game, Skyline Attack, was released in 1984 for the Commodore 64, a vertical shoot 'em up where players pilot a spaceship defending against alien invaders in a scrolling cityscape. Credited to Argonaut Software despite predating the official founding date, it was developed collaboratively by San and a few school friends, marking the shift from consultancy to original game creation. This was followed by technical contributions to high-profile ports, notably providing the copy protection disk (PDS) for the 1984 Commodore 64 adaptation of Elite, a groundbreaking space trading simulator originally released for the BBC Micro. These efforts established Argonaut's reputation for innovative technical solutions in the competitive 8-bit market, paving the way for console-oriented development.[1][13] Argonaut's breakthrough came in 1986 with Starglider, a pioneering 3D space flight simulator released for the ZX Spectrum, Atari ST, Amiga, and other platforms. Drawing inspiration from the arcade game Star Wars, it featured real-time wireframe polygonal graphics, seamless transitions between space and planetary atmospheres, and open-ended gameplay involving combat against the hostile Egron empire while exploring procedurally generated worlds. The title sold approximately 300,000 copies worldwide, generating significant royalties—around £1.95 per unit under a favorable deal with publisher Rainbird— and won accolades including the Crash Readers' Awards for Best Game Overall in 1986. Notably, Starglider shipped with an original novella by author James Follett, integrating narrative elements that deepened player immersion in its sci-fi universe.[1][14] In 1988, Argonaut released Starglider 2, expanding the series with refined 3D rendering, larger explorable planetary surfaces, and strategic objectives like collecting resources to assemble a neutron bomb for destroying an enemy space station. The sequel retained the original's flight simulation core but introduced more varied terrain interactions and weapon upgrades, earning runner-up honors in the 1989 Golden Joystick Awards for Best Graphics and Best 16-Bit Game. Commercial success from Starglider—reinvested alongside San's personal funds—enabled team growth from a handful of collaborators to a small professional studio, culminating in office expansion within London by late 1989. This period solidified Argonaut's focus on 3D innovation, setting the stage for future hardware collaborations.[1][15]Expansion and Nintendo partnership (1990–1999)
In the early 1990s, Argonaut shifted its focus from personal computer titles to console development, recognizing the growing global market dominated by platforms like the Super Nintendo Entertainment System (SNES). This pivot was driven by the success of earlier 3D projects such as Starglider 2 (1988), which demonstrated the studio's expertise in polygon rendering and positioned it for high-profile collaborations. By the mid-1990s, Argonaut had expanded its operations, establishing a U.S. office in Woodside, California, to better support international partnerships and distribution.[16] A pivotal moment came in 1993 when Argonaut partnered with Nintendo to develop the Super FX chipset, a custom coprocessor integrated into select SNES cartridges to enable advanced 3D graphics capabilities. Designed by Argonaut engineers including Rob Macaulay and Ben Cheese, the Super FX featured a 16-bit reduced instruction set computing (RISC) processor running at 10.5 MHz, capable of handling up to 50,000 polygons per second and supporting texture mapping, sprite scaling, and rotation effects that far exceeded the base SNES hardware. This collaboration marked one of Nintendo's closest ties with a Western developer at the time, stemming from an earlier 3D demonstration on the Game Boy that impressed executives like Shigeru Miyamoto. The chipset's performance exceeded expectations, delivering approximately 200 times the anticipated speed boost for 3D rendering.[17][1] The Super FX debuted in Star Fox (released as Starwing in Europe), a rail-shooter developed by Argonaut in tandem with Nintendo's Entertainment Analysis & Development (EAD) team. Players controlled anthropomorphic pilot Fox McCloud and his team through on-rails space combat sequences, battling enemies with lasers, bombs, and barrel rolls while navigating asteroid fields and boss encounters in pseudo-3D environments. The game's innovative use of polygons for ships, terrain, and effects created a sense of depth and speed unprecedented on the SNES, earning widespread critical acclaim for its visuals and gameplay. Star Fox sold over 4 million copies worldwide, becoming a flagship title that boosted SNES sales and solidified the rail-shooter genre.[17] Subsequent titles leveraged the Super FX and its upgraded Super FX2 variant, which improved polygon throughput and added enhanced sprite manipulation. Argonaut's Stunt Race FX (1994) showcased vehicular stunts and track deformation, while Nintendo's Super Mario World 2: Yoshi's Island (1995), published by them but utilizing the Super FX2, employed the chip for dynamic sprite stretching and scaling to achieve its signature crayon-like art style and fluid animations. A sequel, Star Fox 2, advanced the formula with branching paths, free-roaming elements, and multiplayer modes but was cancelled in 1995 amid Nintendo's shift to the Nintendo 64; a near-complete version later launched in 2017 on the SNES Classic Edition. By 1999, Argonaut Software Limited had rebranded as Argonaut Games PLC and floated on the Alternative Investment Market of the London Stock Exchange, raising capital to fuel further growth amid the rising popularity of 3D consoles.[17][17] Beyond Nintendo, Argonaut applied its 3D engine BRender—previously used in PC titles—to console projects, exemplified by Croc: Legend of the Gobbos (1997), a 3D platformer released for PlayStation and Sega Saturn. Players guided the crocodile protagonist Croc through colorful levels, collecting gems and rescuing Gobbos from the villain Baron Dante using jumps, tail spins, and environmental puzzles. The game sold 1.5 million copies worldwide by late 1998, praised for its smooth controls and vibrant design despite competition from contemporaries like Crash Bandicoot. This era represented Argonaut's commercial peak, with the studio employing around 100-150 staff across its London headquarters and U.S. branch by the decade's end.[18][9]Decline and closure (2000–2004)
The launch of the PlayStation 2 in 2000 and Xbox in 2001 intensified competition in the console market, challenging developers like Argonaut Games that had built their reputation on Super Nintendo Entertainment System (SNES) technology during the 1990s.[19] As the industry shifted toward more advanced hardware, Argonaut's aging toolkit, including the BRender engine originally optimized for earlier platforms, proved difficult to adapt fully for next-generation consoles, contributing to delays in new projects.[20] Key releases during this period included Croc 2 in 2000, a multi-platform sequel to the successful Croc: Legend of the Gobbos that received positive reviews for its expanded levels and gameplay but achieved lower commercial success than its predecessor, with sales falling short of the original's over 3 million units.[21] Argonaut also handled the GameCube port of Harry Potter and the Philosopher's Stone in 2001, adapting the title for Nintendo's new console amid the company's efforts to diversify beyond its SNES legacy. Financial pressures mounted early in the decade, with Argonaut reporting a half-year loss of £1.6 million in early 2001, alongside a sharp decline in turnover to £1.5 million due to reduced royalties from older titles like the Croc series.[19] By 2003, the company recorded a pre-tax loss of £10.9 million for the fiscal year ended July 31, attributed to project delays and rising development costs in a competitive landscape.[22] Shares, which had floated in 2000 at a company valuation of around £100 million, plummeted, with the stock price halving within months and trading suspended on the London Stock Exchange on October 15, 2004, amid warnings of imminent cash shortages.[23][20] Layoffs became a recurring measure to stem losses, with staff numbers peaking at over 300 in the early 2000s before significant reductions; by October 2004, following the closure of the Sheffield studio and other cuts, the workforce had shrunk from 268 to 119 employees across remaining sites in Edgware, Kentish Town, and Cambridge.[16][24] Debts accumulated to approximately £6 million in losses for the year ended July 31, 2004, exacerbated by unsigned publisher contracts and overruns on multi-platform developments.[23][20] The company's final challenges involved struggling to secure deals for ongoing projects, leading to administration on October 25, 2004, under David Rubin & Partners, with assets placed for sale to preserve as many jobs as possible.[24] Founder Jez San and his father Aaron San resigned as directors shortly before the administration, reflecting on the intense post-2000 market competition that outpaced Argonaut's transition from its 16-bit successes.[23] The original entity was liquidated by early 2007, marking the end of its two-decade run as an independent developer.[25]Revival (2024–present)
On August 28, 2024, Jez San, the founder of the original Argonaut Games, announced the revival of the company as a boutique publisher based in London, with a primary focus on re-releasing and remastering its classic titles rather than developing new intellectual properties.[26][27][28] The studio's first project under this revival was the remastered version of Croc: Legend of the Gobbos, originally released in 1997. Initially slated for a late 2024 launch, the remaster faced delays and debuted on April 2, 2025, with digital releases across platforms, followed by physical editions in Q4 for PlayStation 5 and Xbox Series X/S, and a Steam version on October 17, 2025. The update includes high-definition graphics, modernized controls to replace the original's tank-style movement, quality-of-life improvements such as rewind functionality, and a digital museum showcasing development artifacts. By November 2025, the remaster had received mixed reception, praised for faithfully restoring the 3D platformer's charm while addressing dated mechanics but criticized for highlighting original design flaws, though sales figures remained modest, leading to early discounts on platforms like the PlayStation Store.[29][30][31][32][33][34][35][36] In July 2025, Argonaut expressed interest in remastering additional titles from its catalog, specifically highlighting the 1998 Nintendo 64 rail-shooter Buck Bumble as a priority for future preservation efforts. Executives Jez San and Mike Arkin indicated plans to enhance its visuals and potentially add online multiplayer features, with interest expressed in enhancing its visuals and potentially adding features, as part of broader ambitions to revive underappreciated 90s and early 2000s 3D platformers and rail-shooters.[11][37][21] As of late 2025, the revived Argonaut operates as a small team of under 20 staff, led by San, and relies on external partnerships for porting and development tasks, with no confirmed plans for original IP creation. The company's goals emphasize cultural preservation of its historical portfolio, including exploratory discussions for Star Fox-related projects contingent on Nintendo's approval, though none have been greenlit.[26][11]Technology
BRender engine
BRender, also known as the Blazing Renderer, is a real-time 3D graphics engine developed by Argonaut Games as a software rendering toolkit for personal computers during the early 1990s.[38] The engine was first commercially released in 1993, initially targeting MS-DOS and Windows platforms, with later support for OS/2 and Macintosh systems.[39] It emerged during a period when hardware-accelerated graphics were not yet widespread, providing developers with an accessible solution for creating 3D content on standard PC hardware.[40] At its core, BRender enabled real-time 3D rendering through features such as Gouraud shading for smooth surface gradients and perspective-correct texture mapping in 8-, 16-, or 24-bit color depths.[41] Scene management relied on a hierarchical actor tree structure to organize models, cameras, lights, and other elements, facilitating efficient clipping, hidden surface removal, and special effects like transparency and reflection.[38] Optimized in C and assembly for performance, the engine could process over 120,000 polygons per second on a 100 MHz 486 processor equipped with local bus graphics, demonstrating its capability for complex scenes without dedicated 3D hardware.[41] Argonaut licensed BRender to numerous third-party developers, who integrated it into over two dozen titles between 1995 and 1999, including Microsoft's 3D Movie Maker (1995) and Stainless Steel Software's Carmageddon (1997).[42] Internally, Argonaut employed the engine in its Croc series of platformers, starting with Croc: Legend of the Gobbos (1997), to power detailed 3D environments and character animations.[38] This widespread adoption highlighted BRender's role as a versatile middleware for isometric and full 3D games during the mid-1990s software rendering era.[43] Subsequent versions evolved to incorporate emerging hardware standards; by 1995, updates added compatibility with Direct3D for Windows 95, allowing integration with accelerating graphics cards. However, as industry standards shifted toward OpenGL and native DirectX APIs in the late 1990s, BRender's proprietary nature and focus on software rendering diminished its relevance, leading to a gradual decline in new licenses.[40] BRender's technical impact lay in democratizing 3D development for PC games before affordable 3D accelerators became common, enabling high-quality visuals on consumer hardware and influencing early middleware approaches in the industry.[38] The engine's source code was released under the MIT license in 2022, preserving its legacy for modern analysis and potential revival projects.[44]Super FX chipset
The Super FX chipset, also known as the Graphics Support Unit (GSU), was conceived in 1991 by Argonaut Games founder Jez San as a custom coprocessor to enable 3D graphics on the Super Nintendo Entertainment System (SNES), partly in response to Sega's early demonstrations of 3D arcade technology like Virtua Racing. Argonaut collaborated closely with Nintendo and third-party application-specific integrated circuit (ASIC) designers to develop the technology, beginning with a pitch to Nintendo president Hiroshi Yamauchi that promised enhanced processing power for advanced visuals; San initially claimed the chip would be ten times faster than the SNES CPU, delivering performance approximately 10 times greater through its RISC architecture and higher clock speed.[2] This partnership stemmed from Argonaut's prior success hacking the Game Boy to showcase rudimentary 3D effects, which impressed Nintendo executives and led to San's team working on-site in Japan. The resulting GSU-1 chip debuted in 1993, providing approximately 10.74 MIPS of processing power through its 10.74 MHz clock speed (half the SNES master clock of 21.48 MHz) on a 16-bit reduced instruction set computing (RISC) architecture integrated directly into game cartridges, featuring a 16-bit RISC CPU with 32 KB of shared backup RAM and 512 bytes of dedicated cache RAM. Technically, the Super FX functioned as a dedicated graphics accelerator, featuring a 16-bit RISC CPU with 32 KB of shared backup RAM and 512 bytes of dedicated cache RAM and specialized instructions for handling polygon transformations, lighting calculations, texture mapping, and affine scaling of sprites, offloading these tasks from the SNES's main 65816 processor to achieve real-time 3D rendering. This enabled innovative effects such as the barrel rolls and dynamic terrain deformation seen in Star Fox, where the chip rendered polygonal models and layered them with the SNES's Mode 7 affine transformations for pseudo-3D environments. The cartridge-based design allowed developers to access up to 8 MB of ROM, with 128 KB shared between the main CPU and GSU, facilitating complex geometry processing that the base SNES hardware could not support at playable frame rates. An upgraded iteration, the Super FX 2 (GSU-2), was released in 1995 with a doubled clock speed of 21.48 MHz—offering around 21 MIPS—and expanded addressing capabilities for larger ROM sizes, primarily to support advanced 2D effects like sprite distortion and rotation rather than full 3D polygons. This version powered titles such as Super Mario World 2: Yoshi's Island, where it handled the game's signature stretching and warping animations for enemies and backgrounds, maintaining 60 frames per second. In total, variants of the Super FX chipset appeared in approximately 13 games across NTSC and PAL regions, including the 1995 port of Doom, which adapted the first-person shooter to the SNES using the chip for visibility calculations and wall rendering in its labyrinthine levels; other notable uses included racing simulations like Stunt Race FX and flight combat in Star Fox. Production of the Super FX chips was handled by specialized ASIC manufacturers, significantly increasing cartridge manufacturing costs due to the custom silicon and additional pins required for integration, making games with the chip more expensive to produce and price at retail. Argonaut received royalties on sales of Super FX-equipped titles, recouping an initial £1 million development advance from Nintendo through royalties, with significant returns from Star Fox sales. These royalties provided crucial funding for Argonaut's expansion but highlighted the financial risks for publishers, as the added expense limited adoption. The Super FX's post-SNES legacy influenced Nintendo's transition to dedicated 3D hardware in the Nintendo 64 (N64), where lessons from cartridge-based acceleration informed the console's Reality Coprocessor for polygon rendering, accelerating the industry's shift toward fully 3D gaming paradigms. Although no direct sequels or built-in implementations followed for the SNES—due to cost barriers and the impending N64 launch—the technology inspired early experiments in portable 3D graphics, such as enhanced Game Boy prototypes, and underscored the viability of coprocessor designs in consumer hardware.Games
Developed titles
Argonaut Games began its development portfolio with innovative titles for 8-bit and 16-bit home computers in the 1980s. The company's debut major release was Starglider, a 3D wireframe space combat simulator launched in 1986 for the Atari ST, with subsequent ports to the Amiga, ZX Spectrum, Commodore 64, Amstrad CPC, and Apple II. This game showcased early 3D rendering techniques inspired by flight simulators, allowing players to pilot a starfighter through planetary atmospheres to destroy enemy installations. It received critical acclaim for pushing hardware limits.[45] Following this success, Starglider 2 arrived in 1988 for the Amiga and Atari ST, expanding to ZX Spectrum, MS-DOS, Macintosh, and PC-98 by 1989. The sequel advanced to filled-polygon graphics, enabling more detailed environments and a larger game world where players gathered resources to upgrade their ship while battling alien forces. It was lauded for its technical achievements and immersive gameplay, contributing to Argonaut's reputation for 3D innovation.[15]| Title | Release Year | Platforms | Notes |
|---|---|---|---|
| Starglider | 1986 | Atari ST, Amiga, ZX Spectrum, Commodore 64, Amstrad CPC, Apple II | Pioneering wireframe 3D space shooter. |
| Starglider 2 | 1988 | Amiga, Atari ST, ZX Spectrum, MS-DOS, Macintosh, PC-98 | Introduced filled polygons; enhanced ship customization and exploration. |
| Title | Release Year | Platforms | Notes |
|---|---|---|---|
| Star Fox | 1993 | SNES | Super FX-powered 3D rail shooter; 3+ million sales; branching narratives. |
| Star Fox 2 | 1995 (released 2017) | SNES, Nintendo Switch Online | Free-roaming levels; unreleased prototype until SNES Classic. |
| Super Mario World 2: Yoshi's Island | 1995 | SNES | Super FX2 for effects; co-developed graphics tech with Nintendo EAD. |
| Title | Release Year | Platforms | Notes |
|---|---|---|---|
| Stunt Race FX | 1994 | SNES | Super FX racing game with 3D polygons. |
| Croc: Legend of the Gobbos | 1997 | PlayStation, Sega Saturn, PC | 3D platformer with tail mechanics; 3+ million sales; IGN Editor's Choice. |
| Buck Bumble | 1998 | Nintendo 64 | Insect flight adventure. |
| Croc 2 | 1999 | PlayStation, PC, Dreamcast (2000) | Added mini-games and vehicles; 730,000+ PS sales. |
| Title | Release Year | Platforms | Notes |
|---|---|---|---|
| Alien: Resurrection | 2000 | PlayStation | Survival horror based on the film. |
| Harry Potter and the Philosopher's Stone | 2001 | PlayStation | Open-world adaptation of the novel. |
| Bionicle | 2003 | GameCube, PlayStation 2, Xbox, Windows, Game Boy Advance | Action-adventure tied to LEGO franchise. |
| I-Ninja | 2003 | PlayStation 2, Xbox, GameCube, Windows | 3D platformer with ninja and vehicle gameplay. |
