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Star Fox 64 vs. Star Fox Zero: Which Should You Play First?

Start with Star Fox 64 for the clearest introduction to the series’ classic flight-action format. Choose Star Fox Zero first if Wii U is your only option or its dual-screen controls are the main draw.
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Play Star Fox 64 first, then Star Fox Zero, if you can access both. Star Fox 64 is the clearest introduction to the series’ route-based arcade flight action. Zero revisits its story framework but makes dual-screen play and motion aiming central to the experience, so the classic game gives you a useful baseline for deciding whether that control experiment suits you. If you only have a Wii U, starting with Zero is still reasonable.

The short version: choose 64 if you want to understand the classic format first; choose Zero if Wii U is the system you have or its unusual control design is what interests you. You do not need to play one to understand the other, and the recommended order is about context rather than a required story sequence.

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Why play Star Fox 64 first?

Star Fox 64 presents the series’ core format more directly: pilot through flight-action missions, find hidden paths, and encounter stages that shift into 360-degree All-Range Mode. Nintendo’s official Star Fox 64 product page describes 15 levels and branching routes. Those features make it a practical starting point for understanding how a run can change according to the paths and objectives you encounter.

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That recommendation is about context, not a claim that Zero is a lesser game. Zero is easier to assess when you already know the familiar flight-action framework it reimagines. If you play it first, you can still follow its story and missions; you simply won’t have the same point of comparison for its changes to aiming, screens, vehicles, and routes.

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Think of 64 as a reference point, not homework. Its 15-level structure gives you a compact way to see the ingredients the series is known for: forward-moving flight action, paths that can branch, and encounters that open into All-Range Mode. A first playthrough does not have to uncover every route before you move on. The point of playing it first is to recognize the basic shape of the experience, so that changes in Zero feel like deliberate variations rather than unexplained differences.

That makes the order especially useful if you are deciding whether the two games are worth playing back-to-back. Starting with 64 lets you compare their shared roots and their differences in control and mission approach. But if you are mainly curious about Zero, nothing in the recommendation means you must put it off. It is a reimagining rooted in the older game’s framework, not a conventional numbered sequel whose plot depends on prior installments.

What changes in Star Fox Zero?

Star Fox Zero is a Wii U game released in North America on April 22, 2016, according to developer PlatinumGames’ official Star Fox Zero page. It returns to the Star Fox 64 story framework rather than continuing it as a conventional numbered sequel. In a TIME interview published in April 2016, series creator Shigeru Miyamoto described it as going “back to the roots,” explaining the meaning of “Zero.” He also said it was not a “4” or “5,” nor a new spin-off. That description helps set expectations: think of Zero as a new approach to familiar foundations, not the next chapter in a numbered series.

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The two-screen control setup

Zero is built around the Wii U TV and GamePad serving different viewing and aiming tasks. Motion aiming is part of that design, rather than an optional feature that leaves the rest of the game unchanged. This makes the game’s control scheme a major part of the decision: players who enjoy aiming with motion controls and managing two views may be drawn to the experiment, while players who want a more direct, single-view flight-action format may prefer 64.

Before choosing Zero, ask yourself a practical question: does switching between the TV and GamePad perspectives sound engaging, or does it sound like a distraction from flying? The design asks you to work with both screens and motion aiming, so your comfort with that arrangement matters more than a broad claim that one game has “better” controls. It is also a Wii U-specific experience; the dual-screen concept is not a reason to expect the game to work the same way on a different console.

That is a preference-based trade-off, not an objective verdict about which control system is better. The official product descriptions and Miyamoto’s TIME interview explain the design intent, but they do not establish a controlled comparison of control quality or difficulty. There is no sound basis for presenting either game as universally easier, harder, or better to control. If possible, base your decision on whether you want a conventional flight-action presentation or are curious about learning a more unusual one.

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More than a control change

Zero also adds new bosses, different approaches to routes, teleporters, and other vehicles, as described by PlatinumGames. It shares roots with 64, but it is not simply the same set of missions with a new aiming method. The changes affect how the game presents its routes and encounters as well as how you aim. The sensible order is therefore to learn the classic structure in 64, then see how Zero alters the formula—unless its Wii U-specific design is the very reason you want to start there.

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For a newcomer, this means not to expect a one-to-one remake of every level or a duplicate experience. The games are related, but the added route approaches, bosses, teleporters, and vehicles give Zero its own identity. If the only thing you want is the most direct introduction to the classic structure, 64 is the clearer choice. If you are interested in seeing familiar roots explored through a different design, Zero has a separate reason to play.

At a glance: which game fits your priorities?

Question Star Fox 64 Star Fox Zero
Where was it released? Originally on Nintendo 64; Nintendo’s UK page also lists a Wii U Virtual Console edition. Developed for Wii U; released in North America on April 22, 2016, according to PlatinumGames.
What is the structure? Nintendo describes 15 levels, hidden paths, and missions that switch to 360-degree All-Range Mode. Reworks the Star Fox 64 story framework with route variations, new bosses, teleporters, and additional vehicles.
What defines the controls? A more direct example of the series’ classic flight-action format. Two-screen play and motion aiming, with the TV and GamePad supporting different views and tasks.
What does the official product information say about multiplayer? Nintendo lists a VS mode for up to four players. Nintendo’s cited page describes cooperative play. Check the specific edition and setup for details; do not assume it offers the same VS mode as 64.
Who should start here? Players who want the clearest introduction to the route-based format. Players whose only available system is Wii U, or whose main interest is the dual-screen control experiment.

Use the table as a shortlist, not as a scorecard. It summarizes the documented distinctions that matter most to a first-time player: the original’s classic route-based structure, Zero’s Wii U presentation, and the games’ different multiplayer descriptions. It does not rank either game on difficulty, length, or overall quality; the cited Nintendo and PlatinumGames descriptions do not provide a controlled comparison on those points.

Choose your starting game by console and play style

If you can access both games

  1. Start with Star Fox 64. Use it to learn the classic mission and route structure, including the contrast between ordinary flight-action stages and All-Range Mode encounters. You do not need to seek out every route to understand the format.
  2. Move on to Star Fox Zero if you want another take. Its shared roots make the comparison meaningful, while its different route approaches, bosses, vehicles, and dual-screen aiming give you new things to notice.
  3. Judge the control experiment on its own terms. Pay attention to whether working with the TV and GamePad feels appealing to you. It is a defining design feature, not a side option that can be ignored when making your choice.

This order answers the question “Should I play both, or skip to 64?” If your time or access allows only one, prioritize 64 when you want the clearest starting point for the classic format. Play both if the Wii U controls and the differences between the two approaches interest you. You do not need to play both for story-comprehension reasons, and the comparison does not require a complete route-clearing run in 64.

If you only own a Wii U

Start with Zero. It was developed for that system, and there is no need to delay playing it just because 64 would otherwise make a useful introduction. Go in expecting a Wii U-specific control approach rather than a straightforward version of the classic format. The TV and GamePad have different roles, and motion aiming is central enough that it is worth considering whether you are willing to learn and use that setup.

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If you later get access to 64, you can still play it afterward and make the comparison in reverse. Knowing Zero first does not prevent you from understanding the older game’s route structure. It only means that you will encounter the classic format after seeing one of its later reinterpretations.

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If you dislike motion aiming or switching views

Begin with 64 if it is available to you. The documented design difference is especially relevant if you prefer a more direct flight-action presentation and do not want to manage separate TV and GamePad views. That preference may make Zero a poor personal fit; it does not make the game a poor fit for everyone.

If you are unsure, treat the question as one of appetite rather than ability. The sources do not show that motion aiming makes Zero objectively more difficult, nor do they establish how long it takes players to adjust. What they do establish is that the dual-screen and motion-aiming approach is part of the game’s design. Choose based on whether that is a feature you want to explore or a complication you would rather avoid.

If multiplayer is your deciding factor

Do not treat the games as having interchangeable multiplayer. Nintendo’s official Star Fox 64 product page lists a VS mode for up to four players. The Nintendo page cited for Zero describes cooperative play, which is not the same claim as a four-player VS mode. Check the specific edition and hardware arrangement you plan to use before choosing on that basis; the cited descriptions do not establish that the two games offer matching modes or identical setup requirements.

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This distinction is useful if you are choosing a game for a group rather than a solo first playthrough. Confirm the mode you want, the edition you can access, and the setup needed for your intended play before buying or arranging a session. Do not infer that the number of players, type of play, or accessories are the same simply because both games belong to the same series.

If the story is your main concern

The available descriptions support calling Zero a reimagining of the Star Fox 64 story framework, not a conventional numbered sequel. That means the recommendation to play 64 first is not a warning that Zero requires story knowledge from it. Start with whichever game best fits your hardware and interest; play both if comparing their approaches is part of the appeal.

Availability: what to check before you plan a playthrough

Star Fox 64

Nintendo’s UK Star Fox 64 page lists the original Nintendo 64 release and a Wii U Virtual Console edition. Nintendo Life’s guide currently lists Nintendo Switch Online + Expansion Pack as another access route, but subscription catalogues can change; confirm the current catalogue for your region before relying on it. Nintendo announced that new Wii U and 3DS eShop purchases ended on March 27, 2023, so do not treat those shops as current places to buy the game. Existing purchases, physical copies, and regional access are separate cases.

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For that reason, check your own situation rather than assuming that an old digital listing means a new purchase is possible. If you already own a compatible copy, that may be the simplest route. If you are looking at a subscription catalogue, verify that the title is currently included where you live. If you are considering a physical copy, availability and condition can vary; no fixed current used-copy price is supported here.

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Star Fox Zero

Zero was developed for Wii U, not as a current-system release. Because new purchases on the Wii U eShop ended in 2023, check what access you already have or what physical copies are available in your region. Availability and used-copy prices can change, so a fixed price or stock claim would not be reliable here. Do not assume that a current Nintendo system plays Zero just because it is a Nintendo game; the documented release platform is Wii U.

If access to both games is central to your decision, check the platform and edition before planning the order. The older game has multiple historical access routes listed by Nintendo and Nintendo Life, whereas Zero is a Wii U title. The eShop announcement matters because it rules out treating the Wii U store as a normal new-purchase option today, but it does not say that existing purchases or physical copies have disappeared.

The 2026 Switch 2 remake is a separate option

Nintendo’s UK page lists Star Fox for Nintendo Switch 2 with a June 25, 2026 release date and describes it as a remake of the Nintendo 64 game. For someone who owns Switch 2, it may be a more accessible way to approach the classic game, depending on regional availability. It is a distinct remake, not Star Fox Zero, and does not change the comparison between the two games in this guide.

Keep that option in its proper place: it may help a Switch 2 owner find a route to the classic game, but it is not a new platform version of Zero and should not be confused with the Wii U control experiment. Check Nintendo’s current regional product information for details about access. The game’s June 25, 2026 date is a release date, not a guarantee that every reader’s region or preferred format has the same availability.

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What the recommendation does—and does not—mean

The order is useful because 64 establishes the classic format and Zero changes how that format is played. It is not a requirement to understand the story, a claim about which game is more difficult, or a prediction that every player will prefer one control scheme. If the Wii U setup is what appeals to you, start with Zero; if you want the clearest foundation, start with 64.

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Nor is “play 64 first” a claim that you need to own every version or buy both games. It is a practical recommendation for people comparing the two. Your system access may decide the matter before preference does: Zero was made for Wii U, while Nintendo and Nintendo Life list different historical or subscription routes for 64. Check the platform and regional availability before spending money, and do not rely on a fixed used price or a past digital-store listing as proof that a new purchase is still possible.

Finally, do not mistake the word “Zero” for a promise of a numbered continuation. Miyamoto’s April 2016 TIME interview explains the title as a return to roots, and his description explicitly separates the game from a conventional “4” or “5.” That framing fits the recommended order: 64 gives you the baseline, while Zero shows a distinct reworking of familiar foundations.

Frequently Asked Questions

Which Star Fox game should I start with?

For most newcomers, start with Star Fox 64. Nintendo describes its 15 levels, branching paths, and All-Range Mode, making it the clearest introduction to the classic route-based format. Play Star Fox Zero next if you want to see that framework reimagined around Wii U dual-screen play and motion aiming.

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Can I play Star Fox Zero before Star Fox 64?

Yes. Zero revisits the Star Fox 64 story framework, but it is not a conventional numbered sequel that requires you to play 64 first. If Wii U is the system you have, or the control experiment is your main interest, starting with Zero is reasonable.

Should I play both, or skip straight to Star Fox 64?

If you want one game as an introduction to the classic format, prioritize Star Fox 64. Play both if you are interested in comparing the classic route structure with Zero’s alternate approaches, bosses, vehicles, and Wii U controls. You do not need to finish every route in 64 to understand why it is a useful starting point.

Is Star Fox Zero a sequel to Star Fox 64?

It is better described as a reimagining rooted in 64 than as a conventional numbered sequel. In an April 2016 TIME interview, series creator Shigeru Miyamoto said it was not a “4” or “5” and described it as going back to the roots.

Are Star Fox 64 and Star Fox Zero both multiplayer games?

Nintendo lists a VS mode for up to four players for Star Fox 64. Nintendo’s cited product information for Zero describes cooperative play. These descriptions do not establish identical modes or setup requirements, so check the specific edition and arrangement before choosing for multiplayer.

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Can I buy or play these games on a current Nintendo system?

Star Fox Zero was developed for Wii U. Nintendo announced that new purchases on the Wii U and 3DS eShops ended on March 27, 2023; existing purchases and physical copies are separate cases. Nintendo Life’s guide lists Star Fox 64 through Nintendo Switch Online + Expansion Pack, but subscription catalogues can change, so confirm regional availability. Nintendo also lists a distinct Star Fox remake for Switch 2, released June 25, 2026; it is not Zero.

The Bottom Line

For most players: Star Fox 64 first, then Star Fox Zero. Start with Zero instead if Wii U is your only option or its dual-screen motion-aiming design is what you want to try. Neither order is required for the story; choose according to the platform you can access and the kind of controls you want.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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