Francais | English | Espanõl

F-Zero GX

From Wikipedia, the free encyclopedia

Jump to: navigation, search
F-Zero GX<tr><td colspan="2" style="font-size: 100%; text-align: center;">Box art for the North American version of F-Zero GX</td></tr>
Developer(s) SEGA / Amusement Vision

<tr><th style="background-color: #ccccff;">Publisher(s)</th><td>Nintendo</td></tr><tr><th style="background-color: #ccccff;">Designer(s)</th><td>Shigeru Miyamoto (Producer)
Toshihiro Nagoshi (Producer)
Takaya Imamura (Supervisor)</td></tr><tr><th style="background-color: #ccccff;">Engine</th><td>Heavily modified Super Monkey Ball engine<ref name="Engine">“Mat Allen. F-Zero GX review. ntsc-uk.com. Retrieved on 2006-10-22.</ref></td></tr>

Release date(s) Image:Flag of Japan.svg July 25, 2003
Image:Flag of the United States.svg August 29, 2003
Image:European flag.svg October 31, 2003
Genre(s) Futuristic Racing game
Mode(s) Single-player, multiplayer

<tr><th style="background-color: #ccccff;">Rating(s)</th><td>ESRB: T (Teen)
CERO: All ages
PEGI: 3+
OFLC: G8+</td></tr>

Platform(s) Triforce (arcade board),
Nintendo GameCube

<tr><th style="background-color: #ccccff;">Media</th><td>1 × GameCube Optical Disc</td></tr><tr><th style="background-color: #ccccff;">System requirements</th><td>4+ Memory Card blocks</td></tr><tr><th style="background-color: #ccccff;">Input</th><td>Game controller</td></tr>

F-Zero GX (エフゼロ ジーエックス? F-ZERO GX) is a video game for the Nintendo GameCube console. It was released for the Nintendo GameCube in Japan on July 25, 2003, in Canada and the United States on August 29, 2003, and in Europe on October 31, 2003. Its arcade counterpart, F-Zero AX, was developed in conjunction between Nintendo, Namco, and Sega. Despite being ranked as one of the best futuristic racing games to date,<ref name="GameRankings">F-Zero GX Reviews. gamerankings.com. Retrieved on 2006-10-15.</ref> F-Zero GX suffered in sales. This was caused because of it's close release to Soul Calibur II. When game releases are too close together, they may cannibalize each other's sales. F-Zero GX and Soul Calibur 2 are a perfect example of this since they were essentially released at the same time.<ref>Nuyens, Jason (November 25, 1998). N-Bits Volume 4. n-Sider.com. Retrieved on 2006-10-11.</ref>

F-Zero GX is the fourth installment in the F-Zero series, which began with F-Zero in 1990. Sega's Amusement Vision department - the same studio that developed Daytona USA for the Dreamcast, Yakuza, and the Super Monkey Ball series of games, was commissioned to develop this game. In fact, F-Zero GX/AX runs on a heavily modified version of the engine that powered Super Monkey Ball.<ref name="Engine"/> Graphically, it looks much better than any previous F-Zero title and it is one of the more technically advanced games available for GameCube, along with others including the Metroid Prime series, Resident Evil 4 and the Star Wars: Rogue Squadron series.

Contents

[edit] Gameplay

As with all F-Zero games, GX is a futuristic racing game. Pilots race plasma-powered hovercars in an intergalactic Grand Prix at speeds that can exceed over 4000 km/h. The game is noteworthy for its intense action, high level of difficulty and for its very high sense of speed - which is accomplished partly by the visuals and detail in the tracks.<ref name="Review" /> There is a large amount of variety in the track design, including loops, half-pipes, cylinders, and jumps. Before a race, the player is given the opportunity to adjust their vehicle's balance between maximum acceleration and maximum top speed. There is a wide variety of machines available for the player to choose, each with its own characteristics including Top Speed, Grip, Boost, and Body, and each driven by a different character. Custom machines can also be created.

A race in F-Zero GX consists of three laps around the track. Each machine has an energy meter, which serves two purposes. First of all, it is a measurement of the machine's health and is decreased when the machine hits another racer or the side of the track. Additionally, the player is given the ability to boost after the first lap. Boosting greatly increases the racer's speed, but also drains their energy. Energy can be replenished by driving over recharge strips that are placed on the track. If a player falls off a track or runs out of energy, the race will be restarted, or their machine will be restored to the track with severely depleted energy. As with all F-Zero titles, combat is not a crucial part of the game, but machines can attempt to damage and destroy each other using side attacks or spin attacks.

Modes include the following:

  • Grand Prix: The player will choose a grand prix circuit and race against twenty-nine opponents through each track in that circuit. Players get an amount points for finishing a track depending on where they placed, and the winner of the circuit is the character who receives the most total points. There are three difficulty levels available at the start: Novice, Standard, and Expert. Master difficulty can be unlocked by beating the Ruby, Sapphire, and Emerald cups on Expert. Placing first in a cup on Master difficulty with a non-custom car unlocks an FMV featuring that car's pilot.
F-Zero GX is regarded as one of the best looking GameCube titles.
  • Vs. Battle (multiplayer): Two to four players can play simultaneously.
  • Time Attack: Choose a track and complete it in the shortest time possible. Ghost data to a Memory Card can be saved, racing against a staff ghost or an transparent re-enactment of a players best run is possible.
  • Story: A new Story mode allows the player to follow Captain Falcon as he races through missions and completes a wide array of challenges.
  • Replay: Where saved replays can be viewed under different camera angles and music.
  • Customize: This section is where items pilots, machine parts, etc can be bought, build machines and produce emblems to place on them.
  • Practice: Practice any track with an adjustable amount of laps and opponents.
  • Pilot Profiles: Biographies of each character, as well as their music, information on their machine, and any character movies that have been unlocked, can be viewed here.

There is also a Internet ranking system whereby players will enter a password on the Internet and will get ranked based on that in the database. In essence, players can receive a password after completing a race, write it down, go an enter it into a webpage database, and it'll track their time and the machine they've used.<ref name=Conference>F-Zero Press Conference. IGN.com. Retrieved on 2006-11-04.</ref>

[edit] Story mode

The new "story mode" is suppose to give the player a deeper understanding of the universe of F-Zero and the F-Zero characters. Toshihiro Nagoshi then goes on to state that it was included because they felt that the F-Zero universe was very unique and they wanted to take that opportunity to explain some of the character motivations and flush out the F-Zero universe.<ref name=Conference>F-Zero Press Conference. IGN.com. Retrieved on 2006-11-04.</ref>

This mode provides a scripted adventure as Captain Falcon in the form of various non-standard racing scenarios. The player will go though nine chapters (missions) such as Falcon's training regiment, battling it out against rivals, racing through closing blast doors under a certain time limit and facing 29 other veteran pilots to win the F-Zero GX Grand Prix. Each chapter has a "Normal", "Hard" and "Very Hard" difficulty level. Normal unlocks the next chapter, while completing the last two can unlock new parts and driver-specific vehicles from the arcade version, respectively.<ref>F-Zero GX story guide. IGN.com. Retrieved on 2006-10-24.</ref>

[edit] Customize mode

The new "customize mode" allows the player to create emblems to place on the machines and buy items and use a variety of them in many ways. Such as parts to customize a machine that range from extremely heavy to extremely light ones, in-game sounds, unlockable pilots, circuits and finally "staff ghosts" that players can try to beat - these ghosts do particularly fast runs on tracks and are exceedingly difficult. All of these things, once unlocked, are purchased using "tickets", which the player wins by completing one of the five Grand Prix Cups (Ruby, Sapphire, Emerald, Diamond, and AX) or story missions, or by achieving specific minimum times in time trial mode (which also unlocks that track's Staff Ghost).<ref name="Customization">F-Zero GX Customization. IGN.com. Retrieved on 2006-10-24.</ref><ref name="GXSecrets">F-Zero GX Secrets. IGN.com. Retrieved on 2006-10-24.</ref>

[edit] Techniques

A curious aspect of the game's physics modeling is that, after properly navigating out of banked turns, F-Zero machines can get a boost of acceleration if it has high grip, high acceleration and/or heavy weight. Players can exploit F-Zero's finely tuned physics model to simulate special boosts caused by correctly leaning into curves using the controller's shoulder buttons. This can be done easily on a wide straight stretch of a circuit to generate movements likened to actual snakes.<ref>IGN staff. Tips & Techniques. guides.ign.com. Retrieved on 2006-11-04.</ref> These back and forth snake-like movements set a high rate of oscillation, achieving speeds of over 3,000 km/h. This controversial "technique", called "dakou" or snaking, has been known to reduce race times by a factor of three or more. Most, if not all, of the quickest Time Trial records in F-Zero GX were accomplished using the snaking technique. It is an extremely challenging technique to employ (the constant back-and-forth motion wreaks utter havoc with traditional steering), not to mention a painful one; players can find their hands aching after just a few minutes of snaking.<ref name=Techniques>Metroid Killer. F-Zero GX Techniques. Smashboards.com. Retrieved on 2006-10-24.</ref> Because this gives the user a distinct speed advantage over other, "non-snaking" opponents, players regard snaking as anything from legitimate and advanced racing strategy, to an unfair tactic, or even outright cheating. Snaking can also be compared to a similar snaking technique called "wavedashing" in Super Smash Bros. Melee, as well as other phenomena such as bunny hopping in first-person shooter games.

Another technique, called flying, allows the player to finish many courses with higher than usual speed records and lower than normal times. Using this trick makes one unbeatable up against trackbound opponents. It requires high speed, and either a jump plate, a siderail that bumps vehicles into the air, or an open drop in the course that can be used to fall off and quickly turn around in the air. Airtime is limited, but more time can be gained from higher launch speeds. It can set a moderately skilled player to stay ahead of the pack for an entire race. Perfect positioning in the air sometimes allows the player to escape death and fall through the map, which causes them to reappear at the top of the map and land on the air, but it still counts as a finish.

Snake flying is a combination of snake and flight. Snake to maximum speed, sometimes reaching into the upper regions of the 4000 km/h mark, and then launch. Launches allow for extremely high altitudes, resulting in increased flight time, useful for exploration or for using launch areas that are too far away from the start gate for normal flight laps.

Suicides finishes, as they are called, allow a broken vehicle to finish. An intentional explosion just before the finish line, if properly timed, allows broken down vehicles to slide past the line on momentum alone. There is no use for this other than being a sometimes challenging novelty. Suicide launches are performed by hitting a wall at extreme speed with no shields. Vehicles are then blasted far beyond the circuit, where it becomes apparent that the course is a small area floating in an empty space.<ref name=Techniques/>

[edit] Development and history

Reviews
Publication Score Comment
IGN
<center>9.3 of 10 <center>Editor's Choice
<center>Game Informer <center>8.25 of 10 <center>
<center>GamePro <center>4.5 of 5 <center>Editor's Choice
<center>EGM <center>7.83 of 10 <center>
<center>GameSpy <center>82 of 100 <center>
<center>GameSpot <center>8.6 of 10 <center>Best GameCube Driving Game<ref>GameSpot's 2003 Best GameCube Driving Game. gamespot.com. Retrieved on 2006-03-10.</ref>
<center>Nintendo Power <center>4.9 of 5 <center>
<center>NGC Magazine <center> 93%
<center>GamesTM <center> 9 of 10
Compilations of multiple reviews
<center>Game Rankings <center>89.6 of 100 (based on 113 reviews)<ref name="GameRankings"/>
<center>Game Ratio <center>88% (based on 40 reviews)
<center>Metacritic <center>89 of 100 (based on 59 reviews)<ref>F-Zero GX Reviews. metacritic.com. Retrieved on 2006-10-15.</ref>

</div> In March 2002, Nintendo announced that it was creating an arcade board under the name of Triforce. The arcade board was being developed in conjunction between Nintendo, Namco, and Sega. The first game announced for the hardware was none other than the sequel F-Zero AX-GX. Development was taking place at Sega's subsidiary Amusement Visions with cooperation from Nintendo. The game was split up into 2 different versions; F-Zero AX and F-Zero GX. F-Zero AX was the arcade exclusive version which featured its own 6 tracks and exclusive 10 pilots. F-Zero GX, the home console version would not feature the moving cabinet that F-Zero AX did, but it featured a greater set of pilots and tracks.<ref>F-Zero GX. N-Sider.com. Retrieved on 2006-10-16.</ref>

Nintendo revealed the first footage of F-Zero GX at the Pre-E3 press conference on the 21st May 2002. The title was in development by Sega's Amusement Vision development firm for both the Nintendo home console and the upcoming arcade Triforce hardware. Despite the fact the game's existence has been known for several months prior, it has remained behind closed doors until that conference.<ref>F-Zero GCN First details and movies. IGN.com. Retrieved on 2006-10-19.</ref>

At E3 2003 Nagoshi was hoping that they would have that time to include a LAN multiplayer mode. But they chose not to actually support a LAN mode in F-Zero GX. He stated "Once you include a mode like that the multiplayer mode becomes the focus of gameplay. With F-Zero, we're more focused on the single-player game. That's the main reason we've not included it this time."<ref name=Conference/>

[edit] Critical response

F-Zero GX has been credited for its amazing visuals; arcade/home connectivity; plenty of longevity; sharp controls; tough challenge; fleshed-out single-player modes.<ref name="Review">Williams, Bryn (August 28, 2003). F-Zero GX (GCN). GameSpy.com. Retrieved on 2006-10-15.</ref> The game is the highest-ranked racing game on GameCube and is widely considered one of the best futuristic racing games to date. The editors of GameRankings.com have also declared F-Zero GX as the highest-ranking futuristic racing game of all time by compiling every major numeric review given to the game upon its release.<ref name="GameRankings"/> GMR stated that the series is "finally running on hardware that can do it proper justice."<ref>Williams, Bryn (August 28, 2003). F-Zero GX (GCN). GameSpy.com. Retrieved on 2006-10-15.</ref>

The game's most common criticism is its difficulty, it "gets really, really tough; purists may find it too similar to N64 version; too frustrating for casual gamers; should have LAN play;".<ref name=Review/>

[edit] F-Zero AX connectivity

The game's memory cards, on which saved games are kept, can be taken to an arcade with F-Zero AX, the game's arcade counterpart, to download special data. Players are meant to use the AX arcade cabinets to unlock permanent access to the fifth and last cup, the AX Cup; a number of new custom machine parts and nine new vehicles. This is easier said than done, as AX cabinets are quite rare; according to a fan-compiled F-Zero AX Locations database, less than twenty are available in the North America region.<ref>F-Zero AX Database Retrieved November 11, 2006.</ref> Thankfully, more can be located and the AX Cup can instead be unlocked by completing all other cups (Ruby, Sapphire, Emerald and Diamond) on Master difficulty, its vehicles by completing Story Mode missions on Very Hard difficulty (except one which is unlocked by beating all of Story Mode on Hard difficulty), and its custom parts can by completing Story Mode on Hard difficulty.<ref name="GXSecrets"/><ref name="Customization"/>

[edit] Circuits

Though GX has more tracks than its predecessor F-Zero X, there is no longer a code to unlock them all, which means that some will never see more than the first 15 tracks. Furthermore, the "X Cup" (which randomly generates tracks) was removed in GX. Initially only the Ruby, Sapphire and Emerald Cups can be played. Diamond Cup can be unlocked by coming first overall in Ruby, Sapphire and Emerald Cup on standard or expert difficulty in the Grand Prix. Beating the first three cups on Expert also unlocks the Master class difficulty level. Individual AX tracks can be unlocked by placing first on the tracks in the arcade (F-Zero AX) version of the game and saving progress to a memory card. Placing first overall in the other four cups on the Master difficulty setting also unlocks five of the six AX Cup tracks for purchase using tickets. The sixth, which is the 26th and last track in the game, Mute City: Sonic Oval, can be unlocked by placing first in the AX Cup on any difficulty level.<ref name="GXSecrets"/>

[edit] Ruby Cup

  1. Mute City - Twist Road
  2. Casino Palace1 - Split Oval
  3. Sand Ocean - Surface Slide
  4. Lightning - Loop Cross
  5. Aeropolis - Multiplex

[edit] Sapphire Cup

  1. Big Blue - Drift Highway
  2. Port Town - Aero Dive
  3. Green Plant - Mobius Ring
  4. Port Town - Long Pipe
  5. Mute City - Serial Gaps

[edit] Emerald Cup

  1. Fire Field - Cylinder Knot
  2. Green Plant - Intersection
  3. Casino Palace1 - Double Branches
  4. Lightning - Half Pipe
  5. Big Blue - Ordeal

[edit] Diamond Cup

  1. Cosmo Terminal - Trident
  2. Sand Ocean - Lateral Shift
  3. Fire Field - Undulation
  4. Aeropolis - Dragon Slope
  5. Phantom Road - Slim-Line Slits

[edit] AX Cup

  1. Aeropolis - Screw Drive
  2. Outer Space - Meteor Storm
  3. Port Town - Cylinder Wave
  4. Lightning - Thunder Road
  5. Green Plant - Spiral
  6. Mute City - Sonic Oval (not available in Grand Prix)

1Called "Vegas Palace" in the Japanese version.<ref>Official Japanese site Retrieved November 11, 2006.</ref>

[edit] References

<references/>

[edit] See also

[edit] External links


  The F-Zero series

v  d  e</div>

Main series: F-Zero | F-Zero X | Maximum Velocity | GX/AX | GP Legend | Climax
Remakes & updates: BS F-Zero series | F-Zero X Expansion Kit
Anime: F-Zero GP Legend
Locations: Big Blue | Mute City | Port Town | Planets
es:F-Zero GX

fr:F-Zero GX ja:F-ZERO GX pt:F-Zero GX

fi:F-Zero GX
Personal tools