F-Zero GX
F-Zero GX | |
---|---|
Racing | |
Mode(s) | Single-player, multiplayer |
F-Zero GX is a 2003
. Published by Sega, it was released alongside GX in 2003.F-Zero GX is the successor to
The GX and AX project was the first significant video game collaboration between Nintendo and Sega. GX was well received by critics for its visuals, intense action, high sense of speed, and track design while its high difficulty has been criticized. In the years since its release it has been considered one of the GameCube's best titles, as well as one of the greatest video games ever made.
Gameplay
F-Zero GX is a futuristic racing game where up to thirty competitors race on massive circuits inside plasma-powered machines in an intergalactic Grand Prix.[1] It is the successor to F-Zero X and continues the series' difficult, high-speed racing style, retaining the basic gameplay and control system from the Nintendo 64 game.[2][3] Tracks include enclosed tubes, cylinders, tricky jumps, and rollercoaster-esque paths.[2][4] Some courses are littered with innate obstacles like dirt patches and mines.[4] A heavy emphasis is placed on track memorization and reflexes, which aids in completing the game.[2][3] Each machine handles differently,[5] has its own performance abilities affected by its weight, and a grip, boost, and durability trait graded on an A to E (best to worst) scale.[6] Before a race, the player is able to adjust a vehicle's balance between maximum acceleration and maximum top speed.[3] Every machine has an energy meter, which serves two purposes. First, it is a measurement of the machine's health and is decreased from accidents or attacks from opposing racers.[7] Second, the player is usually given the ability to boost after the first lap,[8] but must sacrifice energy to do so.[7] Pit areas and dash plates are located at various points around the track for vehicles to drive over. The former replenishes energy, while the latter gives a speed boost without using up any energy. The less time spent in the pit area, the less energy will regenerate.[8] Courses may also have jump plates, which launch vehicles into the air enabling them to cut corners.[9][8]
Each racing craft contains
F-Zero GX features numerous gameplay modes and options.
The Vs. Battle is the multiplayer mode where two to four players can compete simultaneously.
Customize mode is divided between the F-Zero Shop, Garage, and Emblem Editor. The shop is where opponent machines, custom parts for vehicle creation, and miscellaneous items such as story mode chapters and staff ghost data can be purchased with tickets. Tickets are acquired as the player progresses through the Grand Prix, Time Attack, and Story mode. In the Garage section, players can create a machine with three custom parts or print emblems on any vehicle. The parts are divided into body, cockpit, and booster categories, and affect the vehicle's overall durability, maximum speed, cornering, and acceleration. The Emblem Editor lets players create decals.[24]
F-Zero GX is the first F-Zero game to feature a story mode.
Arcade counterpart
F-Zero AX | |
---|---|
Triforce |
F-Zero AX is a futuristic racing
The game features 14 playable vehicles with their pilots, consisting of ten newcomers and the four returning characters from the original F-Zero, as well as six race tracks.[26] Each track must be completed before time runs out. Time extensions are awarded for reaching multiple checkpoints on a course however, the player will receive time penalties for falling off-course or depleting their energy meter.[32] Two gameplay modes are available: Race mode, in which the player races against twenty-nine opponents; and Time Attack mode, in which the player attempts to complete a track in the fastest time possible.[33] Connecting multiple cabinets opens up "Versus Play" in the race mode, thus enabling up to four players to compete simultaneously.[32]
Data storage devices
F-Zero AX cabinets can dispense
GameCube memory cards, on which saved games are kept, can be inserted into these arcade units.[37] A memory card is required for players a chance to win the AX-exclusive pilots, their vehicles, and tracks for use in GX.[38] Players can store up to four machines from GX on a memory card, then play them in AX. If a memory card is used with a magnetic stripe card, players have additional options; they can enter stored GX machines into the F-Zero AX Internet ranking system, and transfer custom AX machine parts to GX.[37] F-Zero AX content can also be acquired by completing GX's tougher challenges,[39][40] or through the use of a cheat device.[41]
Development and release
After Sega transitioned from
"With Nintendo, it comes to a question of letting some other companies work on our franchises. We focus more on specific relationships with talented producers; we look for people who will care, spend a lot of time and energy, on a specific franchise. We also want to allow these producers to work on franchises that they are interested in working on."
— Shigeru Miyamoto,
In March 2002, an announcement from Sega and Nintendo revealed that Amusement Vision and Nintendo would collaborate to release F-Zero video game titles for the Triforce arcade board and the GameCube.
While Amusement Vision was responsible for most of the game's development,
Nintendo revealed the first footage of F-Zero GX at the Pre-
Published by Nintendo,
Reception
Aggregator | Score |
---|---|
X-Play | [5] |
When F-Zero GX was released, the game was well-received overall by reviewers; the title holds an average of 89/100 on the aggregate website Metacritic.[66] Some video game journalists consider it as one of the best racers of its time and the greatest racer on the GameCube platform.[70][67] It was listed "Best GameCube Racing Game" in the E3 2003 IGN Awards and "Best Racing Game of 2003" by IGN.[71][72] F-Zero GX was named the best GameCube game of August 2003 and "Best GameCube Driving Game" of 2003 overall by GameSpot, and was nominated for "Console Racing Game of the Year" at the 7th Annual Interactive Achievement Awards held by the Academy of Interactive Arts & Sciences.[73][74][75] Official Nintendo Magazine ranked it the 92nd best game available on Nintendo platforms. The staff felt it was best for hardcore fans.[76] Edge ranked the game 66th on their 100 Best Video Games in 2007.[77]
The game has been credited for its visuals,[2][4] arcade/home connectivity, longevity, sharp controls, tough challenge,[78] and fleshed-out single-player modes.[4][67] The game's most common criticism is its difficulty, specifically in the game's story mode.[2][79] It earned fourth place in IGN's and GameTrailers' toughest games to beat.[78] GameTrailers mentioned F-Zero GX demanded players to master the "rollercoaster-style tracks [which] required hairline precision" to avoid falling off-course.[80] Electronic Gaming Monthly criticized GX's sharp increase in difficulty and GameSpot's Jeff Gerstmann agreed stating it "will surely turn some people away before they've seen the 20 tracks and unlocked all the story mode chapters".[2][67] Bryn Williams of GameSpy mentioned that "purists may find it too similar to [sic] N64 version" and criticized the lack of LAN play.[4]
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- Amusement Vision, ed. (2003-08-25). F-Zero GX instruction manual. Nintendo.
- F-Zero AX Deluxe Type Owner's Manual (PDF) (1st ed.). Sega Corporation. Archived from the original (PDF) on 2013-10-04. Retrieved 2021-11-07.
- Mirabella III, Fran (2003-07-16). "Inside F-Zero AX". IGN. Archived from the original on 2013-10-03. Retrieved 2013-06-14.
External links