F-Zero GX is a 2003 racing video game developed by Amusement Vision and published by Nintendo for the GameCube console. The game was the first significant video game collaboration between Nintendo and Sega and was released alongside GX in 2003. It is the successor to F- Zero X and continues the series’ difficult, high-speed racing style.
About F-Zero GX in brief
F-Zero GX is a 2003 racing video game developed by Amusement Vision and published by Nintendo for the GameCube console. It runs on an enhanced version of the engine used in Super Monkey Ball. F-Zero AX, the arcade counterpart of GX, uses the Triforce arcade system board conceived from a business alliance between Nintendo, Namco and Sega. GX was well received by critics for its visuals, intense action, high sense of speed, and track design. Complaints centered on its sharp increase in difficulty that may alienate players. The game was the first significant video game collaboration between Nintendo and Sega and was released alongside GX in 2003. 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. It also introduces a story mode element, where the player assumes the role of F-zero pilot Captain Falcon through nine chapters while completing various missions. It has been released in North America, Europe, Australia, and South Africa, and is expected to be released in the UK and Australia later this year. It was released in Europe and North America on September 25, 2003. The U.S. release date was September 26, 2003, and the U.K. release dates are September 27, 2003 and September 28, 2004, respectively. There are four cups available with five tracks in each. Unlocking the AX cup gives the player all six tracks from the arcade game, F- zero AX. Each cup has four selectable difficulty levels: Novice, Standard, Expert, and Master.
In the Grand Prix mode, the player races against twenty-nine opponents through three laps of each track in a cup. Players get a certain number of points for finishing a track depending on where they placed. The winner of the circuit is the character who receives the most total points. A heavy emphasis is placed on track memorization and reflexes, which aids in completing the game. Each machine handles differently, has its own performance abilities affected by its weight, and a grip, boost, and durability trait graded on an A to E scale. Each racing craft contains air brakes for navigating tight corners by using the control stick and shoulder buttons. 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. Courses may also have jump plates, which launch vehicles into the air enabling them to cut corners. Players can easily exploit this on a wide straight stretch of a circuit to generate serpentinous movements, but it is best used on the easier tracks, when racing alone in Time Trial, and with heavy vehicles with a high grip rating and given high acceleration. A predetermined number of players are chosen based on the difficulty level before starting a race. Competitors can be damaged and eliminated by means of a side attack or a spin spin. Players receive a password based on their position in the database.