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Appreciation Thread: F-Zero GX

worldrunover said:
the cars were boring

wtf? arent the cars all exaclty the same?

Anyway, i love this game, the challenge is absolutly 100% perfect, its bust your balls hard, make you scream and yell maybe, but you know that you can do it, you know you coulda taken that one turn better, or hit that one extra dash pad if you lined up better .... purely amazing.

I really dont think they coulda made a sequal to it this gen either, the game is just so spot on amazing, that even if they did release another, it would have probably just fixed up a few problems, but wouldnt have been much of a sequal at all ....that said, i REALLY want a new one on the Rev, Cell Shaded would be nice, Online would be perfect, track creator, basicaly all the stuff people have allready said.


Fzero GX is really one of the greatest games ever, and with out a doubt THE best futuristic hover racer of all time....not that it has much compotition other than, what ..wipeout? and older Fzero's? :P
 
F-Zero GX is a rebel. At a time when LotR is all the rage, the mass market wants more epicness and more story from everything. F-Zero GX rejects all that and even seems to mock it. Any "story" elements in the game are clearly designed to be cheesy, over-the-top, and laughable. Captail Falcon is probably the most vanilla-flavored, beige-colored hero of this generation. Why, to see that, one just needs to hear his interviews, which are something along the lines of:

"Why do you think you were able to beat all the other racers?"
"I am here to win."

Let's talk graphics: What a shame... a shame, shame, shame. It's a shame that this is one of the prettiest games to ever grace a console, and it's also the one in which you can least afford to look around at all the beautiful models and backgrounds. Each and every vehicle and part is exquisitely detailed. Almost every course features attractive backdrops of spanning space-age cities, forests, deserts, or oceans. There are times (mostly when your friend is repeatedly trying to beat your best time on a course) at which you begin to wish you could get your character out of the vehicle and begin exploring the beautiful environments. Add to all of this awesome effects, like the lightning caused by the use of your boost, and the game's look is enthralling.

Sound: If there is something that doesn't blow me away about this game, this is it. And I'm not even saying anything bad about it. The music is very fitting to this type of game, one in which you must find yourself "in the zone" if you wish to reach any sort of significant success. The rhythmic, technoish tunes almost match what your brain and heart are doing as you navigate a tight turn or slowly inch (if this phrase can be used at 1700 km/h) up to your rival to move in for the kill. The best music in the game can be found in the Pilot Profiles section and while watching replays. That's right: each of the 40 pilots has his own theme music, and most tunes are catchy enough for you to hum them in front of the cool kids at school.

OK, I admit it: I'm not too knowledgable on graphics or sound, and I probably make each one sound less spectacular than it is. But here is the good stuff:

Control: Holy shnikes. This deserves a category of its own. People like to say that Nintendo designs its controllers around its Mario games, which might be true to an extent, but I'm almost ready to believe the GC controller was specifically made for F-Zero GX. Everything about the control layout says "natural" and "intuitive." Your fingers immediately know where they're supposed to go and what to do (although knowing when to do it will come later ;) ), but if I had to make up a thought sequence, it would go something like this:

"Hmm... which button will I be pressing the most? The accelerator, eh? I wonder if this huge green one. Now if I want to boost, I want to go forward even faster. Let me try 'rolling' my thumb forward. Oh, there's this nice, curvy gray button here. Oooh, that feels nice. I might tell the girlfriend to stay home tonight. Hmm.. I have a side attack? I wonder if it's this button on the _side_ of the gas. If only I had a way to decide whether I want to attack left or right... What's this -- a stick... that goes in different directions? Woah, this baby is tight."

OK, so I dug deep for a joke and came up with nothing. The point is, everything feels right. The shoulder buttons lean your vehicle to help you make sharper turns, just as one would expect them to. I feel I have to focus on the control stick for a bit, however. The way it is utilized in this game is amazing. I should've expected this from the team that gave us Super Monkey Ball, but I was still unprepared. The control is extraordinarily tight. It is amazing. It is mind-blowing. It is smooth. It is responsive. Throw in any positive adjectives you'd like. When I move it a little, I feel it in the movement of my machine. When I move it a lot, I feel... well, that's the point: I feel. You can really "feel" the control. With experience, the control stick begins to (and does) essentially feel like an extension of your hands, which is really what any interface optimally aims to do. When you've passed a certain skill level in F-Zero GX, you'll be able to look at your racing ghost and recognize that anything less than perfect in its performance is your fault and can be made better. While this sounds very logical and obvious, it is rare nowadays and a sign of a very excellent game.

Gameplay: The genius of the game is that it's always one step ahead of the player. Assume you've never played a racing game before, let along a futuristic racer. When you start up the first GP, you will crash into walls. Here's your first challenge: don't hit the railings, which is really the same as getting accustomed to the controls. Master that, and you will encounter another problem: you keep bumping into the other racers. Well, now we get into the subtleties of controlling, and soon you will be able to weave in and out of groups of racers. But you still can't finish first or near the top consistently. In fact, sometimes, you run out of energy and crash and burn. Boost-management is a whole category of race skill and strategy, and one very important to your success. This is just the basic set of skills, and not the complete one. You WILL have to take out your rivals in some GPs if you want to come out the winner. You WILL have to hit 90% of the track boosts on some courses to be first. But like I said, there's always a higher level in the game. Next, you can work on finding the absolute shortest path on a sharp S-curve. Then, you can try to figure out whether it's better to boost before it, coming into it, or just as you're making the last turn. You're never done with this game. When you think you are, there's always advanced techniques to master. But don't worry -- you're not there yet.

Unlockables: Start with 2 unlockable full GP cups, an extra difficulty level for GP, and 9 Story Chapters that await with 3 difficulty levels each to be uncovered. Add a plethora of CGI endings, car parts, and interview questions. Throw in a staff ghost for each of the 26 tracks and a couple of extra tunes. This game is choc-full. The garage mode itself can take up your whole time. Trying to build the "perfect" machine is impossible. A trade-off is required, and trying to find the best balance for you, personally, is an adventure in and of itself.

This is a very broken-up and step-by-step explanation of the game, however. It's impossible for me to convince someone that it's good, and explain to them why exactly I love it so much, unless s/he plays it and reaches a certain skill level. It's an intense game. I haven't found an emotion in this generation of video games equal to that of winning the last race in a GP by 3 hundredths of a second in order to come out 5 points ahead of your rival and take the gold. I haven't felt a sense of accomplishment greater than waking up one morning and beating Story Mode Chapter 1 on Very Hard on my first try, or rattling through the gate at the end of the tunnel in Chapter 5 and just making it out in time. In fact, I don't think I've gone through a learning experience as satisfying as improving my Time Attack records bit by bit in all my years of school. The game is all about feeling and the emotions it can invoke in you, and it does it all as a video game. It does not try to emulate a movie. It does not try to be a book to you. It does all the amazing things about which I wrote as a video game, and as such it represents all that is right in video games and none of what is wrong. Whether or not a person agrees with my perception of what video games are meant to be, seeing that F-Zero GX is a tremendous accomplishment in its field is universal.
 
Mihail said:
F-Zero GX is a rebel. At a time when LotR is all the rage, the mass market wants more epicness and more story from everything. F-Zero GX rejects all that and even seems to mock it. Any "story" elements in the game are clearly designed to be cheesy, over-the-top, and laughable. Captail Falcon is probably the most vanilla-flavored, beige-colored hero of this generation. Why, to see that, one just needs to hear his interviews, which are something along the lines of:

"Why do you think you were able to beat all the other racers?"
"I am here to win."

Let's talk graphics: What a shame... a shame, shame, shame. It's a shame that this is one of the prettiest games to ever grace a console, and it's also the one in which you can least afford to look around at all the beautiful models and backgrounds. Each and every vehicle and part is exquisitely detailed. Almost every course features attractive backdrops of spanning space-age cities, forests, deserts, or oceans. There are times (mostly when your friend is repeatedly trying to beat your best time on a course) at which you begin to wish you could get your character out of the vehicle and begin exploring the beautiful environments. Add to all of this awesome effects, like the lightning caused by the use of your boost, and the game's look is enthralling.

Sound: If there is something that doesn't blow me away about this game, this is it. And I'm not even saying anything bad about it. The music is very fitting to this type of game, one in which you must find yourself "in the zone" if you wish to reach any sort of significant success. The rhythmic, technoish tunes almost match what your brain and heart are doing as you navigate a tight turn or slowly inch (if this phrase can be used at 1700 km/h) up to your rival to move in for the kill. The best music in the game can be found in the Pilot Profiles section and while watching replays. That's right: each of the 40 pilots has his own theme music, and most tunes are catchy enough for you to hum them in front of the cool kids at school.

OK, I admit it: I'm not too knowledgable on graphics or sound, and I probably make each one sound less spectacular than it is. But here is the good stuff:

Control: Holy shnikes. This deserves a category of its own. People like to say that Nintendo designs its controllers around its Mario games, which might be true to an extent, but I'm almost ready to believe the GC controller was specifically made for F-Zero GX. Everything about the control layout says "natural" and "intuitive." Your fingers immediately know where they're supposed to go and what to do (although knowing when to do it will come later ;) ), but if I had to make up a thought sequence, it would go something like this:

"Hmm... which button will I be pressing the most? The accelerator, eh? I wonder if this huge green one. Now if I want to boost, I want to go forward even faster. Let me try 'rolling' my thumb forward. Oh, there's this nice, curvy gray button here. Oooh, that feels nice. I might tell the girlfriend to stay home tonight. Hmm.. I have a side attack? I wonder if it's this button on the _side_ of the gas. If only I had a way to decide whether I want to attack left or right... What's this -- a stick... that goes in different directions? Woah, this baby is tight."

OK, so I dug deep for a joke and came up with nothing. The point is, everything feels right. The shoulder buttons lean your vehicle to help you make sharper turns, just as one would expect them to. I feel I have to focus on the control stick for a bit, however. The way it is utilized in this game is amazing. I should've expected this from the team that gave us Super Monkey Ball, but I was still unprepared. The control is extraordinarily tight. It is amazing. It is mind-blowing. It is smooth. It is responsive. Throw in any positive adjectives you'd like. When I move it a little, I feel it in the movement of my machine. When I move it a lot, I feel... well, that's the point: I feel. You can really "feel" the control. With experience, the control stick begins to (and does) essentially feel like an extension of your hands, which is really what any interface optimally aims to do. When you've passed a certain skill level in F-Zero GX, you'll be able to look at your racing ghost and recognize that anything less than perfect in its performance is your fault and can be made better. While this sounds very logical and obvious, it is rare nowadays and a sign of a very excellent game.

Gameplay: The genius of the game is that it's always one step ahead of the player. Assume you've never played a racing game before, let along a futuristic racer. When you start up the first GP, you will crash into walls. Here's your first challenge: don't hit the railings, which is really the same as getting accustomed to the controls. Master that, and you will encounter another problem: you keep bumping into the other racers. Well, now we get into the subtleties of controlling, and soon you will be able to weave in and out of groups of racers. But you still can't finish first or near the top consistently. In fact, sometimes, you run out of energy and crash and burn. Boost-management is a whole category of race skill and strategy, and one very important to your success. This is just the basic set of skills, and not the complete one. You WILL have to take out your rivals in some GPs if you want to come out the winner. You WILL have to hit 90% of the track boosts on some courses to be first. But like I said, there's always a higher level in the game. Next, you can work on finding the absolute shortest path on a sharp S-curve. Then, you can try to figure out whether it's better to boost before it, coming into it, or just as you're making the last turn. You're never done with this game. When you think you are, there's always advanced techniques to master. But don't worry -- you're not there yet.

Unlockables: Start with 2 unlockable full GP cups, an extra difficulty level for GP, and 9 Story Chapters that await with 3 difficulty levels each to be uncovered. Add a plethora of CGI endings, car parts, and interview questions. Throw in a staff ghost for each of the 26 tracks and a couple of extra tunes. This game is choc-full. The garage mode itself can take up your whole time. Trying to build the "perfect" machine is impossible. A trade-off is required, and trying to find the best balance for you, personally, is an adventure in and of itself.

This is a very broken-up and step-by-step explanation of the game, however. It's impossible for me to convince someone that it's good, and explain to them why exactly I love it so much, unless s/he plays it and reaches a certain skill level. It's an intense game. I haven't found an emotion in this generation of video games equal to that of winning the last race in a GP by 3 hundredths of a second in order to come out 5 points ahead of your rival and take the gold. I haven't felt a sense of accomplishment greater than waking up one morning and beating Story Mode Chapter 1 on Very Hard on my first try, or rattling through the gate at the end of the tunnel in Chapter 5 and just making it out in time. In fact, I don't think I've gone through a learning experience as satisfying as improving my Time Attack records bit by bit in all my years of school. The game is all about feeling and the emotions it can invoke in you, and it does it all as a video game. It does not try to emulate a movie. It does not try to be a book to you. It does all the amazing things about which I wrote as a video game, and as such it represents all that is right in video games and none of what is wrong. Whether or not a person agrees with my perception of what video games are meant to be, seeing that F-Zero GX is a tremendous accomplishment in its field is universal.



awesome post duke! Lemme ask you a question....

1)Have you played the game with a steering wheel? Impressions?

2)Do you know of a code that allow you to mute the background music while racing?
 
I bought an N64 *for* F-Zero X years and years after the system's death.

So I guess I'll be getting F-Zero GX in a month or two.
 
Has anyone completed F-ZeroGX playing strictly in first person view?
 
isamu said:
Has anyone completed F-ZeroGX playing strictly in first person view?
I usually play racers in first person, but the insane speed, and the easiness of side-bumping a guy off track in the regular camera view made me afraid to play F-Zero GX in first person.
 
This game is definitely one of my top 3 favourite games this gen. I mean it kicks ass in every single aspect of a racing game.

If this game had LAN support, I would definitely go out and get another gamecube and another copy of this game.

fzerogc05big.jpg
 
isamu said:
Out of all the people who've posted in this thread....


Have any of you completed the game using the Logitech Speedforce FF wheel? I am despereately curious to know if it's possible to play this game consistently well using the wheel, because that's the controller I plan on using and would hate to think that all this excitement is for nothing if the game controls like shit with it.

So, you're uberexcited about a possible F-Zero next-gen sequel, but you've never played GX? Just like Out Run 2, huh. Dumbass poser. Bet you've never played a Ridge Racer game in your life either.
 
the problem i have with the first person view in this game (and many other racing games with a FPV) is that there's no point of reference for the bounds of your vehicle and the rest of the environment. What I mean by this is there's no cockpit graphics which makes it very hard to estimate your position in relation to other vehicles on the track and the track itself. FPVs in racers without a cockpit visualisation really bug me.
DavidDayton said:
I wonder what the odds are of another Nintendo/Sega partnership for the Revolution F-Zero...
if we're going off how viable it is in terms of a profitable endeavour? zero.
 
jett said:
So, you're uberexcited about a possible F-Zero next-gen sequel, but you've never played GX? Just like Out Run 2, huh. Dumbass poser. Bet you've never played a Ridge Racer game in your life either.


I have plaved all the Ridge Racers jett. Your assumption that I'm a dumbass poser just cuz I'm holding out on playing both OR2 and F-ZeroFX until I get my 100" front projector, 5.1DD surround setup, racing frame and steering wheel hurts my feelings man.
cry0jo.gif


I'm not coming to your birthday party anymore
cry0jo.gif
 
Scrow said:
the problem i have with the first person view in this game (and many other racing games with a FPV) is that there's no point of reference for the bounds of your vehicle and the rest of the environment. What I mean by this is there's no cockpit graphics which makes it very hard to estimate your position in relation to other vehicles on the track and the track itself. FPVs in racers without a cockpit visualisation really bug me.

QFT. The only game I can recall playing (and I admittedly do not play a lot of racing games) that I really outright preferred the FPV to anything else was in Top Gear Rally for the N64. It not only had the standard FPV, but a first person view with the camera sitting on the hood of the car. From there you could just see the very front of your vehicle. It managed give the sense of speed and immersion that a normal FPV gives, plus it gave you the boundaries that you're missing in the standard FPV.

More games need this.

Back on topic, I'm still crying about my corrupted F-Zero GX save file (this happened about a month ago). I had completed everything. Well aside from listening to every interview Q&A, but I did complete all of story mode, every difficulty level, every cup, and unlocked ever single thing including all the ending cinemas.

Damn, I'm all depressed again.
 
yoopoo said:
Don't think I can go beyond chapter 3 in story mode ;(

You can do it! That one's doable. I got up to level 10 and am still recovering from the ass raping it gave me.
 
Acrylamid, you are so right.
Amusement Vision was one of the best developers this generation, Monkey Ball, Monkey Ball 2, F-Zero GX, all of these are really unbelievably good.
 
Question for those that have beaten the game on the hardest difficulty level. Can you just "race" and win or do you need to use"other" tactics to win? Also, I have been using Blue Falcon to race with, is he fast/powerful enough to win everything with?

For those that have not seen this game on a VGA monitor or HDTV, you are really missing out!
 
Yoshi said:
Acrylamid, you are so right.
Amusement Vision was one of the best developers this generation, Monkey Ball, Monkey Ball 2, F-Zero GX, all of these are really unbelievably good.

please don't mention monkey ball. it makes me want to punch whoever keeps refusing to make BANANA CRAZY

I was awesome at monkey ball. awesome.
 
gamefan said:
Question for those that have beaten the game on the hardest difficulty level. Can you just "race" and win or do you need to use"other" tactics to win? Also, I have been using Blue Falcon to race with, is he fast/powerful enough to win everything with?

For those that have not seen this game on a VGA monitor or HDTV, you are really missing out!

The best pick is Astro Robin imo. Though he's kinda gay! :-)
 
gamefan said:
Question for those that have beaten the game on the hardest difficulty level. Can you just "race" and win or do you need to use"other" tactics to win? Also, I have been using Blue Falcon to race with, is he fast/powerful enough to win everything with?
There are two parts of course:
Grand Prix:
I took Bio Rex, nearly 2/3 of max speed at the settings (Acceleration/Max Speed) in less curvey courses, 2/3 Accelleration in very curvey courses. I tried avoiding to use the L and R buttons, but when the courves were too difficult, I used sliding (L+R) on the less curvey courses. On the very courvey courses I used L+R as often as possible, as it speeds the car up. When a course was easy enpough, I killed a few of my rivals of course ;). Grand Prix wasn't THAT much a challenge.
Storymode:
Just tried until I was good enough ^^. (2/3 Max Speed on every Mission)
 
gamefan said:
Question for those that have beaten the game on the hardest difficulty level. Can you just "race" and win or do you need to use"other" tactics to win? Also, I have been using Blue Falcon to race with, is he fast/powerful enough to win everything with?


I've beaten the game on Master with every car, so yes, you can do everything with Blue Falcon. However, the best car in the game is the Mighty Typhoon, by far.

I did have to switch tactics with some cars. Some cars are simply too slow, too weak, or too floaty for some tactics or racing methods. With a lot of the crappy cars, I tried to eliminate my key rivals. If you can kill just one key guy per race, you can win by placing only moderately well. You'll get to know who you need to target.

That's another amazing thing about this racer vs. almost all other racers (great post, btw, Mihail!). In almost any racing game you can name, there will be one CPU car per race or GP that is the best driver. In fact, in most racing games, the placement of CPU cars at the end of each race in a GP is identical. Not so with F-Zero! Some drivers are better than others, but it's rare for a CPU car to always win (or place 2nd if you win).
 
gamefan said:
Question for those that have beaten the game on the hardest difficulty level. Can you just "race" and win or do you need to use"other" tactics to win? Also, I have been using Blue Falcon to race with, is he fast/powerful enough to win everything with?

You can just race and win. No snaking or taking out rivals needed. I've done it with a few of my favorite racers/cars. Like others have said though, it all depends on which racer/car combination you're using, as each one may require slightly different tactics. That being said, i (and others I'm sure) have beaten the game with every car in the game, so it's certainly possible to beat it with the Blue Falcon.
 
gamefan said:
Question for those that have beaten the game on the hardest difficulty level. Can you just "race" and win or do you need to use"other" tactics to win? Also, I have been using Blue Falcon to race with, is he fast/powerful enough to win everything with?

For those that have not seen this game on a VGA monitor or HDTV, you are really missing out!
If by "other" tactics you mean bumping off other racers yeah of course you can win without attacking anybody however knocking out your biggest rivals makes winning so much easier.

If you mean snaking then yes of course you can beat the game without snaking. The only time you actually NEED to snake is to beat staff ghosts.

As far a choice of vehicle you should pick whatever you enjoy racing with. For the harder courses (Serial Gaps, Halfpipe) I would highly reccomend a racer with an A class vehicle such as Beastman and the Hyperspeeder or Bio Rex and the Big Fang.
 
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