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North America

F-Zero GX

by Daniel Bloodworth - August 10, 2003, 9:44 am EDT

Bloodworth brings the old Fire Stingray out of the garage and takes it for a spin on the new circuit.

It was a pleasant surprise to find a copy of F-Zero GX from our partners at Video Game Depot since I had buckled down to wait it out for the US release. With just a few days in the game, I have to say without a doubt that F-Zero GX is worth the wait. I’ll even be picking up a North American version myself.

Many may have doubts that Sega can properly handle the F-Zero franchise, and the environment at E3 didn’t really allow players to get fully engaged. The truth is that Amusement Vision’s F-Zero is clearly the best yet. The sense of speed, wild track designs, music, and control all have that touch specific to the series.

There are a number of modes including the Story mode, Time Attack, Practice, and 2 – 4 player VS, but the meat of the game is the Grand Prix. You’ll start out with three circuits to race through, each consisting of five tracks, and as you progress, you’ll unlock other circuits as well. The opening circuit is tame, without much that’s unexpected. However, as you progress, you’ll find more obstacles, taller jumps, fewer guard rails, and the most twisted track designs ever conceived. After you unlock the Diamond Cup, you’ll encounter tracks that are nearly indescribable; the first of which splits into three “threads” that twist and “braid” around each other.

Story mode is a refreshing new addition to the F-Zero series, consisting of pre-rendered cinema scenes, followed by specific challenge races. The story always follows Captain Falcon, as he runs into different situations. One chapter has you dodging boulders on a Red Canyon cliff-side, while racing Samurai Goroh. Another will have you twisting through a tunnel and boosting through closing doors to escape a burning building. The difficulty is a fair notch above the Grand Prix, but not impossible by any means.

To progress in the story mode, you’ll not only need to finish a chapter to unlock the next, but you’ll also have to have enough points to purchase the next chapter. This point-system is new, and forces you to choose between new vehicles, customized parts, and story chapters.

The control is tight, and any fan of F-Zero X on N64 will pick it up with ease. The physics system seems only slightly adjusted, mostly in the player's favor.

Using the Logitech Speed Force steering wheel is another story altogether. The racing experience is certainly fun and more energetic, but there’s a higher learning curve if you want to compete. It’s not as easy to make those quick turns, and adjusting to the wheel means changing your driving style somewhat. I highly recommend getting a firm grasp of the machines using a controller before attempting to use the wheel. The biggest gripe I still have with using the Speed Force is the use of the directional pad for jumps. There isn’t an alternative, but it feels very unnatural to stick your thumb over and tap up and down to land a jump right.

There’s a lot more I want to say, but I’ll save it for the full review coming up. The bottom line is that F-Zero looks and feels right at home with a 12-year veteran of the series. Look for more F-Zero coverage in the coming weeks, including a possible radio broadcast of select songs from the soundtrack.

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Genre Racing
Developer Amusement Vision
Players1 - 4

Worldwide Releases

na: F-Zero GX
Release Aug 26, 2003
PublisherNintendo
RatingTeen
jpn: F-Zero GX
Release Jul 25, 2003
PublisherNintendo

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