F-Zero GX is a 2003 racing video game developed by Amusement Vision and published by Nintendo for the GameCube console.
GX introduces a "story mode" element, where the player assumes the role of F-Zero pilot Captain Falcon through nine chapters while completing various missions.
[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] 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.
[20] Ghost data, transparent re-enactments of the player's Time Attack performances, can be saved on memory cards to later race against.
[22] The Pilot Profile mode has each character's biography, theme music, information on their machine, and a short full motion video sequence.
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.
The parts are divided into body, cockpit, and booster categories, and affect the vehicle's overall durability, maximum speed, cornering, and acceleration.
[20] Its story has the player assume the role of F-Zero pilot Captain Falcon in nine chapters of various racing scenarios; such as Falcon's training regiment, a race against a rival through a canyon with falling boulders, attack and eliminate a rival's gang, and escape from a collapsing building through closing blast doors.
[26][30] IGN demoed the Cycraft version dubbed "F-Zero Monster Ride" at the 2003 JAMMA arcade show.
The Cycraft machine, co-developed between Sega and Simuline, is a cabin suspended in midair controlled by three servomotors for an in-depth motion-based simulation.
[31] 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.
[33] Connecting multiple cabinets opens up "Versus Play" in the race mode, thus enabling up to four players to compete simultaneously.
[35] Similarly to GX,[20] players receive a password after completing a Time Attack race to enter on the official F-Zero website's ranking system.
[43] Toshihiro Nagoshi, president of Sega subsidiary Amusement Vision, developed Super Monkey Ball for the GameCube, which opened up the opportunity for a collaboration between the two companies.
"[44] Nagoshi was suggested to develop a driving game and agreed under the stipulation he could come up with something unique—which was working on the next installment in Nintendo's F-Zero series.
"[53] While Amusement Vision was responsible for most of the game's development,[44][54] Miyamoto and Takaya Imamura of Nintendo EAD took on the role of producer and supervisor, respectively.
[56] During the game's development, Nagoshi focused on what he called its self-explanatory "interface" and "rhythm" to give the way the tracks are laid out a rhythmic feel.
[58] Shojii is known for his musical scores in Daytona USA 2 and Fighting Vipers 2, while Kasho worked on the Gran Turismo series.
[60] Via a live video conference call from Japan on July 7, Miyamoto, Nagoshi, and Imamura answered questions about the two F-Zero games.
[20] Imamura commented that even though he worked directly on F-Zero throughout its different incarnations, this time he took a "step back and was involved at kind of a producer level at looking over the game.
[58][66] 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.
[78] The game has been credited for its visuals,[2][4] arcade/home connectivity, longevity, sharp controls, tough challenge,[79] and fleshed-out single-player modes.
[79] GameTrailers mentioned F-Zero GX demanded players to master the "rollercoaster-style tracks [which] required hairline precision" to avoid falling off-course.
[81] 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][68] Bryn Williams of GameSpy mentioned that "purists may find it too similar to [sic] N64 version" and criticized the lack of LAN play.
[9] Matt Casamassina of IGN praised the developers' work commenting they have "done a fine job of taking Nintendo's dated franchise and updating it for the new generation" and summed up the general opinion by stating that "For some, GX will be the ultimate racer.
"[3] In Japan, F-Zero GX sold 100,981 units[83] and became qualified for the Player's Choice line in both Europe[84] and North America[85] by selling at least 250,000 copies.