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F-Zero GX (Image Heavy)


Guest Musahi
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Guest Musahi
I was just going to bring back the older F-Zero thread but I was the last one to post in it. So I decided to post a new thread. I was going to type up everything I knew about the game, but it would be a lot easier to give you the "Hands On F-Zero GX" from IGN. So here you go...

[quote]May 14, 2003 - When it first debuted on the Super NES back in 1991, Nintendo's futuristic F-Zero hovercraft racer was focused on one thing: blistering speed. It employed a creative sprite-scaling technology to give racing fans a rush of adrenaline like no other videogame before it, and Nintendo gamers immediately fell in love. Since then, the franchise has shown up on every Nintendo system thereafter, including the fully 3D-rendered F-Zero X on the N64. In it, our hovercraft thrills were expanded to new heights, with courses that twisted and climbed high into the skies to roller-coaster proportions. Despite being just as fast -- if not faster -- than any other F-Zero game in the series, the X edition was often criticized for being graphically plain and devoid of futuristic eye candy. Slap a G on that X, and get ready for all of that to change.
Nintendo and Sega have teamed up to bring F-Zero GX to the GameCube later this year, and here at the E3 2003 show in Los Angeles, CA, we've played it. More than played it -- we've spread our eyes wide with amazement, melted into the controller, and evaporated directly into the widescreen plasma monitors before us. F-Zero GX is truly an amazing site to behold. Sega and Nintendo have taken the exact same gameplay dynamics from the N64 version and reproduced them to perfection on the GameCube hardware. But what makes GX a truly breathtaking spectacle are the gorgeously rendered visuals that flash by on screen at an unbelievably brisk rate (even faster than the N64 version). Having only witnessed still screenshots from the GameCube version prior to today's unveiling, we were unprepared for both the beauty and speed that Sega has married into what is sure to be the best futuristic racer ever created.

Gamers who poured countless hours into the previous N64 title will feel extremely comfortable gripping the helm of this GameCube sequel. Nintendo has kept the core controls identical: the A button accelerates, and the B button hits the brakes. The L and R shoulder triggers lean the craft sharply in either direction -- a staple move of the franchise ever since the SNES original. In the three playable E3 tracks, the latter two are packed with sharp corners that require quick and constant use of the shoulder triggers as players weave left and right through traffic and attempt to keep from bashing against the energy-charged rails. Just like the N64 version before it, racers earn the ability to boost on the second lap and can hit the Y button to send their crafts flying through the pack of 30 CPU-controlled competitors. The boost effect (along with every other effect in the game) is graphically gorgeous, with brilliant streaks of bold, white lightning clinging to your craft as the camera angle slightly distorts to give a hyper-realistic sense of insane speed.

Other controls have been significantly changed in GX, and fans of the previous N64 version may or may not approve. The same ship-slamming attacks are back, but their executions are now much simpler in comparison. Players can horizontally bash into nearby vehicles by simply hitting the X button with a direction on the analog stick, and the same goes for spin attacks with the Z button. Compare this to the depth of the N64 controls: double tap a trigger to slam, or hold both triggers and then press one to spin in that direction. The N64 layout felt much closer to wrapping your hands around a symmetrical flight control system that Captain Falcon himself might use, while the current GCN controls feel more gimmicky and videogame-ish. Perhaps the design change can be attributed to the larger, deeper triggers on the GameCube controller, which could prove tricky for continuous double tapping. Whatever the reason, the slight annoyance is easily forgivable and quickly forgotten once the race starts.

In-race gameplay design is also nearly identical to the N64 version. Races consist of three laps of heated competition against 30 other hovercraft vehicles, each with their own distinct drivers, history, personalities, and tunings. Again, vehicles are rated A, B, or C in the same body, boost, and grip categories as before, and players can customize a slider bar between acceleration and max speed -- identical to the N64 title before it. As the 3-2-1-go countdown ticks, pressing A will activate your engine and levitate your craft. Then it's off to the races as you attempt to fight your way to the head of the pack. In addition to boosting with the Y button on the second and third laps, tracks are again loaded with plenty of high-speed boost pads to zip your craft ahead. Bumping into other vehicles will deplete your energy bar, as will manually using your boost with the Y button. Energy is once again replenished in designated flashing zones along the sides of the track, and running out of energy will see your craft sitting disabled along the side of the road.

-Zero GX features several gameplay modes, two of which are playable on the E3 show floor: "One Course Race," and "Vs. Battle." The first is most likely a specially designed arena for E3 gamers to hop directly into a race and zoom around, while the second is a multiplayer mode for up to four racers to compete head-to-head in a single race setting. Although final gameplay modes are still being tweaked for the U.S. version, one new addition to anticipate is the inclusion of a "Story Mode" (not playable at E3). In it, players guide F-Zero hero Captain Falcon through a series of missions and gameplay tests. Examples given by Nintendo reps on hand included time trials, head-to-head races against key opponents, and even challenges such as getting past a pack of drivers determined to block off your every move. This new addition should help to deepen the single-player aspect of the game and give fans something else to chew on besides the standard race modes that will again be included.
The final version of the game will feature 30 selectable pilot and vehicle pairs, but here at the E3 show floor, only five are enabled: Blue Falcon, Golden Fox, Fire Stingray, White Cat, and Red Gazelle. If these names sound familiar, it's because Sega and Nintendo are keeping as many of the same great personalities from the N64 version as possible. The final game will also include 20 tracks, and E3 attendees will be limited to three: Mute City (yes!), Lightning, and Metropolis. As with the previous F-Zero titles, the first trip to Mute City is straightforward, with gradual turns and nice, wide tracks easing the player into the feel of the supersonic gameplay.

Courses are stacked with vertically stretching architecture of futuristic buildings, beams, and archways, and the intense sense of speed is greatly enhanced because of it. Far in the horizon, white, fluffy clouds can be seen floating by as real-time lighting effects drop shadows down onto the track below. In the second track, "Lightning," a gorgeous and darkened sky is contrasted with tunnel lighting and bolts of electricity jumping through the air. The style is awesome, and the technical brilliance demonstrated in the clean, crisp visuals is equally impressive. Best of all: the game runs at a blazing 60 frames per second and only once briefly skipped a beat during our playtest. Based on the sweet visuals presented in this early version, we have no doubts that it'll be running 100% smoothly in the final build.

Looking to the future, Nintendo representatives confirmed that the joint Sega-NCL project will indeed appear in arcade form here in the U.S. (dubbed F-Zero AC), and that GameCube players will be able to customize their racers and import them into the arcade version for even bigger thrills afforded by the arcade hardware. Other downloadable goodies from the arcade version such as tracks and pilots are always a possibility, although plans for such are still unconfirmed at this point.

We'll be returning to the show floor very soon to bring back first footage of F-Zero GX running on the GameCube hardware, so keep clicking that refresh button and stay tuned to the E3 2003 madness here at IGNcube.

-- Cory D. Lewis[/quote]

But the main reason I wanted to create this thread, was because the charcaters were recently released. I don't like a lot of them, but some of you might.

[img]http://cubemedia.ign.com/cube/image/TANAKA_psd_jpgcopy.jpg[/img]
This next one is the one I like.
[img]http://cubemedia.ign.com/cube/image/SHADOW_psd_jpgcopy.jpg[/img]
[img]http://cubemedia.ign.com/cube/image/MICHAEL_psd_jpgcopy.jpg[/img]
[img]http://cubemedia.ign.com/cube/image/OCTMAN_psd_jpgcopy.jpg[/img]
[img]http://cubemedia.ign.com/cube/image/JODY_psd_jpgcopy.jpg[/img]
[img]http://cubemedia.ign.com/cube/image/GUSTER_psd_jpgcopy.jpg[/img]
[img]http://cubemedia.ign.com/cube/image/GOROH_NOMAL0131_psd_jpgcopy.jpg[/img]
[img]http://cubemedia.ign.com/cube/image/FALCON02_psd_jpgcopy.jpg[/img]
[img]http://cubemedia.ign.com/cube/image/EAD_psd_jpgcopy.jpg[/img]
[img]http://cubemedia.ign.com/cube/image/BLOOD_psd_jpgcopy.jpg[/img]

I think this game looks awesome, the visuals are amazing. There isn't much I can say here, it's just cool. Some of the characters look pretty un-inspired, and others are downright ripped off. But who really cares, you aren't going to see the charcaters much in a game like F-Zero anyway.
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Personally, F-Zero GX is the game that I'm really looking forward to right now, even more than Soul Calibur 2. This game is looking incredible and if it can improve on the tight controls and amazing tracks of F-Zero X, then it will truly be an amzing experience.

I really sound like a dork describing this game, don't I? Oh well, can't be helped.

[QUOTE][b][i]Originally posted by Dan Rugh[/i]
Am I the only one who thinks it looks like that Octopus man is dancing?[/b][/QUOTE]

Hey, he [b]does[/b] look like he's dancing!
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I'm also very excited about this game. That's a lot to say for me too, since I'm not really into straight racing games. The graphics for this are just way too good to not buy it.

Am I the only one who thinks it looks like that Octopus man is dancing? :laugh:
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[color=#335062]The character designs aren't too different to what they've had before. They've always been weird/colorful/varied.

Interestingly, if you watch the E3 video, you'll notice an FMV where Captain Falcon gets out of his car and tries to attack another guy who comes up beside him. So it seems like there's more of a story going on here, which may or may not add to the overall game.

Either way, it looks gorgeous. Track designs are amazing and the game overall is looking pretty polished. I can't wait for its release.[/color]
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The home version actually has a story mode. However, you can only play as Captain Falcon in it apparently. Still, I'd say it's better than nothing... and hopefully since they are doing only Captain Falcon, the story for him will be well done and entertaining.
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[color=#335062]Yeah, it's interesting that Captain Falcon is a relatively old character (at least compared to characters like Yoshi and such), yet he's never really been explored. It might set a catalyst, to actually take a look into his persona a little more and such.

[/color]
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  • 3 weeks later...
guys i have freeloader and im wondering if i should import it. if i import i get it earlier but i cant do the compatibility thing with ax but i dont think there will be an AX arcade machine around where i live. so do u guys think it'll be very....ummmmm.... story driven and with alot of verbal content? if so, i might as well wait until august. what do u guys think? (oh and dont give me lectures on how i shouldnt use FL. :P)




PS and yes, it looks awesome. the graphics in a futuristic cities look great and the greenery in some stages still looks great. I CANT W-W-W-WAIT.
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[color=indigo]Well, if you want to be able to understand what's going on in the story mode, you probably shouldn't import it. Other than the story mode, though, I wouldn't think there'd be much in the way of text/speech besides the menus.[/color]
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  • 2 weeks later...
[color=#707875]Well, time to bump this thread up again. I've been meaning to post about F-Zero GX lately, but I haven't really had time. I thought I'd share some more screens with you guys, though these are not particularly new. Still, they're non-watermarked and higher quality than you might see elsewhere. I also thought I'd share some new information about the game -- information that is making me increasingly excited about this title.

[img]http://www.shineget.com/fzero1.jpg[/img]

In particular, there's one thing to note about this game (in relation to F-Zero X). F-Zero X was a game with stripped-down visuals, which facilitated the framerate smoothness and extreme speeds. F-Zero GX actually goes in the opposite direction; loading the visuals with great detail and variety, whilst still producing a silky smoothe framerate.[/color]

[quote][i]IGNcube:[/i]
F-Zero GX does not suffer the same fate. And that is definitely the understatement of the day. Actually, developer Amusement Vision's take on the franchise is an intense, absolutely gorgeous journey into the F-Zero universe. F-Zero GX runs so fast at an [b]uninterrupted 60 frames per second[/b] that you'll be taken back by the sensation of pure speed and motion. Right from the start, [b]it moves quicker than the later vehicles in Wipeout and XG3[/b]. An interesting point, too: in my play time today, I never exceeded 1500 kilometers per hour in the game, but Nintendo's F-Zero GX master Chris Campbell claims (he's been known to lie, that dirty dog) to have reached speeds of 2400 KPH. I can't even imagine how quickly the tracks and environments must blur by at that mach speed. But [b]even with 30 cars on-screen, no sacrifices have been made to the visual presentation[/b]. Quite the contrary, the race worlds in the game are more detailed and stylized than just about anything else available. GX is a software showpiece - the kind of game that's destined to be pulled off the shelf by GameCube owners looking to impress their unsuspecting friends. [/quote]

[img]http://www.shineget.com/fzero2.jpg[/img]

[color=#707875]I'm impressed with the way that the visuals have actually improved over time. When you look at the newer videos of the game, it's hard not to be blown away. Visuals even seem to have improved since the E3 demonstration, which is saying a lot.[/color]

[quote][i]IGNcube:[/i]
At E3 2003, I knew I liked F-Zero GX. Now, I know that it's my favorite F-Zero game, no contest, and without a doubt. [/quote]

[color=#707875]This comment in particular underscores that the E3 demo wasn't as "full" as the newest media-only demonstration.[/color]

[img]http://www.shineget.com/fzero3.jpg[/img]

[quote][i]IGNcube:[/i]
The real meat and potatoes of the game, though, is its [b]new story offering, which plainly breathes new life into the franchise[/b] as far as I'm concerned. Here, you pick a pilot (there are more than 30 characters to choose from) and play him or her through [b]10 chapters of varying races highlighted by spectacular plot-driven full-motion video sequences and challenges[/b]. You'll earn tickets after completing each chapter and these can be used to buy access to the others. Amusement Vision has also formed a [b]clever bond between the story and grand prix modes[/b] in that you'll occasionally fall short of tickets needed in story mode and need to earn them in grand prix. It's very well done.

True, 10 chapters may not sound like much, but they're stretched over multiple courses. Perhaps the bigger consideration, though, is difficulty. This isn't Wario World, folks. [b]You're going to have to work very, very hard for each race you win[/b]. I kid you not. [b]After completing the first level, three of us then spent the next hour trying to make it through the second challenge[/b]. The object: to beat Goroh the Vengeful Samurai in a race through a desert track. The catch: [b]the course is littered with boulders that tumble down from a close-by mountain. It literally took some of us 20 to 30 tries to beat it. Some never could[/b]. The same can be said of some of the middle-range and beyond grand prix levels. Mess up a single time in some of these and you won't be able to place. Take a turn too loosely and it's all over. [b]The courses can be that unforgiving[/b].
[/quote]

[color=#707875]I'm glad that the difficulty element remains (and appears to have increased, if anything). F-Zero X had some pretty nasty courses and GX seems to continue that trend, and further expand on it.[/color]

[img]http://www.shineget.com/fzero4.jpg[/img]

[quote][i]IGNcube:[/i]
The story mode is enhanced more thanks to a [b]stunning presentation[/b]. Nintendo fans have too-long been gypped out of compelling FMV sequences (see: Super Mario Sunshine), but that's not the case here, and boy, what a difference. In the past, we've barely known Captain Falcon. He was just static selectable pilot. Now, [b]you can watch the character come to life during in-story scenes[/b]. Hardcore Nintendo fans will [b]appreciate the care that went into the crisp, clean, stylized sequences[/b]. Falcon walks through dirty bars, littered futuristic city streets, and seems to fear nothing as he encounters thug-aliens and monstrous enemy racers. He has his own theme music - all of the characters do (and you can listen to the thumping tunes any time from their pilot profile menu, which also details racer backgrounds and attributes). [/quote]

[img]http://www.shineget.com/fzero5.jpg[/img]


[color=#707875]Of course, graphics and game modes are one part of the equation. But with a game like this, controls are probably the most important element. If the controls don't feel comfortable, the game simply won't be any fun to play. Thankfully, F-Zero GX seems to do a fantastic job in this department.[/color]

[quote][i]IGNcube:[/i]
But how does the game itself play? [b]Tight, fast, and intuitive[/b]. Controlling the craft over the unpredictable tracks [b]becomes something of an art form[/b]. The analog stick manipulates the vehicles, while the A button accelerates. Meanwhile, R and L can and must be used to trigger the air brakes for sharp turns, and pressing both buttons together dishes out a drift. [b](I've noticed that cars don't slide out of control nearly as easily as they did in F-Zero 64, which is a big improvement.)[/b] Still, these methods alone may not always work. Some streets bank so swiftly that you'll actually need to use the Z button to executed a 360-degree spin to successfully navigate them without losing speed or crashing into a wall. It's a bit tricky, but once you get the hang of it the move will make all the difference in your performance. When you're cocky enough, you can also use the Z-button to 360-spin enemies off of the tracks. It's all about timing. Finally, the Y button serves up the classic F-Zero boost, which momentarily kicks your craft into high-speed. The more you boost, the less shielding you'll have, so naturally you'll want to consider where the regeneration pads are in each course and decide when to go nitro-crazy based on that. It becomes part of the strategy, which is great. On top of everything else, the D-Pad switches camera angles (two third-person views and one first-person). [b]The configuration is simplistic and arcade-ready while the execution is spot on[/b]. [/quote]

[img]http://www.shineget.com/fzero6.jpg[/img]

[quote][i]IGNcube:[/i]
From a technical standpoint, [b]F-Zero GX is a GameCube standout[/b]. Not only does the racer run at a blazing 60 frames at all times, even throughout the multiplayer mode, but it also shines in progressive scan, too. And guess what? [b]GX also displays in 16x9 widescreen mode[/b]. Calling all high-end television owners: [b]you're going to be in a state of ecstasy when you see all of this in motion[/b]. And those of you with respectable stereo systems will likewise enjoy the [b]crisp, clean Dolby Pro Logic II surround sound in place[/b], too.

[b]The various courses impress on multiple levels[/b]. First, the artistic sense. Amusement Vision has created some [b]breathtaking locales[/b] that both retain the character of the F-Zero universe and also [b]update it so that it's all much hipper, much grittier and much cooler[/b]. There are tracks with rain and lightning flashes in the background, neon lights and signage, which seem inspired more by Wipeout than F-Zero, and there are also tunneled courses spilled with hazards, obstacles and high-flying jumps. [b]The developer has, much more than Nintendo, used the GameCube to deliver some clean textures[/b]. There are [b]instances even when some of the ground tiles look almost bump-mapped, though they are not[/b].

[b]Unfortunately, there is no track editor or creator in the game[/b] - the biggest disappoint, in my opinion, especially since F-Zero X gave the feature to us and the SD Digicard adapter is available already in Japan. On the other hand, though, a customize mode does at least enable you to fully build a tricked-out ship complete with your own unique decals, which you can draw yourself or choose from a list. Nintendo showed off such decals as Super Monkey Ball faces, Sonic the Hedgehog, Mario and Fox McCloud, though it did not confirm whether or not these would be available in the final game. [/quote]

[img]http://www.shineget.com/fzero7.jpg[/img]

[color=#707875]It's a big shame that no track editor exists, even on a second disc. A track editor would [i]really[/i] make this a must-own game for everybody. But, I already consider it a must-own title for anyone even remotely interested in the F-Zero series (or racing in general, for that matter).

In any case, I'm really looking forward to this game. Multiplayer looks like it'll be a blast, and the sheer difficulty and challenge is a great reason for me to own the title, considering that I've been playing a lot of relatively easy GCN games lately. I mean, I'm tempted to buy Wario World, but it seems to be another Luigi's Mansion -- short but sweet. While I enjoyed Luigi's Mansion a great deal, I'm not so sure that I want to pay full price for another game of such short length.

F-Zero GX should be one game that'll keep players going for a while. And, as mentioned above, it's a real technical showpiece for GameCube as well.[/color]
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A lot of people are clamoring for a track editor... but I wonder how easy that would have been to implement. F-Zero X is very simple graphically, while F-Zero GX isn't. I can imagine that just being rather hard on the hardware for some reason. Still, I would have liked to seen it... especially now that they are finally putting that SD adapter out. At least you can make custom car decals... heh.

I still don't get why LAN play was removed.
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[color=#707875]I agree with you there. Some people are misjudging the difficulty when it comes to implementation of a track editor. But having said that, games like TimeSplitters 2 have had extensive level editors...so, it certainly can be done.

However, a track editor for F-Zero GX may require a much larger storage capacity. This is why I wish that Nintendo had released the SD Card Adapter from the very beginning. If Nintendo embraces the SD Card, more developers are going to be willing to use it.

As for LAN play...I definitely agree with you there. LAN play is such a big addition to a game like this, as with something like Mario Kart. [/color]
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The LAN issue doesn't really matter to me; for one thing, I don't have enough room in my house for that and two, I don't know enough people that would play F-Zero GX with me, anyway. But I'm sure that there were enough people looking forward to LAN play to disappoint, but it's a non-issue with me. But I do agree that a track editor would have been great, even if they would've had to simplify the graphics a little bit to make it possible.

I have to say what everyone else is saying and that is that the graphics look simply amazing. This game puts nearly every single other GameCube game that I've seen to shame, and from the sound of it, this game still blazes along like nobodies business. The level of detail in the graphics is just astounding and the fact that it moves that fast is just mind-boggling.

I'm also glad to hear that the gameplay and controls are as tight as ever. Simply put, even if a game looked as incredible as F-Zero GX does, if the controls are all wrong, then the game is worthless. Of course, I don't know how good the controls are until I test them out myself, but to read that the controls have gotten good marks so far, is very reassuring to me.

Overall, this is [i]the[/i] game that I am looking forward to right now and I'll probably get it the first day it comes out. Too bad I have to wait for Fall for this to come out; I wish it were out right now!
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LAN is important for a couple reasons.

1.) If that Nintendo online rumor pans out, F-Zero GX won't be partof it.

and

2.) The latest rumor is some kids in Japan have Kirby's Air Ride hooked up via a PC to another GC. So basically they have the GC online thinking it's doing LAN. The lag is horrible at this point, but considering the game came out a couple days ago, they're doing amazingly well I'd say.

So LAN would have been nice, if that ever gets going heh.
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[color=#707875]That second claim is very interesting; we just reported on that at N-Sider recently, as several Japanese websites are talking about this apparent development.

It makes me wonder how far people will go to get GCN online. I remember that people used to attempt all sorts of weird things with Dreamcast (even though it was actually an online-capable console in and of itself).[/color]
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  • 2 weeks later...
Wow... I really haven't seen many screenshots until now.. ^_^ Very very cool.. The characters look so realistic...

My brother is more into F-Zero than I am.. The game comes out a few days after his birthday, so I am probably gonna get him a reservation for his gift. :sweat:

*coughcough*Of course, in the end, I'll probably play it more than him.*coughcough*

But I am really looking forward to this. The graphics are so improved I'm scared now.
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[color=indigo]Heh, I reserved a copy at GameStop a few days ago. Can't wait for this game to come out. I just know I'm going to have to have a party with my friends and stay up all night playing versus races.

Anyway, a little while ago, I heard that the US version of F-Zero AX (the arcade version) wouldn't feature the connectivity between AX and GX using GCN memory cards. I forget where I heard this (I think it was either EGM or GameSpot), but I was wondering if anyone else has any other info about it.

Of course, it probably won't matter to me anyway, since I really doubt anywhere in town is going to get an F-Zero AX machine anytime soon. The biggest arcade we've got is at the bowling alley, and it doesn't have very many games in it. >_<[/color]
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The AX memory card info is bogus. The problem is that any of the current AX machines in the US are Japanese models. Just like with GCN, the Japanese machines don't accept US cards.

With the US machines, whenever they are released, the memory card thing will be intact. Nintendo itself has said so to a few people I trust (such as some writers at GMR and EGM). It's just a stupid assumption going around that seems to have no real factual base other than people messing with Japanese machines and the general belief that Nintendo loves to screw us over.

So, unless something randomly changes, Nintendo has no plans to remove that feature at all.

The unit is incredibly expensive as it is. I doubt most smaller places will have it. There are supposedly two models as well... one that moves and one that doesn't. I don't really know the price difference.
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[COLOR=royalblue]I've never played any F-Zero games, but I think I'll at least rent this one, if only because I think it sounds cool. I've heard lots of good things about it, and I saw a preview on the OOT/OOT:MQ disc that came before TWW and it looks great visually. So I'll probably rent it and if I like it, I'll buy it.[/COLOR]
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  • 1 month later...
[color=indigo]From my myOtaku page:[/color]

[color=seagreen]Well, I looked at the ads again, and F-Zero GX did come out today, not yesterday. So I'm glad I didn't try and pick it up yesterday, heh. Would've been a wasted trip.

I finally got it today, though, after waiting about 3/4 of a year for its release. So what do I think about it? Well, let's just say it made me go "woah." Multiple times. And for various different reasons. And I actually did the O_O look while I said it, except that my mouth was hanging open.

So yeah, it's definitely lived up to all my expectations so far. The play control, while at first I thought it seemed a little too finicky, is fast becoming second nature. And, like I had hoped, they kept the drift control for the R and L buttons the same as Maximum Velocity on the GBA. If you just push in one of the buttons, you drift to the side while staying pointed in the same direction, instead of it turning you to the side like in F-Zero X. And, what's more, you can still do the drift turns that the F-Zero X style allowed. To do those, you just hold in both the R and the L buttons and you'll drift around turns. Very nice; it's like getting the best of both worlds.

Of course, the first thing I noticed about F-Zero GX was the awesome speed of the game. Never before have I seen a racing game go this fast! At first I was just trying to keep up with what was going on, and that was on the easy tracks with barely any sharp turns. You really have to concentrate on the later tracks... And this was just on the easiest difficulty! I can't imagine what Expert mode is like.

Also, another thing I found cool, was that after I stopped playing I realized my heart was pounding and it felt like I had just been hiking a little ways up a steep hill. I'm not kidding, either; it got my adrenalin pumping. Even in practice mode it can get pretty intense, just trying to stay on the track on some courses.

The story mode also looks like it's going to be extrmely fun. I've only done the first two missions so far, and while the first wasn't that interesting (a training mission), the second was a lot of fun. It's a race against Samurai Goroh, pilot of the Fire Stingray, along a cliff edge while large boulders roll down the hill. Very fun trying to dodge the boulders while taking the turns as sharp as you can (because you really need to if you want to win) and trying to find good places to use your boost.

Overall, I'm extremely happy with this game so far. A definite buy for anyone that likes racing games.[/color]

[color=indigo]So what do other people think, then?[/color]
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[color=navy][i] My good friend just got this game yesterday. I was there playing it, and yes, it is awesome.
Probably the thing I like the most is how you can unlock items in the shop, and later buy them with credits you earn from winning races, go to the garage, and create your own racer with the part's you purchased. Which is really a good thing, because your customized racer is in most cases [b]easily[/b] better than any of the pre-set racers, even early in the game with parts won from the Ruby Cup a few times. You also get to choose a paint job for each individual part on your racer, with a totaly customizable color scale like some of the FF games have. And whats more, you can put up to four emblems, -stickers i guess- on your racer, and also make your own. Customization is good. ^_^
But yeah, it is an awesome game in every sense of the word. I doubt i'll be buying, because of a lack of money, and the fact i'm also saving up for other titles, but what a great game.
~Matto[/color][/i]
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