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F-Zero GX

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    Originally posted by Earl
    Anyone get their copy from Tokuda yet?
    i'm not expecting to have it till tuesday really....monday would be a surprise.

    Comment


      Originally posted by Supergoal
      Is it me or does it sound like "retard" everytime the retire screen comes up.... ft:
      I think its trying to tell you something

      Comment


        Originally posted by Supergoal
        Is it me or does it sound like "retard" everytime the retire screen comes up.... ft:
        I feel like a retard when that screen comes up...and believe me it comes up quite often.

        Comment


          Is the track design upto standard???

          I have read some negative reports. I remember when the N64 version got some abuse because of the tracks compared to the SFC version. People like to have alot of twists and smooth turns that enable a rhythm stlye of play.

          Does GX deliver???

          Comment


            About music:

            After reading how FzERO music was "great" and outa sight, I went to www.miyamotoshrine.com to hear some music on very fresh mp3.I was very impresed with...hmmm....yes! aeropolis track, but the rest of the music didnt spark any emotions or somethings.Yes it has great arrangments but music composition is still behind work of EADs musicians.
            Its fun tho...Hurry to miyamotoshrine if u havenot been in the.

            Comment


              Miyamotoshrine.com is well and truely dead now.

              Comment


                the tracks are totally full of smooth turns and and angles..

                Just play it and see for yourself

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                  The tracks are great. Especially the ones in the later stages. Lots of twist and turns and cool tunnels. Seriously, this game rocks!!!

                  Comment


                    New thoughts from me...

                    1) Yes, my brother picked up on the "retard" bit of speech on the "retired" screen. Much hilarity upon yet another death on Mute City II!

                    2) Hey Saurian, you unlocked your dude Biorex yet? He's a damn good overall racer in this and his personal tune is probably my favourite so far

                    3) OMG... any else besides Supergoal and me unlocked Diamond yet? Bring on the FXZness at last with Fire Field II and Phantom Road! Sega have been holding back you gits... THIS is what it is all about!!!

                    4) Story mode is hard, even on the lowest difficulty setting. I'm up to part 4 now and taking on the Chain Gang...

                    5) Each vehicle does truly have its own personality even when the stats are the same. For instance, on Big Blue II (end course of Emerald) I used Jody Summer with grip A for it and sailed round without hardly using the airbrakes at all. I do it again as Biorex (also grip A) but find I'm slipping a bit more and have to use them somewhat. His tightness of turn wasn't quite as much. Similarly Goroh is absolute rock perfect for Fire Field I even though he has grip B, whilst Jody was sliding a bit round the tubes. So the weight and size and individual characteristics come to the fore even more, so there is difference even between the same ratings for an ability.

                    And whoever mentioned about Twin Norita/Death Anchor is right here, DA doesn't start doing anything until you're a good 1300 odd speed wise, as I was wide on corners with it until going faster trying to chase the ghost for Time Trial.

                    6) Btw what do you DO with the controls option thing where you can move the stick around? Is that like a testing to see how far you can move it etc and determines the gradient of sensitivity? Not sure, anyone care to enlighten me here?

                    7) Mute City II is the hardest track so far... even more than any of the Diamond Cup to me Too easy for someone to knock you off during a race...

                    8 ) Sound is still a mixed bag. I think overall the tunes are good, just a couple of them aren't really "F-Zero" and more "Wipeout" instead. If they'd be replaced with a couple of the character theme songs, then things would be even better
                    Lie with passion and be forever damned...

                    Comment


                      Am I the only one to be loving the ingame choons!!!

                      That remix from the original F-Zero is phaaat!

                      Comment


                        6) Btw what do you DO with the controls option thing where you can move the stick around? Is that like a testing to see how far you can move it etc and determines the gradient of sensitivity? Not sure, anyone care to enlighten me here?
                        Not seen it yet, but the steering wheel is supported so I assume it is a calibration option.

                        Comment


                          Originally posted by spoiler
                          can someone tell me what the ship parts do and what the garage is for.
                          jus need a bit of help

                          Comment


                            For Ince...

                            Originally posted by spoiler
                            The garage allows you to build or customise your own car. You can create one from scratch or you can alter with an existing one from the 30 available. Each customisation takes up one slot of four available.

                            As you play and complete stuff, more and more bits are unlocked as a reward. You start with a basic shell, and must have on top a cockpit, a body and an engine unit. You can also choose which of the existing drivers you want to pilot it. Each item is rated as per F-Zero standards, so the body part is for the BODY rating, the cockpit is for the GRIP rating and the engine is for the BOOST rating. Each has their own cost to buy (in points) and a weight, so that no doubt will affect the overall weight of your vehicle. Generally the better it is, the heavier it is.

                            After that, you can alter RGB wise the colour of each part, and also assign an emblem (prebuilt with the game or created yourself in the tool provided) to any of the 3 areas of the vehicle at any size also.

                            I've yet to fully investigate the implications of all of this as I've been spending all my points on getting the cars from the shop and story mode/ghosts. Hopefully someone else might be able to fill in anything I've missed out.
                            Lie with passion and be forever damned...

                            Comment


                              Somethings just occured to me!!


                              Why isn't there a track editor?
                              For some reason i just presumed that after the 64DD version this would have one also and i never thought anymore about it.

                              Bastard

                              Comment


                                A track editor/generation function in the N64 versions was only possible because the tracks were a bunch of stuck-together segments that a level editor could create. GX/AX have properly modelled tracks, each one crafted properly, not bits of track bolted on. Its good this way.

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