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F- Zero - Wikipedia. F- Zero. Logo as used with the first F- Zero. Genres. Racing. Developers.

Nintendo EAD, Amusement Vision/Sega, Nd Cube, Suzak Inc. Publishers. Nintendo. Creators. Shigeru Miyamoto. Platforms. Arcade, Game Boy Advance, i. Que, Nintendo 6. 4, Nintendo 6. DD, Game. Cube, Satellaview, Super NESPlatform of origin.

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Name. The name Pokémon is the romanized contraction of the Japanese brand Pocket Monsters (ポケットモンスター, Poketto Monsutā). The term Pokémon, in. Monitor the web for interesting new content. F-Zero is a series of futuristic racing video games originally created by Nintendo EAD with multiple games developed by outside companies. The first game was released.

Super NESFirst release. F- Zero. November 2.

Latest release. F- Zero Climax. October 2. 1, 2. 00. F- Zero is a series of futuristic racing video games originally created by Nintendo EAD with multiple games developed by outside companies. The first game was released for the Super Nintendo Entertainment System in 1. Nintendo to create multiple sequels on subsequent gaming consoles.[1]The series is known for its high- speed racing, unique characters and settings, difficult gameplay, and original music, as well as for pushing technological limits to be one of the fastest racing games.

The original title inspired the creation of games such as Daytona USA[2] and the Wipeout series.[3][4]The series has been largely dormant since the release of F- Zero Climax exclusively in Japan in 2. Since then, the series has been represented in other Nintendo media, including in the Super Smash Bros. Mario Kart series, as well as in titles such as Nintendo Land for the Wii U. In addition, titles from the series have been re- released on the Wii U and New Nintendo 3.

DSVirtual Console services. Nintendo re- released F- Zero in the United States in September 2. Super NES Classic Edition.[5]F- Zero, one of the first games to use Mode 7. The first game in the series and a launch game for the Super NES, F- Zero was also the first game for the platform to use a technique that Nintendo called "Mode 7 Scrolling". When Mode 7 was combined with scaling and positioning of the layer on a scanline- by- scanline basis it could simulate 3. D environments. Such techniques in games were considered to be revolutionary in a time when most console games were restricted to static/flat backgrounds and 2- dimensional (2.

D) objects. The result was developer Nintendo EAD creating a game that IGN reviewer Craig Harris called the fastest and smoothest pseudo- 3. D console racer of its time.[6]Years later, BS F- Zero Grand Prix was released for the Super Famicom's satellite- based expansion, Satellaview. It was released in separate parts, and featured an update of the first game. It was followed up by BS F- Zero Grand Prix 2, an expansion which featured brand new courses.[3][7]Zero Racers (G- Zero), was a canceled game for the Virtual Boy. The game was previewed by Nintendo Power.[8] Gameplay differs in one important point from its predecessor and all F- Zero games released afterwards. In Zero Racers, unlike other F- Zero games, the vehicles race in all three spatial dimensions in tunnels. After a seven- year hiatus outside Japan, the series made the transition to 3.

D with the third installment, F- Zero X on the Nintendo 6. The game introduces 2.

F- Zero game. In addition to a Grand Prix mode, the game introduces a "death race" mode and a random track generator called the "X Cup". In the death race, the player's objective is to annihilate the 2.

X- Cup generates a different set of tracks each time played.[9] The hardware limitations of the N6. Graphical detail was a sacrifice that had to be made in F- Zero X to keep the game at 6. A Nintendo 6. 4DD expansion, F- Zero X Expansion Kit, was released in Japan as the last 6. DD add- on disk for the system. The Expansion Kit added a course editor, a vehicle editor, two new cups, three new machines and new music.

The course editor was the main attraction of this expansion, and was praised for its depth, as it was virtually the same program the game's designers used to make the courses.[1. F- Zero: Maximum Velocity was the series' fourth released installment, but the first incarnation of the franchise for Nintendo's Game Boy handheld. It was the first title developed by first party subsidiary Nd Cube.[1. This Game Boy Advance (GBA) launch title returned to the SNES F- Zero's gameplay with a Mode 7- styled game engine.[6]F- Zero GX was released for the Nintendo Game. Cube and developed by Sega's Amusement Vision team, and is the first F- Zero game to feature a story mode.

The game was initially titled "F- Zero GC". The arcade counterpart of GX was called F- Zero AX, which was released alongside of its Nintendo Game. Cube counterpart in mid- 2. The game had three types of arcade cabinets; standard, the "Monster Ride" and the deluxe which resembled an F- Zero vehicle.

F- Zero AX had six original courses and ten original characters. However, by certain difficult means, the six courses and ten characters could be unlocked in F- Zero GX.[1.

F- Zero: GP Legend is the second handheld game released for the Game Boy Advance and the second installment featuring a story mode; however, this one is based on the anime series of the same name, introducing a new character named Ryu Suzaku/Rick Wheeler.[1. Unlike the games before it, GP Legend takes place in a different period of time, the 2. F- Zero Climax was released exclusively in Japan for the Game Boy Advance on October 2. Like its handheld predecessor, F- Zero GP Legend, Climax was published by Nintendo and developed by both them and Suzak.

This is the first F- Zero game to have a built- in track editor without the need for an expansion or add- on. Custom tracks can be saved to one of thirty slots for future use and they can be exchanged with other players via link cable. If memory becomes full or link cable connection cannot be done, the game can generate a password for the track; when it is input on any Climax cartridge, the password will generate the track.[1. Common elements[edit]Gameplay[edit]Each of the games in F- Zero series requires the player to beat opponents to the finish line while avoiding obstacles such as land mines and slip zones. The games usually require a mixture of memorization of the tracks and quick reflexes for its fast- paced racing gameplay. In F- Zero and F- Zero: Maximum Velocity, a speed boost is given to the player for each lap completed. Starting with F- Zero X, players may execute speed boosts if they have finished at least one lap, but now in exchange for losing energy when boosting.

It is therefore necessary to use recharge strips around courses to replenish this energy, or risk exploding when it drops to zero. Strategically situated dash plates allow boosts without energy loss. In combination with course obstacles, drivers are allowed to attack each other with their vehicle bodies. The games' fantasy worlds includes different climates and terrains, and are home to many different races and tribes of aliens. There are geographical differences from game to game, but distinctive locations recur, such as Big Blue, Mute City and Port Town. Circuits are usually set on the outskirts of cities or above them situated high in planet atmospheres at an elevation as much as 3. They contain anti- gravitational guide beams on both sides of the course that keep them in place.[1.

Rich merchants from cities in the clouds or asteroids with almost uninhabitable environments invested their wealth in the construction of racing circuits.[1. Some cities have multiple circuits—circuits not used for the Grand Prix are open to pilots for practice. The dynamic structure of the courses are colossal in scale, as most circuits feature a single lap that spans over six miles (1. The vehicles used to race in these video games are known as "F- Zero machines", which are designed to hover, rather than travel on wheels. An anti- gravity unit, known as the "G- Diffuser System", allows them to drive at high speeds, while retaining a hold of the track, located from a few inches to a foot below it.[4] However, the slip zones, also referred to as the "magnetic field block coat" in the first F- Zero game, blocks the vehicle from retaining a hold on the track.