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F-Zero GX (エフゼロ ジーエックス, F-Zero GX? F-ZERO GX) is a video game for the Nintendo GameCube console. It was released for the Nintendo GameCube in Japan on July 25, 2003, in Canada and the United States on August 29, 2003, and in Europe on October 31, 2003. Its arcade counterpart, F-Zero AX, was developed in conjunction between Nintendo, Namco, and Sega.

Gameplay

As with all F-Zero games, GX is a futuristic racing game. Pilots race plasma-powered hovercars in an intergalactic Grand Prix at speeds that can exceed over 4000 km/h. The game is noteworthy for its intense action, high level of difficulty and for its very high sense of speed - which is accomplished partly by the visuals and detail in the tracks.[1] There is a large amount of variety in the track design, including loops, half-pipes, cylinders, and jumps. Before a race, the player is given the opportunity to adjust their vehicle's balance between maximum acceleration and maximum top speed. There is a wide variety of machines available for the player to choose, each with its own characteristics including Top Speed, Grip, Boost, and Body, and each driven by a different character. Custom machines can also be created.

A race in F-Zero GX consists of three laps around the track. Each machine has an energy meter, which serves two purposes. First of all, it is a measurement of the machine's health and is decreased when the machine hits another racer or the side of the track. Additionally, the player is given the ability to boost after the first lap. Boosting greatly increases the racer's speed, but also drains their energy. Energy can be replenished by driving over recharge strips that are placed on the track. If a player falls off a track or runs out of energy, the race will be restarted, or their machine will be restored to the track with severely depleted energy. As with all F-Zero titles, combat is not a crucial part of the game, but machines can attempt to damage and destroy each other using side attacks or spin attacks.

Missions

Spoiler

Mission 1: Captain Falcon Trains-In 3 Laps on Mute City Sonic Oval, collect 20 capsules. On Hard you must collect 25, and on Very Hard you must collect 30.

Mission 2: Goroh the Vengeful Samurai-Beat Samurai Goroh to a checkpoint through Red Canyon, dodging boulders along the way. Samurai Goroh becomes faster and there are more boulders on higher difficulties.

Mission 3: High Stakes in Mute City-Beat 11 opponents at a race in a Casino Palace-style track. Opponents become faster at higher difficulties.

Mission 4: Challenge of the Bloody Chain-Fight through a pack of 28 weak opponents and destroy their leader, Michael Chain. Opponents become more durable on higher difficulties.

Mission 5: Save Jody!-Escape the exploding power plant with Jody Summer in 55 seconds. On Hard, escape within 50 seconds, and escape within 45 seconds on Very Hard.

Mission 6: Black Shadow's Trap-Make it to the end of the course without going below 700 mph. On Hard you may not go below 750 mph, and on Very Hard the minimum speed is 800 mph.

Mission 7: F-Zero Grand Prix-Beat 29 opponents in 3 laps on a Mute City-style course. On Hard 4 laps are raced, and 5 laps are raced on Very Hard.

Mission 8: Beat Deathborn in a 3-lap race in the Underworld. On Hard 4 laps are raced, and on Very Hard 5 laps are raced.

Mission 9: Beat the Staff Ghost in a 3-lap race around a Phantom Road-style track. On Hard 4 laps are raced, and on Very Hard 5 laps are raced. The Staff Ghost time will decrease as well.

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