F-Zero GX (GameCube) - Let's Play 1001 Games - Episode 833
💥 Fan of the channel? Help support the series ► https://www.patreon.com/GamingJay1001\n💥 Follow me on Twitter ► https://twitter.com/GamingJay1001\n💥 Check out the website ► http://letsplay1001.com/\n💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908\n\nI'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
F-Zero GX
from https://en.wikipedia.org/wiki/F-Zero_GX
F-Zero GX is a 2003 racing video game developed by Amusement Vision and published by Nintendo for the GameCube console. It runs on an enhanced version of the engine used in Super Monkey Ball. F-Zero AX, the arcade counterpart of GX, uses the Triforce arcade system board conceived from a business alliance between Nintendo, Namco and Sega. Published by Sega, it was released alongside GX in 2003.
F-Zero GX 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. A heavy emphasis is placed on track memorization and reflexes. 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.
The GX and AX project was the first significant video game collaboration between Nintendo and Sega. GX was well received by critics for its visuals, intense action, high sense of speed, and track design while its high difficulty has been criticized. In the years since its release it has been considered one of the GameCube's best titles, as well as one of the greatest video games ever made.
After Sega transited from first to third-party development in 2001,[42] they and Nintendo developed a close relationship.[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] Nintendo announced on February 18, 2002, that an arcade system board under the name of "Triforce" was being developed in conjunction between Nintendo, Namco, and Sega.[29] The idea for the arcade board originated after discussions between Sega and Namco about the capabilities and cost effectiveness of the GameCube architecture to make arcade games.[45] Sega, having helped to develop Nintendo's Triforce arcade system, wanted to support it with software that would "stand out and draw attention to Nintendo's platform."[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.[44] Nagoshi contemplated declining the project due to the combined pressure of making a great impression on Nintendo and creating the next installment of an esteemed franchise, but his curiosity about what he and his team could create overcame his hesitation.[46]
In March 2002, an announcement from Sega and Nintendo revealed that Amusement Vision and Nintendo would collaborate to release F-Zero video game titles for the Triforce arcade board and the GameCube.[28][47][48] F-Zero GX and AX was the first significant software collaboration between Nintendo and Sega,[49] and the announcement that Nintendo had handled development of one of its franchises to former competitor Sega came as a surprise to some critics.[50][51] Nagoshi claimed that 1991's F-Zero "actually taught me what a game should be" and that it served as an influence for him to create Daytona USA and other racing games.[52] F-Zero producer Shigeru Miyamoto stated that Nintendo "gained a lot of fans among current game developers, including famous producers like Mr. Nagoshi who grew up playing Nintendo games and are big fans of some of our titles."[20] and thought the collaboration resulted in a "true evolution of the F-Zero series", enhancing the simulation of racing at high speeds and expanding the "F-Zero world on a grand scale."[53]