Quick Play || F-Zero GX
COME ON. BLUE FALCON!
Welcome to Quick Play! In this series I tackle the first 20 minutes or so of a game and give my first impressions. What you'll see in the video is the full amount I've played, unless stated otherwise!
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F-Zero GX is a futuristic racing game where up to thirty competitors race on massive circuits inside plasma-powered machines in an intergalactic Grand Prix. It 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. Tracks include enclosed tubes, cylinders, tricky jumps, and rollercoaster-esque paths. Some courses are littered with innate obstacles like dirt patches and mines. A heavy emphasis is placed on track memorization and reflexes, which aids in completing the game. Each machine handles differently, has its own performance abilities affected by its weight, and a grip, boost, and durability trait graded on an A to E (best to worst) scale. Before a race, the player is able to adjust a vehicle's balance between maximum acceleration and maximum top speed. Every machine has an energy meter, which serves two purposes. First, it is a measurement of the machine's health and is decreased, for example, when the machine hits another racer or the side of the track. Second, the player is usually given the ability to boost after the first lap. Boosting greatly increases the racer's speed for a few seconds, but also drains their energy. Pit areas and dash plates are located at various points around the track for vehicles to drive over. The former replenishes energy, while the latter gives a speed boost without using up any energy. The less time spent in the pit area, the less energy will regenerate. Courses may also have jump plates, which launch vehicles into the air enabling them to cut corners.
Each racing craft contains air brakes for navigating tight corners by using the control stick and shoulder buttons. Afterwards, the game's physics modeling give vehicles setup with high acceleration a boost of acceleration. Players can easily exploit this on a wide straight stretch of a circuit to generate serpentinous movements. This technique called "snaking" delivers a massive increase in speed, but it is best used on the easier tracks, when racing alone in Time Trial, and with heavy vehicles with a high grip rating and given high acceleration. According to Nintendo, the snaking technique was an intentional addition to F-Zero GX's gameplay.
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Other Videos By Thomas J. Ashwell
2016-11-18 | Let's Demo - Metroid Prime: Blast Ball |
2016-11-18 | Pokémon Colosseum - Episode 18 |
2016-11-17 | Pokémon Colosseum - Episode 17 |
2016-11-16 | Pokémon Colosseum - Episode 16 |
2016-11-15 | Pokémon Colosseum - Episode 15 |
2016-11-14 | Pokémon Colosseum - Episode 14 |
2016-11-13 | Super Smash Sundays - Week 127 [for Wii U Online] |
2016-11-13 | Pokémon Colosseum - Episode 13 |
2016-11-12 | Mario Kart 8 - Worldwides #41 |
2016-11-12 | Pokémon Colosseum - Episode 12 |
2016-11-11 | Quick Play || F-Zero GX |
2016-11-11 | Pokémon Colosseum - Episode 11 |
2016-11-10 | Pokémon Colosseum - Episode 10 |
2016-11-09 | Pokémon Colosseum - Episode 9 |
2016-11-08 | Pokémon Colosseum - Episode 8 |
2016-11-07 | Pokémon Colosseum - Episode 7 |
2016-11-06 | Super Smash Sundays - Week 126 [for Wii U Online] |
2016-11-06 | Pokémon Colosseum - Episode 6 |
2016-11-05 | Mario Kart 8 - Worldwides #40 |
2016-11-05 | Pokémon Colosseum - Episode 5 |
2016-11-04 | Let's Demo - Pokémon Sun and Moon |