F-Zero GX

Last updated

F-Zero GX
F-Zero GX box artwork.png
North American box art
Developer Amusement Vision
Publisher Nintendo
Producers Toshihiro Nagoshi
Shigeru Miyamoto
Composers Hidenori Shoji
Daiki Kasho
Series F-Zero
Platform GameCube
Release
  • JP: July 25, 2003
  • NA: August 25, 2003
  • AU: October 24, 2003
  • EU: October 31, 2003
Genre Racing
Modes Single-player, multiplayer

F-Zero GX is a 2003 racing game developed by Amusement Vision, a division of Sega, and published by Nintendo for the GameCube. It was released in Japan on July 25, 2003, North America on August 25, Australia on October 24, and Europe on October 31. Sega also released an arcade version, F-Zero AX, which uses the Triforce arcade system board.

Contents

F-Zero GX retains the high-speed gameplay of the previous F-Zero games, with an emphasis on track memorization and reflexes. It introduces a "story mode", in which the player completes missions as Captain Falcon through nine chapters.

The GX and AX project was the first significant game collaboration between Nintendo and Sega. It runs on an enhanced version of the game engine used in Super Monkey Ball (2001). GX received positive reviews for its visuals, intense action, sense of speed, and track design, though its difficulty was criticized. In 2025, it was rereleased on the Nintendo Classics service for the Nintendo Switch 2.

Gameplay

F-Zero GX is a futuristic racing game in which up to thirty competitors race in an intergalactic Grand Prix. [1] It retains the basic gameplay and control of the previous F-Zero game, F-Zero X (1998) on the Nintendo 64. [2] [3]

Tracks include enclosed tubes, cylinders, jumps, and rollercoaster-like paths. [2] [4] Some include obstacles such as dirt patches and mines. [4] An emphasis is placed on track memorization and reflexes. [2] [3] Each machine handles differently, [5] has its own performance abilities affected by its weight, and a grip, boost, and durability score. [6] Before each race, the player can adjust a vehicle's balance between acceleration and top speed. [3]

Every machine has an energy meter, a measurement of its health, which is lost through collisions or attacks from opposing racers. [7] Energy is also used to boost, which becomes possible after the first lap. [7] [8] Energy is recovered by driving over pit areas. [8] Dash plates provide a speed boost, while jump plates launch vehicles into the air, enabling them to cut corners. [9] [8]

Tight corners are navigated using the analog stick and shoulder buttons. [10] By holding both shoulder buttons, vehicles can drift around corners. [10] Afterwards, the physics modeling gives vehicles setup with high acceleration a boost of acceleration. Players can exploit this on a wide straight stretch of a circuit to generate serpentinous movements. [11] This technique, called "snaking", delivers a massive increase in speed, [3] 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. Nintendo said snaking was an intentional inclusion, but IGN said this may be "damage control". [12]

Screenshot of F-Zero GX, showing the player's head-up display and racing craft. The game features widescreen and progressive scan support. F-Zero GX - Lightning Loop Cross track WIDE.jpg
Screenshot of F-Zero GX, showing the player's head-up display and racing craft. The game features widescreen and progressive scan support.

In the Grand Prix mode, the player races against twenty-nine opponents through three laps of each track in a cup. [9] There are four cups (Ruby, Sapphire, Emerald, and Diamond) with five tracks in each. [13] [14] Unlocking the AX cup gives the player all six tracks from the arcade game, F-Zero AX. [15] [16] Each cup has four selectable difficulty levels: novice, standard, expert, and master. [15] Racer receive points for finishing a track depending on where they placed; the racer with the most points at the end of the circuit is the winner. [9] If the player has a "spare machine"—the equivalent of an extra life— the race can be restarted even if the player's vehicle is destroyed. A predetermined number of spare machines based on the difficulty level chosen are given to players before starting a cup. [17] Players get an additional spare machine for every five contenders they destroy through combat, [18] [8] with each also granting extra energy. [18]

In the multiplayer mode, two to four players can compete simultaneously. In the time attack mode, the player attempts to complete a track in the shortest time. [19] Players could enter a password received after a time attack on the F-Zero website to enter the online ranking [20] Ghost data, transparent re-enactments of the player's time attack performances, can be saved on memory cards to race against. Up to five ghosts can be raced against simultaneously. [21] The replay mode allows saved Grand Prix and Time Attack gameplay to be replayed with different camera angles and in-game music. [22] The pilot profile mode has each character's biography, theme music, information on their machine, and a full motion video sequence. [23]

Customize mode is divided between the F-Zero Shop, Garage, and Emblem Editor. The shop is where opponent machines, custom parts for vehicle creation, and miscellaneous items such as story mode chapters and staff ghost data can be purchased with tickets. Tickets are acquired as the player progresses through the Grand Prix, Time Attack, and Story mode. In the Garage section, players can create a machine with three custom parts or print emblems on any vehicle. The parts are divided into body, cockpit, and booster categories, and affect the vehicle's overall durability, maximum speed, cornering, and acceleration. The Emblem Editor lets players create decals. [24]

F-Zero GX is the first F-Zero game to feature a story mode. [20] Players control the pilot Captain Falcon in nine chapters of various racing scenarios, including Falcon's training regiment, a race against a rival through a canyon with falling boulders, a battle against a rival gang, and an escape from a collapsing building through closing blast doors. Each chapter can be completed on a normal, hard, and very hard difficulty setting. [25] Toshihiro Nagoshi, one of the co-producers, said the development team wanted to explain the characters' motivations and flesh out the game world. [20]

Arcade version

F-Zero AX
F-Zero AX deluxe cabinet.jpg
F-Zero AX deluxe cabinet
Publisher Sega
Platform Arcade
Release
Modes Single-player, multiplayer
Arcade system Triforce

F-Zero AX is an arcade game developed by Amusement Vision and published by Sega for the Triforce arcade system board. [28] It is the second game by Sega to use Triforce, [26] which was conceived from a business alliance between Sega, Nintendo and Namco. [29] This hardware allows for connectivity between the GameCube and arcade games. [27] F-Zero AX's arcade cabinet was manufactured in standard and deluxe versions. The standard version is a regular sit-down model, while the deluxe version is shaped like Captain Falcon's vehicle and has a tilting seat simulating the craft's cockpit. [27] [30] IGN demoed the Cycraft version dubbed "F-Zero Monster Ride" at the 2003 JAMMA arcade show. The Cycraft machine, co-developed between Sega and Simuline, is a cabin suspended in midair controlled by three servomotors for an in-depth motion-based simulation. [31]

AX features 14 playable vehicles with their pilots, consisting of ten newcomers and the four returning characters from the original F-Zero, as well as six race tracks. [27] Each track must be completed before time runs out. Time extensions are awarded for reaching multiple checkpoints on a course however, the player will receive time penalties for falling off-course or depleting their energy meter. [32] Two gameplay modes are available: Race mode, in which the player races against twenty-nine opponents; and Time Attack mode, in which the player attempts to complete a track in the fastest time possible. [33] Connecting multiple cabinets opens up "Versus Play" in the race mode, thus enabling up to four players to compete simultaneously. [32]

Data storage devices

F-Zero AX cabinets can dispense magnetic stripe cards called an "F-Zero license card" to keep track of custom machine data, pilot points, and race data. A card was bundled with the Japanese release of F-Zero GX. The card expires after fifty uses, but its data can be transferred to a new card. [27] Once inserted, the game builds a machine with three custom parts which can be upgraded by earning pilot points. [34] Pilot points are acquired as the player progresses through the Race and Time Attack modes. [32] Players can increase point earnings by improving finish place, eliminating opponents, and finishing races with a large amount of energy reserved. [27] A magnetic stripe card is needed to enter the F-Zero AX Internet Ranking system. [35] Similarly to GX, [20] players receive a password after completing a time attack race to enter on the official F-Zero website's ranking system. [36]

GameCube memory cards, on which saved games are kept, can be inserted into these arcade units. [37] A memory card is required for players to win the AX-exclusive machine parts for use in GX, [38] though it also gives players an opportunity to unlock the AX characters, vehicles, and tracks in an alternate way. [15] [39] Players can store up to four machines from GX on a memory card, then play them in AX. If a memory card is used with a magnetic stripe card, players have additional options; they can enter stored GX machines into the F-Zero AX Internet ranking system, and transfer custom AX machine parts to GX. [37] F-Zero AX content can also be acquired by completing GX's tougher challenges, [40] [41] or through the use of a cheat device. [42]

Development

After Sega transitioned from first to third-party development in 2001, [43] they developed a close relationship with Nintendo, its former competitor in the console wars. [44] [45] Toshihiro Nagoshi, president of Sega subsidiary Amusement Vision, developed Super Monkey Ball for the GameCube, which created the opportunity for a collaboration. [46] On February 18, 2002, Nintendo announced the "Triforce" arcade board, developed by Nintendo, Namco, and Sega. [29] The idea originated after discussions between Sega and Namco about the capabilities and cost effectiveness of the GameCube architecture to make arcade games. [47] Sega wanted to support it with software that would "stand out and draw attention to Nintendo's platform". [46] Nagoshi agreed to create 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. [46] Nagoshi contemplated declining due to the pressure of impressing Nintendo and creating the next installment of an esteemed franchise, but his curiosity about what he and his team could create overcame his hesitation. [48]

"With Nintendo, it comes to a question of letting some other companies work on our franchises. We focus more on specific relationships with talented producers; we look for people who will care, spend a lot of time and energy, on a specific franchise. We also want to allow these producers to work on franchises that they are interested in working on."

— Shigeru Miyamoto, Nintendo EAD General Manager, July 7, 2003. [20]

In March 2002, Sega and Nintendo announced they would collaborate to release F-Zero games for Triforce and GameCube. [28] [49] [50] F-Zero GX and AX was the first significant software collaboration between Nintendo and Sega, [51] and the announcement that Nintendo had handled development of one of its franchises to Sega came as a surprise to some critics. [45] [52] Nagoshi said the original F-Zero (1990) had "taught me what a game should be" and had influenced racing games he had created, such as Daytona USA (1994). [53] The Nintendo producer Shigeru Miyamoto said Nintendo had many fans among the current generation of game developers, including Nagoshii. [20] He felt the collaboration resulted in a "true evolution" of F-Zero, enhancing the simulation of racing at high speeds and expanding the F-Zero world. [54]

While Amusement Vision was responsible for most of the development, [46] [55] Miyamoto and Takaya Imamura of Nintendo EAD took on the roles of producer and supervisor. [56] Sega handled planning and execution and Nintendo was responsible for supervision. [46] Nagoshi was initially concerned about differences in opinion, and said: "If Nintendo planned to hold our hands through development, I would have suggested they develop the game themselves. That way we could focus on a project which would reflect our studio's abilities. I figured that would cause a war, but I was told most of the responsibility would be left to us." [46]

F-Zero GX runs on an enhanced version of the engine used in Super Monkey Ball. [57] Nagoshi focused on what he called its self-explanatory "interface" and "rhythm" to give the way the tracks are laid out a rhythmic feel. [58] The soundtrack features rock and techno styles composed by Hidenori Shoji and Daiki Kasho. [59] Shojii had copsoed for Daytona USA 2 and Fighting Vipers 2 , while Kasho worked on the Gran Turismo series. [59] Kasho composed the character themes and their lyrics were by Alan Brey. [56] Shoji and Kasho supervised the audio mastering. [59]

Nintendo revealed the first footage of F-Zero GX at the pre-E3 press conference on May 21, 2002. [60] In early March 2003, Nintendo announced that GX had been by delayed two months. [61] Via a live video conference call from Japan on July 7, Miyamoto, Nagoshi, and Imamura answered questions about GX and AX games. Miyamoto announced the Japanese version was finished and would soon be available to the public. Nagoshi mentioned that back at E3 2003, he was hoping that they would have that time to include a local area network (LAN) multiplayer mode, but chose not to support this mode. The team focused on the single-player, and a LAN multiplayer mode would distract greatly. [20] Imamura said that though he worked directly on previous F-Zero games, he worked more as a producer overseeing the game. [20] Imamura said he could not imagine how they could take the F-Zero franchise beyond GX and AX. [20]

Release

Published by Nintendo, [28] F-Zero GX was released in Japan on July 25, 2003, [62] North America on August 25, [63] Australia on October 24, [64] and Europe on October 31. [65] AX was released alongside it in 2003. [42] A demo was released via a special edition bonus disc packaged with Mario Kart: Double Dash (2003). [66] [67] F-Zero GX/AX Original Soundtracks, a two-CD set composed of BGM soundtracks to the video games GX and its arcade counterpart, was released in Japan under the Scitron Digital Content record label on July 22, 2004. [68] [69] The first disc consists of forty-one tracks and the second has forty with an additional track rearranged by Supersweep's AYA (Ayako Sasō) of "Big Blue". [59] [69] F-Zero GX was added to the Nintendo Classics library for the Nintendo Switch 2 on June 5, 2025. [70]

Reception

F-Zero GX has an average score of 89/100 on the aggregate website Metacritic. [71] Some video game journalists consider it one of the best racers of its time and the greatest racer on the GameCube. [75] [72]

F-Zero GX was praised for its visuals, [2] [4] arcade-home connectivity, longevity, sharp controls, tough challenge, [76] and fleshed-out single-player modes. [4] [72] The most common criticism was for its difficulty, especially in the story mode. [2] [77] It earned fourth place in IGN's and GameTrailers ' toughest games to beat. [76] GameTrailers said F-Zero GX demanded players to master the "rollercoaster-style tracks [which] required hairline precision" to avoid falling off-course. [78] Electronic Gaming Monthly criticized GX's sharp increase in difficulty. GameSpot's Jeff Gerstmann agreed, writing it "will surely turn some people away before they've seen the 20 tracks and unlocked all the story mode chapters". [2] [72] Bryn Williams of GameSpy said that "purists may find it too similar to the N64 version" and criticized the lack of LAN play. [4]

1UP.com stated that the F-Zero series is "finally running on hardware that can do it proper justice". [79] Eurogamer 's Kristan Reed pointed out that, graphically, "it's hard to imagine how Amusement Vision could have done a better job". [9] Matt Casamassina of IGN said Amusement Vision had "done a fine job of taking Nintendo's dated franchise and updating it for the new generation ... For some, GX will be the ultimate racer. For others, it will be flat out too difficult." [3] In Japan, F-Zero GX sold 100,981 units [80] and became qualified for the Player's Choice line in Europe [81] and North America [82] by selling at least 250,000 copies. [83] In 2018, Nagoshi said that F-Zero GX had sold more than 1.5 million copies worldwide. [84]

IGN named F-ZeroGX the best GameCube racing game and the best racing game of 2003. [85] [86] GameSpot named it the best GameCube game of August 2003 and best GameCube driving game of 2003. [87] [88] In 2004, it was nominated for "Console Racing Game of the Year" at the 7th Annual Interactive Achievement Awards held by the Academy of Interactive Arts & Sciences. [89] In 2007, Edge named it the 66th-best game. [90] In 2009, Official Nintendo Magazine ranked it the 92nd-best game on Nintendo platforms, saying it was "a treat for hardcore fans". [91]

References

  1. Amusement Vision 2003, pp. 6–7, 15.
  2. 1 2 3 4 5 6 7 8 Gerstmann, Jeff (August 25, 2003). "F-Zero GX review". GameSpot . Archived from the original on January 26, 2007. Retrieved January 16, 2007.
  3. 1 2 3 4 5 6 Casamassina, Matt (August 22, 2003). "F-Zero GX review". IGN. pp. 1–3. Archived from the original on December 16, 2010. Retrieved January 17, 2007.
  4. 1 2 3 4 5 Williams, Bryn (August 28, 2003). "F-Zero GX (GCN) review". GameSpy. Archived from the original on December 12, 2006. Retrieved October 15, 2006.
  5. 1 2 Sessler, Adam (September 30, 2003). F-Zero GX (GCN) Review (Video) (Television production). TechTV . Retrieved October 18, 2013.
  6. Amusement Vision 2003, pp. 16–17.
  7. 1 2 Pelland, Scott, ed. (2003). F-Zero GX Player's Guide. Redmond, Washington: Nintendo of America, Inc. p. 5. ISBN   1-930206-35-6.
  8. 1 2 3 4 Amusement Vision 2003, p. 19.
  9. 1 2 3 4 5 Reed, Kristan (October 31, 2003). "F-Zero GX Review". Eurogamer . Archived from the original on October 5, 2013. Retrieved December 6, 2007.
  10. 1 2 Torres, Ricardo (July 8, 2003). "F-Zero GX Preview". GameSpot . Archived from the original on July 24, 2003. Retrieved June 20, 2014.
  11. Schneider, Peer. "Tips & Techniques". IGN . Archived from the original on October 18, 2006. Retrieved November 4, 2006.
  12. IGN Staff (August 6, 2003). "Fact or Fiction: The 10 Biggest Rumors on GameCube". IGN . Archived from the original on February 3, 2007. Retrieved January 17, 2007.
  13. CVG Staff (November 9, 2009). "F-Zero GX Review". Computer and Video Games . Archived from the original on October 5, 2013. Retrieved August 3, 2012.
  14. Schneider, Peer. "Track Strategies: Diamond Cup". IGN . Archived from the original on February 28, 2007. Retrieved August 3, 2012.
  15. 1 2 3 Schneider, Peer. "Track Strategies". IGN . Archived from the original on February 5, 2012. Retrieved August 3, 2012.
  16. Schneider, Peer. "Track Strategies: AX Cup". IGN . Archived from the original on July 31, 2009. Retrieved August 3, 2012.
  17. Amusement Vision 2003, pp. 18–19.
  18. 1 2 Amusement Vision 2003, p. 11.
  19. Amusement Vision 2003, pp. 23–24.
  20. 1 2 3 4 5 6 7 8 9 IGN Staff (July 8, 2003). "F-Zero Press Conference". IGN . Archived from the original on February 14, 2007. Retrieved November 4, 2006.
  21. Amusement Vision 2003, pp. 24–25.
  22. Amusement Vision 2003, pp. 22, 24, 26.
  23. Amusement Vision (August 25, 2003). F-Zero GX (Nintendo GameCube). Sega. Level/area: Pilot Profiles.
  24. Amusement Vision 2003, pp. 16, 27–29.
  25. Pelland, Scott, ed. (2003). F-Zero GX Player's Guide. Redmond, Washington: Nintendo of America, Inc. pp. 76–95. ISBN   1-930206-35-6.
  26. 1 2 Yoshinoya, Bakudan (February 21, 2003). "F-Zero AC at AOU". NintendoWorldReport. Archived from the original on February 10, 2009. Retrieved September 23, 2007.
  27. 1 2 3 4 5 6 Torres, Ricardo (July 3, 2003). "F-Zero AX Impressions". GameSpot . Archived from the original on October 21, 2012. Retrieved July 28, 2007.
  28. 1 2 3 Satterfield, Shane (March 28, 2002). "Sega and Nintendo form developmental partnership". GameSpot . Archived from the original on February 13, 2009. Retrieved June 20, 2007. The companies [Sega and Nintendo] are codeveloping two F-Zero games... Nintendo will be handling the publishing duties for the GameCube version while Sega will take on the responsibility of releasing the arcade game.
  29. 1 2 IGN staff (February 18, 2002). "GameCube Arcade Hardware Revealed". IGN. Archived from the original on July 23, 2013. Retrieved May 5, 2013.
  30. "F-Zero AX: Extreme High Speed Racing". Sega. Archived from the original on October 12, 2013. Retrieved July 25, 2013.
  31. IGN Staff; Anoop Gantayat (September 11, 2003). "Jamma 2003: F-Zero Monster Ride". IGN. Archived from the original on February 12, 2009. Retrieved June 20, 2007.
  32. 1 2 3 Sega, p. 61.
  33. Sega, p. 61-62.
  34. Mirabella III 2003, p. 2.
  35. "Get connected with F-Zero AX". Official F-Zero GX/AX website. Archived from the original on August 25, 2003. Retrieved June 14, 2010. In September, Sega and Nintendo will launch F-Zero AX in arcades throughout the country.
  36. Sega, p. 69.
  37. 1 2 Mirabella III 2003, p. 3.
  38. Mirabella III 2003, p. 5.
  39. Schneider, Peer. "Story Mode". IGN . Archived from the original on February 5, 2012. Retrieved August 3, 2012.
  40. Schneider, Peer. "F-Zero GX Secrets". IGN . Archived from the original on February 5, 2012. Retrieved October 24, 2006.
  41. Schneider, Peer. "F-Zero GX Customization". IGN . Archived from the original on February 5, 2012. Retrieved October 24, 2006.
  42. 1 2 Robinson, Andy (March 8, 2013). "Full F-Zero AX arcade game discovered in GameCube version". Computer and Video Games . Archived from the original on December 1, 2014. Retrieved October 1, 2013.
  43. "Sega forecasts return to profit". BBC. May 22, 2001. Archived from the original on May 27, 2014. Retrieved October 16, 2012.
  44. Burman, Rob (March 29, 2007). "Mario & Sonic at the Olympic Games Interview". IGN. Archived from the original on February 12, 2009. Retrieved March 29, 2007.
  45. 1 2 "GameCube in 2003: Part 1". IGN . Archived from the original on February 7, 2012. Retrieved December 6, 2007.
  46. 1 2 3 4 5 6 "Interview: Sega talk F-Zero". Arcadia magazine. N-Europe. May 17, 2002. Archived from the original on June 9, 2008. Retrieved April 11, 2022.
  47. IGN Staff (February 28, 2002). "Nintendo Roundtable". IGN . p. 2. Archived from the original on October 14, 2012. Retrieved June 23, 2013.
  48. "F-Zero, beyond everyone's imagination. (Interview with Toshihiro Nagoshi)". Official F-Zero GX/AX website. Archived from the original on December 24, 2006. Retrieved June 14, 2010.
  49. "セガ、任天堂、業務用および家庭用ビデオゲームソフトウェアを共同開発". Sega. March 28, 2002. Archived from the original on June 4, 2002.
  50. "セガ、任天堂、業務用および家庭用ビデオゲームソフトウェアを共同開発". Nintendo. March 28, 2002. Archived from the original on December 11, 2002.
  51. Robinson, Martin (April 14, 2011). "F-Zero GX: The Speed of Sega". IGN . Archived from the original on March 2, 2014. Retrieved June 20, 2014.
  52. Wong, Erick; Degen, Matt (September 5, 2003). "Fun is in devilishly good details of 'F-Zero'". The Orange County Register . p. 5.
  53. IGN Staff (March 28, 2002). "Interview: F-Zero AC/GC". IGN . Archived from the original on December 28, 2007. Retrieved July 15, 2007.
  54. "Let's go to the arcade with the memory card. (Interview with Shigeru Miyamoto)". Official F-Zero GX/AX website. Archived from the original on July 13, 2008. Retrieved June 14, 2010.
  55. "Sega and Nintendo Team Up to Bring F-Zero to Japan" (Press release). Nintendo. March 28, 2002. Archived from the original on October 12, 2013. Retrieved June 23, 2010.
  56. 1 2 Amusement Vision (August 25, 2003). F-Zero GX (Nintendo GameCube). Sega. Scene: staff credits.
  57. Tom, Bramwell (August 8, 2003). "F-Zero GX first impressions". Eurogamer . Archived from the original on September 27, 2007. Retrieved October 17, 2010. [F-Zero GX] got everything you could want, starting with an enhanced version of the Monkey Ball engine...
  58. "Sega Shows off F-Zero". IGN. October 30, 2002. Archived from the original on July 19, 2007. Retrieved November 28, 2007.
  59. 1 2 3 4 "F-Zero GX/AX - Original Soundtracks" (in Japanese). Webcity. Archived from the original on October 16, 2007. Retrieved October 11, 2008.
  60. IGN Staff (May 21, 2002). "E3 2002: F-Zero GCN Videos". IGN . Archived from the original on February 14, 2007. Retrieved October 19, 2006.
  61. "F-Zero and Wario Delayed". IGN . March 10, 2003. Archived from the original on January 13, 2009. Retrieved June 21, 2007.
  62. 騾ア刊ファミ騾8月1日号新作ゲームクロスレビューより 【今騾アの殿堂入りソフト】 (in Japanese). Famitsu. July 18, 2003. Archived from the original on October 18, 2018. Retrieved October 16, 2012.
  63. "Master Game List". Nintendo. Archived from the original on August 23, 2003. Retrieved August 3, 2012.
  64. "Don't Blink & Drive...F-Zero Out Now!". Nintendo Australia . October 24, 2003. Archived from the original on December 2, 2003. Retrieved May 22, 2024.
  65. Twist, Jo (August 29, 2003). "Familiar faces in Nintendo's line-up". BBC News . Archived from the original on November 10, 2012. Retrieved April 4, 2007.
  66. Calvert, Justin (April 12, 2005). "Double Dash!! bonus disc details". GameSpot. Retrieved June 12, 2025.
  67. Bramwell, Tom (October 8, 2003). "Mario Kart bonus disc contents". Eurogamer. Retrieved June 12, 2025.
  68. "Game Music / F-Zero GX/AX - Original Sound Tracks". CD-Japan. Archived from the original on January 11, 2009. Retrieved August 7, 2008.
  69. 1 2 "F-Zero GX/AX Original Soundtracks". Square Enix Music Online. Archived from the original on June 15, 2008. Retrieved October 17, 2010.
  70. Cripe, Michael (April 2, 2025). "GameCube titles are coming to Nintendo Switch Online with Nintendo Switch 2". IGN . Retrieved April 2, 2025.
  71. 1 2 3 "F-Zero GX reviews". Metacritic . Archived from the original on April 29, 2013. Retrieved December 26, 2012.
  72. 1 2 3 4 Ricciardi, John; Linn, Demian; Byrnes, Paul (October 2003). "F-Zero GX". Electronic Gaming Monthly . No. 171. Ziff Davis Media. pp. 158–159. ISSN   1058-918X. Archived from the original on January 25, 2005. Retrieved August 21, 2009.
  73. 1 2 "F-Zero GX". GameStats. Archived from the original on January 24, 2013. Retrieved November 15, 2007.
  74. Keller, Matt (November 1, 2003). "F-Zero GX Review". PALGN. Archived from the original on October 7, 2012. Retrieved September 20, 2010.
  75. Bozon, Mark (June 28, 2007). "Wii Summertime Blues". IGN . Archived from the original on September 19, 2016. Retrieved June 29, 2007.
  76. 1 2 News & Features Team (March 21, 2007). "Top 10 Tuesday: Toughest Games to Beat". IGN . Archived from the original on March 28, 2007. Retrieved April 19, 2007.
  77. Allen, Mat. "F-Zero GX review". NTSC-uk. Archived from the original on June 12, 2022. Retrieved October 22, 2006.
  78. GT Countdown - Top Ten Most Difficult Games. GameTrailers. November 20, 2007. Event occurs at 4:19. Archived from the original on April 30, 2009. Retrieved November 22, 2008.
  79. "F-Zero GX review". 1UP.com . May 9, 2004. Archived from the original on September 27, 2007. Retrieved October 15, 2006.
  80. "Japan GameCube charts". Famitsu . Japan Game Charts. Archived from the original on April 9, 2008. Retrieved November 9, 2007.
  81. Adams, David (October 14, 2004). "Fun gets cheaper in Europe". IGN . Archived from the original on October 6, 2013. Retrieved January 28, 2007.
  82. IGN Staff (March 16, 2004). "Mario Golf, F-Zero Go Bargain-Priced". IGN . Archived from the original on October 6, 2013. Retrieved January 28, 2007.
  83. "Mortal Kombat: Deadly Alliance Goes Platinum" (Press release). Midway Games. October 6, 2003. Archived from the original on February 10, 2012. Retrieved April 16, 2008. The Nintendo GameCube version of Mortal Kombat: Deadly Alliance sold 250,000 units, which qualified it for the Player's Choice standard.
  84. Brown, Nathan (October 2018). "Collected Works: Toshihiro Nagoshi". Edge . No. 323. Future plc. p. 89. Archived from the original on January 2, 2019. Retrieved June 10, 2019.
  85. "IGN.com presents The Best of 2003 - Best Racing Game". IGN . Archived from the original on October 18, 2006. Retrieved August 8, 2009.
  86. IGN staff (May 22, 2003). "GameCube Best of E3 2003 Awards". IGN . Archived from the original on January 22, 2015. Retrieved August 10, 2009.
  87. "GameSpot's Month in Review: August 2003". GameSpot . August 28, 2003. Archived from the original on March 1, 2004.
  88. "Best and Worst of 2003". GameSpot . January 5, 2004. Archived from the original on February 10, 2009. Retrieved March 10, 2009.
  89. "Console Racing Game of the Year". Academy of Interactive Arts & Sciences. March 4, 2004. Archived from the original on June 30, 2022. Retrieved October 17, 2010.
  90. EDGE presents: The 100 Best Videogames (2007). United Kingdom: Future Publishing. August 16, 2020. p. 74.
  91. East, Tom (February 17, 2009). "Nintendo Feature: 100 Best Nintendo Games: Part One". Official Nintendo Magazine . Archived from the original on April 14, 2012. Retrieved December 5, 2013.

Bibliography