User:Ryūkotsusei/sandbox

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A sequel to the 1987 racing game Famicom Grand Prix: F1 Race was unveiled to Nintendo of America staff. It was met with lukewarm reception due to its vehicle design staff members thought consumers wouldn't find appealing.

The develpment team drew inspiration from Batman comics Shimizu brought from a trip from america since the then-recently released Tim Burton Batman movie was popular set the futuristic setting,

The vehicles initially had large wheels resembling Hot Wheel toy cars that the development team wanted to show animations of them maneuvering around the track. However, to animate their pixel art for each vehicle at all observable angles produced a great amount of frames. It was decided to remove the wheels and have the cars hover instead.


User:Ryūkotsusei/sandbox 51


jp translation: Bueller_007

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  • Past tense: real-world history
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ahead of its time [1]

Critics consider such techniques in video games to be revolutionary at a time when games were restricted to static/flat backgrounds and 2-dimensional (2D) objects. -needs more sources

Is ntsc reliable? does it inclusion on metacritic proves it?


Here's a quick peek at the latest, greatest Super NES software Toronto Star, The (Ontario, Canada) - Saturday, January 11, 1992 Author: William Burrill Toronto Star

"* The racing cart F-Zero seems to have been designed to show off the new deck. F-Zero looks great and has booming sound, as you rip around ramps and try to avoid mines and other nasty obstacles in souped up futuristic hover cars."


F-Zero games that utilize Mode 7: MVelocity[2] (double-layer)

F-Zero, instantly became one of the defining titles for the Super Nintendo Entertainment System when it was released in 1991. (gamespot)

Far from being just a shiny tech demo, however, it was actually one of the coolest games on the system, and one of the best sci-fi racers you could get. gamespy

Fifteen tracks, four cars that handled very differently, and a great stereo sound track - F-Zero was one of the best racing games available on SNES and has secured itself a permanent place in gaming history. IGN (guide)

Although F-Zero X on the N64 was a tremendous game, most people's memories of F-Zero lie with the Super Nintendo. Almost ten years ago, the original F-Zero trotted out onto the starting line and sold consoles like hotcakes with slick presentation and speed unmatched in rival racers on Sega's Mega Drive/Genesis. Partly because of technological limitations, and partly to cater to the homesick school kid in all of us, Nintendo's Game Boy Advance version of F-Zero is almost a carbon copy of the Super Nintendo version. eurogamer MV review

gameplay

F-Zero, which had turned heads not only with its sleek design but also with its unprecedented sense of realism. Home consoles had never played host to such a fast-paced racing experience with such a free range of motion -- Mode 7's rotation effects allowed the player's sporty hovercraft to move freely through the track. F-Zero had already pioneered free-roaming 3D speed on the Super NES; (http://www.1up.com/do/feature?cId=3134033)

F-Zero took that spot, at least temporarily. It took it with the power of a truly fresh and original scenario and style of gameplay. Fast and unique racing action (ign f-zero vc review)

Well-designed, fast-paced futuristic racing feels just right offering up a perfect balance of pick-up-and-play accessibility and sheer depth. Sense of speed is terrific (gamespot)

F-Zero for the SNES delivered amazing racing action with the most intense speeds ever seen on a console. (MV preview gamepro)

Music

The game's highly varied tracks still have a lot of personality, thanks partly to an excellent musical score that quickly establishes the game's subsonic pace. (gamespot)

Difficulty

F-Zero on the SNES was designed as a showcase for the system's pseudo-3D capabilities (known as Mode-7), but the game wasn't just a pretty face ¿ it was one of the fastest and most challenging racing games of its time. IGN. MV preview

The original F-Zero was something of a finesse racer. It took lots of practice, good memorization skills, and a rather fine sense of control. gamespy

Source BS F-Zero BS F-Zero 2
IGN Canned sequel Special edition, "Semi-sequel"
Nintendo Power
http://www.webcitation.org/6PeIBMyxU http://www.webcitation.org/6PeIBMyxU
BS F-Zero Grand Prix 2 BS F-Zero 2 Grand Prix
IGN

f-zero novel opac

opac.ndl.go.jp
porta.ndl.go.jp/
opac.ndl.go.jp
higashino.jp
amazon

amazon

"3.開発者インタビュー『F-ZERO FOR GAMEBOY ADVANCE』". Nintendo Online Magazine (No.31) (in Japanese). Nintendo Co., Ltd. March 2001. Retrieved 13 September 2010.{{cite web}}: CS1 maint: unrecognized language (link)



VB: Do you see this Mario & Sonic franchise as something that can continue beyond the Beijing and Vancouver Olympic Games?

SR: I think the key factor that decides the ongoing building of this franchise is basically success. [3]































Commons:Commons:Deletion requests/Image:Triforce.png













Development[edit]

Actually, we had some very interesting conversations with the original development staff, talking with the development team at Sega -- a kind of melding of ideas. I think it led to putting together a game that was really new to the series, and a step forward.

Of course, since I have worked on the F-Zero series, and seeing the results of the collaboration with Sega, I found myself at something of a loss as to how we can take the franchise further past F-Zero GX and AX. [4]

"With Nintendo's help, we were able to create an exceptional racing game that combined the best elements from the past with more unique elements made possible by our combined talents."

Critical reception[edit]

Under Previews

The F-Zero franchise has always been about three basic elements: speed, turns, and jumps. That's the simple breakdown of it, anyway. There are subtleties and intricacies of each that have helped stay the series over the years, and there has also been evolution with each new incarnation. The quick and easy way to describe the play is this: gamers race futuristic hover cars over and around unpredictable tracks, quickly navigating sharp turns, gaps in the courses and more, all while outmaneuvering opponent drivers. It's a design that seems straightforward enough, but nothing could be further from the truth. In fact, the looping, twisting courses featured in the F-Zero games have traditionally made for some extremely challenging racers. ign

And this game continues the series legacy of not a single bad apple in the bunch.[5]

Miyamoto: F-Zero's strongest characteristic is the sense of speed. Miyamoto

the first three paragraphs gamespy

I personally found the difficulty curve pretty harsh -- particularly on the harder difficultly settings -- but F-Zero has always been about the overall challenge. gamespy

The track editor is definitely a welcome addition to what might have otherwise been "another" F-Zero game. Of course, "another" F-Zero game benefits from Nintendo's excellent track design, control and music and is always a welcome addition to the Game Boy Advance lineup. Ign

GX is a fast-paced, beautiful game, which steals the futuristic racing crown from the likes of Wipeout and Xtreme-G without flinching. [6]

The fact that F-Zero holds up to modern gameplay standards is proof that it wasn't just liberal use of Mode-7 scaling that made the game revolutionary all those years ago. gamespot

Some of you, especially diehard fans of the series (like John R.), won't mind the difficulty, though. That crowd probably wouldn't have it any other way, and they'll be glad to see that the usual F-Zero trademarks are still in effect: solid, extremely fast racing; excellent track design; and the 30-strong roster of ships and pilots from the N64's F-Zero X. 1up By 1UP Staff 01/01/2000 F-Zero GX (GameCube) Reviews

The classic Nintendo franchise that has inspired countless futuristic racing games returns with F-Zero GX on the Nintendo GameCube. Long-time rival Sega collaborated with Nintendo to redefine the futuristic racing genre with intense competition, blazing speeds, and brilliant track designs. Ign

Generally speaking, every game in the F-Zero series offers the same sort of lightning-fast, futuristic racing that's easy to learn and tough to master. However, the games do tend to vary when it comes to such aspects as visual style and technical flair. In that regard, F-Zero X for the Nintendo 64 is the black sheep of the family. gamespot

(for f-zero x, was copy-paste from IGN. google to find it) The result is a game that looks rather bland, with little texture detail, simple looking car models and courses and a mono soundtrack. However, the unprecedented speed of the game running is smooth and the overall gameplay was solid. The game faired well with both critics and fans of the original. [1][2]

An F-Zero game without wailing Japanese guitar rock just wouldn't be worthy of the name, and Maximum Velocity does not disappoint in this regard.gamespot

"Amusement Vision's, er, vision of a next-gen F-Zero title was as close to brilliance as the series has come since its days on the Super Nintendo." saleseurogamer

Arguably the de facto standard of futuristic racing games, the F-Zero series seems to experience the some of the longest lulls ever in between installments. Indeed, F-Zero X on the Nintendo 64 was released over four years ago. gamespy

F-Zero X[edit]

F-Zero X simply tried to do too much. ign



test


Other[edit]

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  1. ^ Mielke, James (1998-08-13). "F-Zero X review". GameSspot. Retrieved 2006-11-14. F-Zero X is a stunning achievement in that it's truly the first racing game that runs at a brisk 60 frames per second, even in multiplayer. {{cite web}}: Check date values in: |date= (help)
  2. ^ Schneider, Peer (1998-10-27). "F-Zero X review". IGN64. Retrieved 2006-12-10. {{cite web}}: Check date values in: |date= (help)