The Vs. Battle is the multiplayer mode where two to four players can compete simultaneously. Time Attack lets the player choose any track and complete it in the shortest time possible. An Internet ranking system was established where players enter a password on the official F-Zero website and get ranked based on their position in the database. Players receive a password after completing a Time Attack race, which records their time and machine used. Ghost data, transparent re-enactments of the player's Time Attack performances, can be saved on memory cards to later race against. Up to five ghosts can be raced against simultaneously. The Replay mode allows saved Grand Prix and Time Attack gameplay to be replayed with different camera angles and in-game music. The Pilot Profile mode has each character's biography, theme music, information on their machine, and a short full motion video sequence.
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.
The game 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. 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. 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. Connecting multiple cabinets opens up "Versus Play" in the race mode, thus enabling up to four players to compete simultaneously.
In March 2002, an announcement from Sega and Nintendo revealed that Amusement Vision and Nintendo would collaborate to release F-Zero games for the Triforce arcade board and the GameCube. F-Zero GX and AX was the first significant software collaboration between Nintendo and Sega, and the announcement that Nintendo had handled development of one of its franchises to former competitor Sega came as a surprise to some critics. 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. 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." 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."
While Amusement Vision was responsible for most of the development, Miyamoto and Takaya Imamura of Nintendo EAD took on the role of producer and supervisor, respectively. Sega handled planning and execution and Nintendo was responsible for supervision of their product. Nagoshi was initially concerned about differences in opinion between the two companies, and mentioned "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." F-Zero GX runs on an enhanced version of the engine used in Super Monkey Ball. Nagoshi focused on what he called its self-explanatory "interface" and "rhythm" to give the way the tracks are laid out a rhythmic feel. The game's soundtrack features an array of songs from rock and techno musical styles originally composed by the game music staff's Hidenori Shoji and Daiki Kasho. Shojii is known for his musical scores in Daytona USA 2 and Fighting Vipers 2, while Kasho worked on the Gran Turismo series. Kasho composed the character themes and their lyrics were by Alan Brey. Both Shoji and Kasho supervised the soundtrack's audio mastering.
The game has been credited for its visuals, arcade/home connectivity, longevity, sharp controls, tough challenge, and fleshed-out single-player modes. The game's most common criticism is its difficulty, especially in the story mode. It earned fourth place in IGN's and GameTrailers' toughest games to beat. GameTrailers mentioned F-Zero GX demanded players to master the "rollercoaster-style tracks [which] required hairline precision" to avoid falling off-course. Electronic Gaming Monthly criticized GX's sharp increase in difficulty and GameSpot's Jeff Gerstmann agreed stating it "will surely turn some people away before they've seen the 20 tracks and unlocked all the story mode chapters". Bryn Williams of GameSpy mentioned that "purists may find it too similar to [sic] N64 version" and criticized the lack of LAN play.
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