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==Release and reception==
==Release and reception==
Information on the ''Climax''{{'}}s existence and title was leaked by Japanese retailers weeks before its official announcement by Nintendo.<ref name="nintendo to announce"/><ref name="nintendo reveals"/> The game was developed by [[Suzak Inc.|Suzak]] and published by Nintendo.<ref name="nwr"/> It was the third ''F-Zero'' game on the GBA<ref name="siliconera playtest"/> and the last in the franchise.<ref name="localization"/> The game was released in Japan on October 21, 2004.<ref name="nwr"/> Nintendo World Report and Siliconera felt that the game was a likely candidate for localization in regions outside of Japan,<ref name=nwr/><ref name="siliconera playtest"/> this never happened.<ref name="localization"/>
Information on the ''Climax''{{'}}s existence and title was leaked by Japanese retailers weeks before its official announcement by Nintendo.<ref name="nintendo to announce"/><ref name="nintendo reveals"/> The game was developed by [[Suzak Inc.|Suzak]] and published by Nintendo. The game was released in Japan on October 21, 2004. Nintendo World Report's Daniel Bloodworth thought the Grand Prix mode, which should be the focus of the game, is "woefully lacking".<ref name="nwr"/> Bloodworth criticized track length of the first 3 cups; he clocked-in at {{nowrap|20–30 seconds}} per lap and finished three cups within 20 minutes on standard difficulty. He concluded "combined with the low difficulty and re-used environments and music, it all ends up feeling rather unsatisfying."<ref name="nwr"/> While the fourth cup is more difficult, Bloodworth was taken back by its sudden spike in difficulty—even when playing every cup on Expert or Master. Also, many of its courses were rehashes from the first ''F-Zero'' game and ''GP Legend''.<ref name="nwr"/> During Siliconera's playtest, they praised ''Climax''{{'}}s track design and varying levels of difficulty between courses—easier courses are relatively straight compared to later ones which require honed drifting skill. They mentioned the game demanded players to have quick reflexes and master the track layout on difficulties beyond novice since the AI-controlled opponents are unforgivable.<ref name="siliconera playtest"/> Compared to ''GP Legend''{{'}}s controls, Siliconera thought the spin attack "is a neat trick to use, that adds a new element to the game."<ref name="siliconera playtest"/> Bloodworth liked the personalized button configurations, especially since vehicles feel stiffer and the game does not allow players to adjust a vehicle's balance between maximum acceleration and maximum top speed.<ref name=nwr/>

Nintendo World Report's Daniel Bloodworth thought the Grand Prix mode, which should be the focus of the game, is "woefully lacking".<ref name="nwr"/> Bloodworth criticized track length of the first 3 cups; he clocked-in at {{nowrap|20–30 seconds}} per lap and finished three cups within 20 minutes on standard difficulty. He concluded "combined with the low difficulty and re-used environments and music, it all ends up feeling rather unsatisfying."<ref name="nwr"/> While the fourth cup is more difficult, Bloodworth was taken back by its sudden spike in difficulty—even when playing every cup on Expert or Master. Also, many of its courses were rehashes from the first ''F-Zero'' game and ''GP Legend''.<ref name="nwr"/> During Siliconera's playtest, they praised ''Climax''{{'}}s track design and varying levels of difficulty between courses—easier courses are relatively straight compared to later ones which require honed drifting skill. They mentioned the game demanded players to have quick reflexes and master the track layout on difficulties beyond novice since the AI-controlled opponents are unforgivable.<ref name="siliconera playtest"/> Compared to ''GP Legend''{{'}}s controls, Siliconera thought the spin attack "is a neat trick to use, that adds a new element to the game."<ref name="siliconera playtest"/> Bloodworth liked the personalized button configurations, especially since vehicles feel stiffer and the game does not allow players to adjust a vehicle's balance between maximum acceleration and maximum top speed.<ref name=nwr/>


[[File:F-Zero Climax gameplay.png|thumb|left|Matthew Castle of ''[[Official Nintendo Magazine]]'' called it "easily the best-looking of the [[SNES]]-type games".<ref name="ONM"/>]]
[[File:F-Zero Climax gameplay.png|thumb|left|Matthew Castle of ''[[Official Nintendo Magazine]]'' called it "easily the best-looking of the [[SNES]]-type games".<ref name="ONM"/>]]
Bloodworth speculated ''Climax'' is likely the most graphically refined 2D ''F-Zero'' game.<ref name="nwr 2"/> The game features expanded backgrounds, improved track detail, and a more distinguishable separation between the course and ground below.<ref name=nwr/> Siliconera thought ''Climax'' could've looked better, but the game "reuses many of the tile sets from ''GP Legend'' and ''[[F-Zero: Maximum Velocity|Maximum Velocity]]''."<ref name="siliconera playtest"/> Furthermore, Bloodworth was disappointed with the music tracks being mostly rehashes from the original game and ''F-Zero X''<ref name="nwr 2"/>—a sentiment Siliconera agreed with.<ref name="siliconera playtest"/> The voice work of the announcer fell short to Bloodworth. He explained the announcer is sometimes helpful, but also report events inappropriately or too frequently.<ref name="nwr 2"/>
Bloodworth speculated ''Climax'' is likely the most graphically refined 2D ''F-Zero'' game.<ref name="nwr 2"/> The game features expanded backgrounds, improved track detail, and a more distinguishable separation between the course and ground below.<ref name=nwr/> Siliconera thought ''Climax'' could've looked better, but the game "reuses many of the tile sets from ''GP Legend'' and ''[[F-Zero: Maximum Velocity|Maximum Velocity]]''."<ref name="siliconera playtest"/> Furthermore, Bloodworth was disappointed with the music tracks being mostly rehashes from the original game and ''F-Zero X''<ref name="nwr 2"/>—a sentiment Siliconera agreed with.<ref name="siliconera playtest"/> The voice work of the announcer fell short to Bloodworth. He explained the announcer is sometimes helpful, but also report events inappropriately or too frequently.<ref name="nwr 2"/>


Siliconera criticized ''Climax'' for feeling more like an [[expansion pack]] than a sequel. They compared the game's Survival mode to ''GP Legend''{{'}}s story mode and consider it not as deep, "but the challenges are much tougher."<ref name="siliconera playtest"/> Siliconera thought the track editor and its ability to be shared with other players as the game's greatest feature.<ref name="siliconera playtest"/> Bloodworth concluded ''Climax'' has plenty of Survival and Zero Test challenges, and slots to save created courses,<ref name="nwr 2"/> but the lackluster Grand Prix holds back the game.<ref name=nwr/>
Siliconera criticized ''Climax'' for feeling more like an [[expansion pack]] than a sequel. They compared the game's Survival mode to ''GP Legend''{{'}}s story mode and consider it not as deep, "but the challenges are much tougher."<ref name="siliconera playtest"/> Siliconera thought the track editor and its ability to be shared with other players as the game's greatest feature.<ref name="siliconera playtest"/> Bloodworth concluded ''Climax'' has plenty of Survival and Zero Test challenges, and slots to save created courses,<ref name="nwr 2"/> but the lackluster Grand Prix holds back the game.<ref name=nwr/> Nintendo World Report and Siliconera felt that the game was a likely candidate for localization in regions outside of Japan,<ref name=nwr/><ref name="siliconera playtest"/> but this never happened.<ref name="localization"/> It was the third ''F-Zero'' game on the GBA<ref name="siliconera playtest"/> and the last in [[F-Zero|the franchise]].<ref name="localization"/>


==References==
==References==
Line 48: Line 46:
<ref name=cheats>{{cite web|url =http://www.ign.com/cheats/games/f-zero-climax-gba-694372|title =F-Zero: Climax Cheats|accessdate ={{date|2014-05-18|mdy}}|author =IGN Cheats|publisher =IGN|archiveurl =http://web.archive.org/web/20121110232810/http://www.ign.com/cheats/games/f-zero-climax-gba-694372|archivedate = {{date|2012-11-10|mdy}}| deadurl=no}}</ref>
<ref name=cheats>{{cite web|url =http://www.ign.com/cheats/games/f-zero-climax-gba-694372|title =F-Zero: Climax Cheats|accessdate ={{date|2014-05-18|mdy}}|author =IGN Cheats|publisher =IGN|archiveurl =http://web.archive.org/web/20121110232810/http://www.ign.com/cheats/games/f-zero-climax-gba-694372|archivedate = {{date|2012-11-10|mdy}}| deadurl=no}}</ref>


<ref name="localization">{{cite web|url =http://metro.co.uk/2012/04/13/miyamoto-hints-at-f-zero-on-wii-u-as-supermario4-com-registered-391199/|title =Miyamoto hints at F-Zero on Wii U, as supermario4.com registered|accessdate ={{date|2014-05-18|mdy}}|author =|date ={{date|2012-04-13|mdy}}|work =Metro|archiveurl =http://web.archive.org/web/20140318193118/http://metro.co.uk/2012/04/13/miyamoto-hints-at-f-zero-on-wii-u-as-supermario4-com-registered-391199/|archivedate = {{date|2014-03-18|mdy}}| deadurl=no}}</ref>
<ref name="localization">{{cite web|url =http://www.nintendoworldreport.com/feature/30063/what-the-gba-ambassador-games-could-tell-us-about-nintendos-future|title = What the GBA Ambassador Games Could Tell Us About Nintendo's Future |accessdate = {{date|2014-05-30|mdy}}|first= Neal|last=Ronaghan|date = {{date|2012-05-11|mdy}}|publisher = Nintendo World Report|archiveurl = |archivedate ={{date||mdy}}|deadurl=no}}</ref>


<ref name="ONM">{{cite web|url =http://www.computerandvideogames.com/428218/features/history-lesson-f-zero/|title = History Lesson: F-Zero |accessdate ={{date|2014-05-24|mdy}}|first =Matthew|last=Castle|date ={{date|2013-09-08|mdy}}|work =Computer and Video Games|archiveurl =http://www.webcitation.org/6PeIBMyxU|archivedate = {{date|2014-05-17|mdy}}| deadurl=no}}</ref>
<ref name="ONM">{{cite web|url =http://www.computerandvideogames.com/428218/features/history-lesson-f-zero/|title = History Lesson: F-Zero |accessdate ={{date|2014-05-24|mdy}}|first =Matthew|last=Castle|date ={{date|2013-09-08|mdy}}|work =Computer and Video Games|archiveurl =http://www.webcitation.org/6PeIBMyxU|archivedate = {{date|2014-05-17|mdy}}| deadurl=no}}</ref>

Revision as of 21:24, 30 May 2014

F-Zero Climax
Developer(s)Suzak
Publisher(s)Nintendo
Platform(s)Game Boy Advance
Genre(s)Racing
Mode(s)Single-player, multiplayer

F-Zero Climax (Japanese: エフゼロ クライマックス, Hepburn: Efu-zero Kuraimakkusu) is a futuristic racing video game for the Game Boy Advance (GBA) handheld console. Climax was developed by Suzak and published by Nintendo. The game was released in Japan on October 21, 2004. It is the third F-Zero game to be released for the handheld, and the last game released in the franchise. Players race extremely fast anti-gravity machines on courses high above the ground. It is the first 2D F-Zero game allowing players to spin their vehicle into others inflicting damage. Climax combines the energy-depleting speed boost and the one boost per lap mechanics from previous games. Nintendo World Report praised the game's Zero Test challenges. They and Siliconera lauded the game for its track editor, and Survival mode. However, both lamented over its reused graphical and musical assets.

Gameplay

F-Zero Climax is a racing game that plays similarly to its immediate predecessor, F-Zero: GP Legend, and the original F-Zero game.[1] Like its immediate predecessor, Climax is tied-in to the TV Tokyo anime series F-Zero: GP Legend. Players control futuristic machines and pilot them on numerous circuits. Climax combines the boosting systems introduced in the original game and F-Zero X. Each machine has an energy meter, which serves two purposes: It is a measurement of the machine's health and, secondly, the player is 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. The stored speed boost players receive after completing each lap does not, but may only be used during an energy-draining boost.[2] Pink plates are located at various points around the track for vehicles to drive over to replenish energy.[3] A side attack, or new to the 2D F-Zero games, a spin attack that quickly rotates the entire vehicle, can damage competitors. Players can also spin attack during a boost. The game offers four control scheme presets, and personalized button configurations.[2]

Climax has numerous gameplay modes and options, some of which were carried over from GP Legend.[2] In the Grand Prix mode, the player races against twenty-three opponents[4] through three laps of each track in a cup.[2] There are four cups available[2] (Bronze, Silver, Gold, and Platinum)[5] with multiple levels of difficulty. Time attack lets the player choose any track and complete it in the shortest time possible. Zero Test is a selectable option in Time Attack where players may complete thirty-six trials on a small section of track for the fastest time. Survival consists of mission-based objectives such as navigating courses with depleted health and beating an opponent on a short guardrail-less track, then brake at the finish without flying off-course. Completing a series of survival challenges unlocks a character biography with a brief episode summary from the anime.[2] The multiplayer mode where two to four players can compete simultaneously.[4]

Edit mode allows players to create tracks; they can participate in races on them, or setup camera angles to spectate artificial intelligence (AI)-controlled racers. Custom tracks can be saved to one of thirty slots for future use and shared with other players via Game Link Cable. The game can also generate a track-specific password that can be inputted on any Climax cartridge for conversion back to the custom track.[4]

Release and reception

Information on the Climax's existence and title was leaked by Japanese retailers weeks before its official announcement by Nintendo.[6][7] The game was developed by Suzak and published by Nintendo. The game was released in Japan on October 21, 2004. Nintendo World Report's Daniel Bloodworth thought the Grand Prix mode, which should be the focus of the game, is "woefully lacking".[2] Bloodworth criticized track length of the first 3 cups; he clocked-in at 20–30 seconds per lap and finished three cups within 20 minutes on standard difficulty. He concluded "combined with the low difficulty and re-used environments and music, it all ends up feeling rather unsatisfying."[2] While the fourth cup is more difficult, Bloodworth was taken back by its sudden spike in difficulty—even when playing every cup on Expert or Master. Also, many of its courses were rehashes from the first F-Zero game and GP Legend.[2] During Siliconera's playtest, they praised Climax's track design and varying levels of difficulty between courses—easier courses are relatively straight compared to later ones which require honed drifting skill. They mentioned the game demanded players to have quick reflexes and master the track layout on difficulties beyond novice since the AI-controlled opponents are unforgivable.[3] Compared to GP Legend's controls, Siliconera thought the spin attack "is a neat trick to use, that adds a new element to the game."[3] Bloodworth liked the personalized button configurations, especially since vehicles feel stiffer and the game does not allow players to adjust a vehicle's balance between maximum acceleration and maximum top speed.[2]

Matthew Castle of Official Nintendo Magazine called it "easily the best-looking of the SNES-type games".[8]

Bloodworth speculated Climax is likely the most graphically refined 2D F-Zero game.[9] The game features expanded backgrounds, improved track detail, and a more distinguishable separation between the course and ground below.[2] Siliconera thought Climax could've looked better, but the game "reuses many of the tile sets from GP Legend and Maximum Velocity."[3] Furthermore, Bloodworth was disappointed with the music tracks being mostly rehashes from the original game and F-Zero X[9]—a sentiment Siliconera agreed with.[3] The voice work of the announcer fell short to Bloodworth. He explained the announcer is sometimes helpful, but also report events inappropriately or too frequently.[9]

Siliconera criticized Climax for feeling more like an expansion pack than a sequel. They compared the game's Survival mode to GP Legend's story mode and consider it not as deep, "but the challenges are much tougher."[3] Siliconera thought the track editor and its ability to be shared with other players as the game's greatest feature.[3] Bloodworth concluded Climax has plenty of Survival and Zero Test challenges, and slots to save created courses,[9] but the lackluster Grand Prix holds back the game.[2] Nintendo World Report and Siliconera felt that the game was a likely candidate for localization in regions outside of Japan,[2][3] but this never happened.[10] It was the third F-Zero game on the GBA[3] and the last in the franchise.[10]

References

  1. ^ GameSpot Staff (August 4, 2004). "Nintendo reveals new WarioWare Inc". GameSpot. Archived from the original on January 13, 2012. Retrieved March 19, 2013. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  2. ^ a b c d e f g h i j k l m Bloodworth, Daniel (November 9, 2004). "Review: F-Zero Climax". Nintendo World Report. p. 1. Archived from the original on April 23, 2014. Retrieved May 18, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  3. ^ a b c d e f g h i "Playtest: F-Zero Climax". Siliconera. Archived from the original on November 10, 2013. Retrieved May 18, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  4. ^ a b c Gantayat, Anoop (October 21, 2004). "F-Zero Climax Playtest". IGN. Archived from the original on October 25, 2012. Retrieved March 19, 2013. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  5. ^ IGN Cheats. "F-Zero: Climax Cheats". IGN. Archived from the original on November 10, 2012. Retrieved May 18, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  6. ^ GameSpot Staff (July 23, 2004). "Nintendo to announce new F-Zero". GameSpot. Archived from the original on September 26, 2013. Retrieved May 18, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  7. ^ GameSpot Staff (August 4, 2004). "Nintendo reveals new WarioWare Inc". GameSpot. Archived from the original on March 2, 2014. Retrieved May 18, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  8. ^ Castle, Matthew (September 8, 2013). "History Lesson: F-Zero". Computer and Video Games. Archived from the original on May 17, 2014. Retrieved May 24, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  9. ^ a b c d Bloodworth, Daniel (November 9, 2004). "Review: F-Zero Climax". Nintendo World Report. p. 2. Archived from the original on April 23, 2014. Retrieved May 18, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  10. ^ a b Ronaghan, Neal (May 11, 2012). "What the GBA Ambassador Games Could Tell Us About Nintendo's Future". Nintendo World Report. Retrieved May 30, 2014. {{cite web}}: |archive-date= requires |archive-url= (help); Check date values in: |archivedate= (help); Unknown parameter |deadurl= ignored (|url-status= suggested) (help)