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F-Zero Climax cover

2004 · Suzak Inc. · Racing

F-Zero Climax

Nintendo exclusive

F-Zero Climax is the sixth installment in the F-Zero series and the third to be released for the Game Boy Advance. This is the first F-Zero game to have a built-in track editor without the need for an expansion or add-on. Custom tracks can be saved to one of thirty slots for future use and they can be exchanged with other players via link cable. If memory becomes full or link cable connection cannot be done, the game can generate a password for the track; when it is input on any F-Zero Climax cartridge, the password will generate the track instantly.

Released
21 October 2004
Platforms
Game Boy AdvanceWii U
Genres
Racing
Developers
Suzak Inc.
Publishers
Nintendo
Series
F-Zero
Modes
MultiplayerSingle-player
Perspective
Third person
Themes
Science fiction
Country
Japan
Age ratings
CERO A
Languages
Japanese

About

F-Zero Climax is a racing video game developed by Suzak Inc. and published by Nintendo for the Game Boy Advance (GBA) handheld console. The game was released in Japan on October 21, 2004, and marked the final F-Zero installment for 19 years until the 2023 release of F-Zero 99.

Players race in vehicles on numerous courses while navigating past obstacles. While the game is a 2D racer, its Mode 7-styled graphical effect allows the track to be scaled and rotated around the vehicle to simulate a 3D environment. Climax let players store rewarded speed boosts to use with energy-draining speed boosts. Energy is a reflection of the craft's health, and can be restored by driving over specific areas on the track.

Keywords

  • vehicular combat
  • cyberpunk
  • anti-gravity racing
  • vehicle combat
  • motorsports
  • difficulty level
  • future sport
  • japan only
  • fan translation - english
  • wii u virtual console
  • nintendo switch online - expansion pack

Media

The articlegameplay, story, development, reception

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. Players select their vehicles and race around fifty-three courses while avoiding obstacles such as ice and bombs. Each racing craft contains air brakes for drifting around tight corners by pressing the L and R shoulder buttons. A vehicle's health and ability to speed boost after the first lap is measured by an energy meter.

Boosting in this manner briefly increases the racer's speed while draining their energy. The player is also rewarded with a stored speed boost for each lap completed. However, this may only be used in tandem with the energy-draining boost resulting in a double speed boost. Vehicles can drive over pink plates scattered throughout the track to replenish energy.

Reception

Nintendo World Report's Daniel Bloodworth thought the Grand Prix mode, which should be the focus of the game, is "woefully lacking". 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." 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. 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 unforgiving. Siliconera noted players have to be proficient at both types of speed boosting.

Releases by platformdates and regions as published

PlatformReleasedRegions
Game Boy Advance21 October 2004Japan
Wii U16 December 2015Japan

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Description adapted from its source, CC BY-SA 4.0.