F-Zero
The F-Zero (エフゼロ, Efu Zero) games is a series of futuristic racing video games created by Nintendo EAD with Shigeru Miyamoto serving mainly as producer. The games are primarily set on a futuristic Earth in the 26th century, although some games take place much earlier and some circuits have been set on different planets. The series has been known for its high-speed racing, unique characters and settings, difficult gameplay, stirring original music and pushing the limits of its technology to be one of the fastest racing games ever. The F-Zero games were the first of their kind in regard to its scenario and style of gameplay. It is widely considered one of the most influential video game franchises created in its genre inspiring the creation of titles such as Daytona USA[1] and the Wipeout series.[2][3]
Overview
Each of the games in F-Zero series requires the player to beat opponents to the finish line while avoiding obstacles such as land mines and slip zones. The games usually require a mixture of memorization of the tracks and quick reflexes for its fast-paced racing gameplay. With F-Zero and Maximum Velocity an approximate four second speed boost is given to the player to use whenever for each lap completed. Starting with F-Zero X, throughout the duration of the race players may execute speed boosts, but now in exchange for losing energy. It is therefore necessary to use recharge strips around the course to replenish this energy, or risk exploding when it drops to zero. Strategically situated dash plates allow boosts without energy loss. In combination with course obstacles, drivers are allowed to attack each other with their vehicle bodies.
The games' fantasy worlds includes different climates and terrains, and are home to many different races and tribes of aliens. There are geographical differences from game to game, but distinctive locations recur, such as Big Blue, Mute City, and Port Town.
Characters
While there were originally four F-Zero pilots in the first game, this has grown with each title to over forty characters in the later games of the series. Each character has their own unique vehicle, story and reason for entering the F-Zero Grand Prix. The winner of the Grand Prix receives a huge sum of prize money, but many pilots have been lost pursuing it.[4] Some of the characters are superheroes, supervillains, cyborgs, mutants, and the like, which makes the series akin to something out of an American comic book.
F-Zero machines
The vehicles used to race in these video games are called "F-Zero machines", which are designed to hover, rather than travel on wheels. An anti-gravity unit, known as the "G-Diffuser System", allows them to drive at high speeds, while retaining a hold of the magnetic track, located from a few inches to a foot below it.[3] However, the slip zones, also referred to as the "magnetic field block coat" in the first F-Zero game, blocks the vehicle from retaining a hold on the track. The racing machines developed for these tracks used the latest in this magnetic technology, and are able to perform tune-ups.[5][3] Out of the over forty-four known machines, only about five do not weigh over a ton.[6] F-Zero machines have a maximum speed exceeding that of sound. This is possible due to the ultra-compact micro-plasma engines used by the machines.[7]
Each machine has four basic performance attributes: body, boost, grip and weight. Body, boost, and grip are rated on a scale from A to E (A being the best, E, the worst).[8] The higher a machine's Body rating, the more durable it is and the less damage it will sustain in a collision. Machines with a good Body rating are, therefore, able to withstand more attacks before exploding.[6] The Boost rating takes into account the duration of a vehicle's boost, and how great a speed increase it provides. A machine with a high rating can travel at higher than normal speeds for a longer period of time.[6] Grip determines how well a machine negotiates turns. A higher Grip rating means that the player's vehicle will execute steadier turns, while a low one will cause the vehicle to drift more, especially when turning tightly.[6] Weight is usually displayed in kilograms and affects a vehicle's acceleration, grip, cornering ability, maximum speed, and the amount of damage it sustains in a collision. A lighter vehicle is superior in the first three categories, while a heavier vehicle has the advantage in the latter two.[6][8]
F-Zero circuits
Circuits are usually set on the outskirts of cities or above them situated high in planet atmospheres at an elevation as much as 300 feet above ground. They contain anti-gravitational guide beams on both sides of the course that keep them in place.[5] Rich merchants from cities in the clouds or asteroids with almost uninhabitable environments invested their wealth in the construction of racing circuits.[5] Some cities have multiple circuits--circuits not used for the Grand Prix are open to pilots for practice. The dynamic structure of the courses are colossal in scale, as most circuits feature a single lap that spans over six miles.[4]
History
The premiere game in the series and a launch title for the SNES, F-Zero was also the first Super Nintendo title to use a technique that Nintendo called "Mode 7 Scrolling". When Mode 7 was combined with scaling and positioning of the layer on a scanline-by-scanline basis it could simulate 3D environments. Such techniques in games were considered to be revolutionary in a time when most console games were restricted to static/flat backgrounds and 2 dimensional (2D) objects. The result was developer Nintendo EAD creating the fastest and smoothest pseudo-3D racer ever on a console at that time.[9]
A sequel of the first F-Zero game was canceled due to the impending release of the Nintendo 64. Under the names of BS F-Zero Grand Prix and a year later by BS F-Zero 2 Grand Prix,[10] this unfinished sequel was instead released for the Super Famicom's satellite-based expansion, Satellaview, during the mid-1990s in Japan.[11][2]
Zero Racers ("G-Zero"), was a canceled game for the Virtual Boy. It was in development alongside F-Zero X. The game was previewed by Nintendo Power and was close to completion.[11] Gameplay differs in one important point from its predecessor and all F-Zero games released afterwards. In Zero Racers, the hovercrafts speed through the three physical dimensions of space in the turning tunnels.
After a roughly seven-year hiatus outside Japan, the series made the transition to 3D with the third installment, F-Zero X on the Nintendo 64. Fans were expecting a repeat from the previous game, a racer that pushed the console to its max. Nintendo set out to do just that with F-Zero X, unfortunately running at 60 frames per second with thirty machines on one circuit meant that the N64 had to do plenty of work, leaving little processor power left over for track graphics, texturing and music. 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.[12][13]
A Nintendo 64DD expansion known as F-Zero X Expansion Kit was released only in Japan as the last add-on disk for the system. The Expansion Kit added a course editor, a vehicle editor, two new cups for advanced players, three new machines, and some new background tracks. The course editor was the main attraction of this expansion, and was praised for its amazing amount of depth, as it was virtually the same program the game's designers used to make the courses.[14]
F-Zero: Maximum Velocity was the series fourth released installment, but the first incarnation of the franchise for Nintendo's Game Boy handheld. It was the first title developed by first party subsidiary NDCUBE.[15] This GBA launch title returned to the SNES F-Zero's gameplay with a Mode 7-styled game engine.[9]
The next F-Zero title, F-Zero GX was the first game in the series to appear on the Nintendo GameCube. It surprised many fans when it was announced that the new game would be developed by Sega's Amusement Vision team (known for the Super Monkey Ball games) and would feature a story mode for the first time ever. This game, initially known as "F-Zero GC", retained the core gameplay of the previous games, with a huge focus being on the game's single player mode this time around. The arcade counterpart of GX was called F-Zero AX, which was released alongside of its Nintendo GameCube counterpart in mid-2003. The game had three types of arcade cabinets; standard, the "Monster Ride" and the deluxe which resembled an F-Zero vehicle. F-Zero AX had six original courses and ten original characters. However, by certain difficult means, the six courses and ten characters could be unlocked in F-Zero GX.[16][17]
F-Zero: GP Legend is the second game featuring a story mode, however this one is based on the anime series of the same name. This results in Captain Falcon sharing the spotlight with a new character named Rick Wheeler.[18] Unlike the rest of the titles before it, GP Legend takes place in a different period of time happening in the twenty-second century rather than the twenty-sixth.[19]
The third GBA incarnation was released only in Japan. F-Zero Climax was the first title in the series to feature a built-in track editor without the need for an expansion or add-on. Custom tracks can be saved to the cartridge 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 inputted on any F-Zero Climax cartridge, the password will generate the track instantly.[20]
Despite the Wii's unique controller, a future F-Zero game on the Wii could be using the classic controller instead. Shigeru Miyamoto feels that some games will actually work better with the classic controller; he mentioned F-Zero as one such franchise.[21]
Games
The following is a list of the installments of the F-Zero games, with the original year of release and the platforms they originally appeared on. Excluding Japan, these games usually appear once per platform.
Game Title | Year Released | System |
---|---|---|
F-Zero | November 21 1990 – Japan August 13, 1991 – North America June 4, 1992 – Europe |
Super Famicom – Japan Super NES – America, Europe |
BS F-Zero Grand Prix | 1996 – Japan | Satellaview |
F-Zero X | July 14 1998 – Japan October 26, 1998 – North America November 30, 1998 – Europe |
Nintendo 64 |
F-Zero: Maximum Velocity | March 21 2001 – Japan June 11, 2001 – North America June 22, 2001 – Europe |
Game Boy Advance |
F-Zero GX | July 25 2003– Japan August 25, 2003 – North America October 31 2003 – Europe |
Nintendo GameCube |
F-Zero AX | July 2003– Japan September 2003 – North America 2003 – Europe |
Arcade |
Legend of Falcon – Japan F-Zero: GP Legend – America, Europe |
November 28, 2003 – Japan June 4 2004 – Europe September 20, 2004 – North America |
Game Boy Advance |
F-Zero Climax | October 21, 2004 – Japan | Game Boy Advance |
Other games include:
Game Title | Year Released | System |
---|---|---|
Zero Racers | Cancelled | Nintendo Virtual Boy |
BS F-Zero 2 Grand Prix | 1997 – Japan | Satellaview |
F-Zero X Expansion Kit | April 21 2000 – Japan | Nintendo 64DD |
Fictional universe
The F-Zero games derives from the 20th and 21st century Formula One races[5][2] and the fictitious F-Max Grand Prix races from the 24th century.[7] In the future, the game portrays races as having come under the influence of wealthy ex-space merchants. They thought that a fast and violent race would be an effective way to get people to gamble, so the ex-merchants established the F-Zero Execution Project.[7] The F-Zero Grand Prix dates to the 26th century, and is still sponsored by the wealthy elite who originally organized the Execution Project for those events. These races feature the most technologically advanced racing machines, competing in numerous circuits of fast-paced action. It is known for its wild fans, and usually eccentric competitors. Winners of the Grand Prix receive large sums of money, as well as a great deal of prestige throughout the universe.[4]
History of F-Zero
F-Max Era
The F-Zero X defined the F-Max Grand Prix as the precursor to the F-Zero races by some 200 years taking place in the 24th century.[7] According to F-Zero GX, the greatest driver in the F-Max Grand Prix was Sterling LaVaughn;[4] a statement that would lead to further inconsistencies in the sequence of events in the F-Zero franchise.
Original F-Zero Era
In the first F-Zero game, it is the year 2560, and due to the human race's countless encounters with alien life forms throughout the universe, Earth's social framework has expanded to cosmic proportions. Now, trade, technology transfer, and cultural interchange are carried out on an interplanetary basis. An association of wealthy space merchants created the F-Zero Grand Prix, in an attempt to add some excitement to their opulent lifestyles. When the first race was held, people were angered at the brutality of the competition, due to the various obstacles and traps along the raceway. As time passed, however, they became used to these dangers, and even began to demand more excitement and danger in the races. Winning the F-Zero championship soon became the highest claim to fame in the universe.[5]
"Horrific Grand Finale"
The "Horrific Grand Finale" never took place in an F-Zero game, however F-Zero X explains that the violent, fiery accident burnt fourteen drivers to death, including Sterling LaVaughn.[22] On that day, Super Arrow escaped unscathed, driving to a bittersweet victory as the only survivor. No racing was allowed by the Federation after the crash; despite the F-Zero racing prohibition, the sport went underground. Many racers went to hone their skills in secret. These "outlaw racers" included Zoda and Dr. Robert Stewart's father.[23][24] The crash ushered in the establishment of the F-Zero Racing Academy, after a speech, by Super Arrow to the Federation Congress, which helped to lift the ban.[23]
F-Zero X Era
The original F-Zero Grand Prix ended, due to the extreme danger of the sport. In another event, called the "Huge Accident", many pilots were injured, but miraculously, none were killed, thanks in part to Dr. Robert Stewart. After the Grand Prix was discontinued for several years, the fictional competition was brought back,—though with revised rules and regulations—in a Nintendo 64 game, titled "F-Zero X".[7]
Chronology
The precise chronology of the F-Zero universe is debated among fans. As time progressed and more games were released, the exact order of the overall timeframe became complex and heavily disputed. There are bits and pieces of definitive information to connect the home console games to each other. However, there is no definitive explanation for how every game relates to each other in a single standardized timeline of events. If one was attempting to map out a single timeline, it would be impossible to know where exactly the huge accident, F-Zero X and GX takes place in acquaintance with the first F-Zero game and Maximum Velocity. This results in the series as a whole to have three, if not four separate timelines due to the home console and the GBA games with their anime counterpart.
The following is a list of the Nintendo-published games in order of their first release, with their release years (in brackets), along with any additional information about their placement in the timelines.
- The first released game in the series takes place in the year 2560 and would be known in F-Zero X as the game during the "old-school" F-Zero days where the rules seemed non-existent.
- This game takes place after the Horrific Grand Finale and seven years after the huge accident. The Grand Finale was an event supposedly taken place sometime before the establishment of the F-Zero Racing Academy and the Huge Accident during the "old-school" F-Zero days. This event killed over a dozen pilots, including Sterling LaVaughn.[22] However, in F-Zero GX, the Grand Finale event wasn't even mentioned at all. Instead the game states Sterling LaVaughn was racing during the F-Max days.[4] For this and many other reasons, GX can be considered to be a separate continuity, or if the SNES game is taken into account, an alternate sequel.
- F-Zero: Maximum Velocity (GBA) (2001)
- The first Game Boy Advance F-Zero game is a clear sequel to the original F-Zero title. Maximum Velocity takes place twenty-five years after the Super NES title in the year 2585. Players race against the descendants of the original F-Zero racers.[25] Maximum Velocity is considered a reboot continuity to the rest of the home console titles since the game has made no indication of the safety revisions carried forth after the huge accident, in fact it states just like the original F-Zero game, the extreme danger involved when participating in those races. Due to the aforementioned, this leads to a conflict in years, so this title also separates itself from the GP Legend and Climax games, which are together in their own timeline.
- Some of the ambiguity of the chronology of the F-Zero series is due to the fact there is a conflict of information of when exactly the huge accident took place. How far it happened after the first F-Zero game and the exact year it happened before F-Zero X with relation (if any) to F-Zero GX. Evidence that can be considered contradictory to the claim the huge accident happened four years ago prior to F-Zero GX is Mighty Gazelle's pilot profile in F-Zero X. While it states that he was injured in a "freak accident" three years ago, the beginning of the F-Zero X instruction manual also states that the huge accident happened several years ago.[7] This concludes that the manual is inferring that Mighty Gazelle's accident and the accident that suspended the Grand Prix are two separate events. However, in F-Zero GX, Mighty Gazelle's pilot profile states that he took the worst damage in the huge accident that suspended the Grand Prix four years ago.[4] This also concludes that the Amusement Vision division of Sega, had inadvertently caused confusion to arise as a result of combining these two events into one. However, the likely explanation to all this could simply be that GX is a separate continuity, or if the SNES game is taken into account, an alternate sequel. Either way, F-Zero AX takes place at the same time as GX.
- F-Zero: GP Legend (GBA) (2003)
- This game and the anime F-Zero GP Legend separate themselves from Maximum Velocity and the other home console games since both takes place in the year 2201.[19] Also, they feature some different incarnations of Captain Falcon, Zoda, and other characters. Due to all of this, GP Legend is considered a reboot continuity of the series.
- F-Zero Climax (GBA) (2004)
- A direct sequel to GP Legend means this is also considered a reboot continuity to Maximum Velocity and the home console games.
Critical reception
Matt Casamassina of IGN has said that the F-Zero franchise is one of the best video game series in the racing genre.[26] It has generated many positive reviews within the gaming industry.
The editors of GameRankings.com have declared F-Zero GX, the latest Nintendo home console game in the series, the second highest-ranking futuristic racing game of all time by compiling every major numeric review given to the game upon its release.[27] The highest-ranking futuristic game of all time as determined by GameRankings.com is Wipeout XL.[28]
Their compilation of multiple reviews has F-Zero X as the next highest rated game in the series[29] followed by F-Zero[30] and F-Zero Maximum Velocity[31] and lastly F-Zero GP Legend[32].
Shigeru Miyamoto commented that past F-Zero and Star Fox collaborations with outside development houses turned out to be a disappointment for Nintendo. He stated "consumers got very excited about the idea of those games, but the games themselves did not deliver".[33]
Other incarnations
There are a number of F-Zero video games and other media creations that have been officially licensed by Nintendo but the anime is not acknowledged by fans as part of the series canon.
Anime
F-Zero: GP Legend originally aired all fifty-one episodes from 2003 - 2004 in Japan as a part of TV Tokyo’s lineup. Fifteen episodes were produced before the GP Legend's cancellation in America. Based on the video game F-Zero GP Legend, the anime have been officially licensed by Nintendo but not acknowledged by fans as part of the series canon. One of the numerous differences the show presented was that the F-Zero racers has a radical different appearance from the home console games. However, most of their persona is done the sameway. While not exactly having Captain Falcon as the main star, it still has some familiar faces, including new ones as well.
F-Zero - The Story of Captain Falcon comic
An eight-paged comic was included in the manual of the 1990 SNES F-Zero game. It had the original character designs of Captain Falcon, the three other original pilots, unknown (or radically designed) F-Zero pilots and the F-Zero announcer - Mr. Zero. Unlike most of the video games, the comic carried the reader fully through one of Falcon's bounty missions for the first time. Also, the comic had the first and only full appearance in the F-Zero series of Captain Falcon using his sidearm and him using his Falcon Flyer cruiser.[5] While largely forgotten and ignored, this is actually the source of some persistent fanon beliefs.
Music
Title | Composers | Publisher | First Printing | Catalog # |
---|---|---|---|---|
F-Zero | Naoto Ishida & Yumiko Kanki | Tokuma Japan Communications | March 25, 1992 | TKCA-30516 |
F-Zero X OST | Taro Bando & Shuku Wakai | Pony Canyon | September 18, 1998 | PCCG-00459 |
F-Zero X Guitar Arrange Edition | Taro Bando, Shuku Wakai, Naoto Ishida, Yumiko Kametani | Player's Planet, Media Factory | January 27, 1999 | ZMCX-101 |
F-Zero Blue Falcon Ending Theme - Resolution | Maeda Ai | NEC Interchannel | December 3, 2003 | NECM-12064 |
F-Zero Legend of Falcon Opening Theme: The Meaning of Truth | HIRO-X | NEC Interchannel | December 3, 2003 | NECM-12063 |
F-Zero GX/AX OST | Hidenori Shoji, Daiki Kasho & Alan Brey | Scitron Digital Content Inc. | July 21, 2004 | SCDC-00358 |
F-Zero in other video games
Characters from and references to the F-Zero series have appeared in a variety of other video games. Captain Falcon appears as a fighter in Super Smash Bros. for the Nintendo 64, in Super Smash Bros. Melee for the GameCube and in Super Smash Bros. Brawl for the Wii.
WarioWare, Inc.: Mega Microgame$ and Mega Party Game$, features a simplified mini-game based on F-Zero. The F-Zero vehicles named Blue Falcon, and Fire Stingray cameos in Super Mario RPG: Legend of the Seven Stars. At the back of Hinopio's Inn, deep within Barrel Vocano, these vehicles, along with an Arwing, are displayed as models sitting on top of boxes.
F-Zero and the Star Fox series of video games share some similarities inside of their fictional worlds. The F-Zero character James McCloud, shares the same name as Fox McCloud's father. James also has a similar resemblance to Fox's father and his vehicle shares some the Arwing's attributes. His F-Zero machine and the Arwings, which are piloted by the Star Fox main characters, use G-Diffuser systems developed by Space Dynamics. This is the same system F-Zero machines use to travel at high speeds. In the game Star Fox: Command, one of the obtainable endings has Fox and Falco becoming racers in the "G-Zero Grand Prix" which is also a former name to the canceled F-Zero game, Zero Racers. The F-Zero character Octoman also appears as a minor character.
Notes
- ^ Bryant, Paul (2002-03-29). "Interview: F-Zero press conference". Gaming Age Online. Retrieved 2007-04-04.
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(help) - ^ a b c Thomas, Lucas (2007-01-26). "F-Zero (Virtual Console) review". IGN. Retrieved 2007-02-27.
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(help) - ^ a b c IGN Staff (1998-07-14). "F-Zero X". IGN.com. Retrieved 2007-05-30.
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(help) - ^ a b c d e f Amusement Vision, ed. (2003-08-25). F-Zero GX instruction manual. Nintendo. pp. pp. 6-7, 33, 41.
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:|pages=
has extra text (help)CS1 maint: date and year (link) - ^ a b c d e f Nintendo EAD, ed. (1991-08-15). F-Zero instruction manual. Nintendo. pp. pp. 3-4, 20–28.
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:|pages=
has extra text (help)CS1 maint: date and year (link) - ^ a b c d e Pelland, Scott (ed.) (2003). F-Zero GX Player's Guide. Redmond, Washington: Nintendo of America, Inc. ISBN 1930206-35-6.
{{cite book}}
:|first=
has generic name (help) - ^ a b c d e f "F-Zero X manual". World of Video Games. Retrieved 2006-07-01.
- ^ a b Schneider, Peer (2003-08-25). "F-Zero GX Tips & Techniques". IGN.com. Retrieved 2006-11-12.
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(help) - ^ a b Harris, Craig (2001-06-14). "F-Zero: Maximum Velocity review". IGN. Retrieved 2006-12-10.
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(help) - ^ "BS F-Zero 2 Grand Prix". IGN. Retrieved 2006-12-17.
- ^ a b c DeWoody, Lucas (2005-01-05). "The Legendary Race - The History of F-Zero". Kombo. Advanced Media Network. pp. pp. 2. Retrieved 2006-12-26.
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:|pages=
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(help) - ^ a b 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}}
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(help) - ^ Schneider, Peer (1998-10-27). "F-Zero X review". IGN64. Retrieved 2006-12-10.
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(help) - ^ Schneider, Peer (2000-07-18). "F-Zero X Expansion Kit (Import) review". IGN.com. Retrieved 2006-11-14.
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(help) - ^ JC, Anthony. "Maximum Velocity review". N-Sider. Retrieved 2006-11-16.
- ^ Gerstmann, Jeff (2003-08-25). "F-Zero GX for GameCube review". GameSpot. Retrieved 2006-12-10.
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(help) - ^ Torres, Ricardo (2003-07-08). "F-Zero AX Impressions". GameSpot. Retrieved 2006-12-10.
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(help) - ^ "F-Zero: GP Legend". IGN. Retrieved 2006-12-10.
- ^ a b IGN Staff (2003-08-20). "F-Zero: The Cartoon". IGN. Retrieved 2007-05-30.
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(help) - ^ Gantayat, Anoop (2004-10-21). "F-Zero Climax Playtest". IGN. Retrieved 2006-12-10.
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(help) - ^ Gantayat, Anoop (2006-07-21). "Miyamoto Shares Wii Secrets". IGN. Retrieved 2006-07-23.
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(help) - ^ a b Sackenheim, Shawn. "The Skull". All Game Guide. Retrieved 2006-12-16.
- ^ a b Sackenheim, Shawn. "Super Arrow". All Game Guide. Retrieved 2006-12-16.
- ^ Sackenheim, Shawn. "Dr. Stewart". All Game Guide. Retrieved 2007-06-18.
- ^ T.J. Deci. "F-Zero: Maximum Velocity". All Game Guide. Retrieved 2006-10-22.
- ^ Casamassina, Matt (2003-08-22). "F-Zero GX". IGN. Retrieved 2007-07-24.
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(help) - ^ "F-Zero GX reviews". Gamerankings.com. Retrieved 2007-07-24.
- ^ "WipeoutXL reviews". Gamerankings.com. Retrieved 2007-12-06.
- ^ "F-Zero X reviews". Gamerankings.com. Retrieved 2007-07-24.
- ^ "F-Zero reviews". Gamerankings.com. Retrieved 2007-07-24.
- ^ "F-Zero Maximum Velocity reviews". Gamerankings.com. Retrieved 2007-06-08.
- ^ "F-Zero GP Legend reviews". Gamerankings.com. Retrieved 2007-07-24.
- ^ Keighley, Geoff (2007-05-04). "The Man Who Made Mario Super". Entertainment Weekly. Retrieved 2007-05-09.
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