F-zero customize mode ?

jvd

Banned
http://cube.ign.com/articles/394/394879p1.html

April 24, 2003 - The latest issue of Japan's weekly Famitsu Magazine contains a first look at F-Zero GC's "Customize Mode." This mode allows you to combine parts to build up your own unique racer. Parts are available in three categories: Cockpit Parts (affect cornering and steering), Body Parts (affect strength and safety) and Booster Parts (affect speed).
So how do you go about getting these parts? Upon winning a race, you're given tickets that can be taken to a shop and traded for the parts. The arcade and GameCube versions of the game will each have different parts, allowing you to build different vehicles depending on which version you're playing. Although still not commented on by Nintendo or Sega, we presume you'll be able to use the racers that you've built up in either version via the GameCube memory card.

F-Zero GC is due for Japanese release on July 25, with an American release also expected some time down the road. Expect further impressions on the game from E3.


Hmm sounds like a sega gt or gran turismo set in the future . That be kinda cool since we don't really have a game like that yet.
 
This is where a hard drive would come in handy. I'd love the ability to create not only my own cars, but my own tracks as well. Or mix and match tracks to create uber tracks.

But for now, I'll be happy with the ability to create my own cars. That should be pretty kewl. :)
 
cybamerc said:
F-Zero on the N64 allowed you to design your own tracks. No harddrive required.

Well, not exactly. It had a random track generator, but not a creator. If you had the Fzero expansion for the 64DD, then it had the track editor.
 
Evil_Cloud said:
but how big where they? (read: small)

the size of those levels has little to do with the capacity of a memorycard, but more with limitation of the game engine itself. Those own created levels weren't much smaller compared to the story driven ones. You don't need much memory to create large levels if developers do it smart. In the end, every placable object is a few bites covering the type of the peace and an identification of where it's placed (or coordinates for example). It's up to the engine to turn those details back into a level.

Just as an example, GT3 replays used merely 68KB. There are many racing games that used different methods to save similar data, yet are at least 10x the size.
 
Actually if you're careful you can make some humongous TimeSplitters 2 maps.

One of the biggest catches is that you have to use a limited number of different tiles, and re-use the same ones over and over and over... and some tiles have to be avoided entirely (like the 1x3 tile with one blue and five red connectors - no matter what it always uses way too much memory).
 
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