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F-Zero GX (Gamecube) >> FZGX General Discussion >> Limiting controls in F-zero GX?
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Limiting controls in F-zero GX?
Post by FluddyFlea on May 31st, 2003, 4:50pm

Well, after reading the article IGN wrote on playing F-zero GX at E3, it seems to me that the controls might be a bit limiting. Appearantly the "double tap jump" of F-zero X isn't done by double-tapping at all, but rather by pressing X and a direction on the stick.

So, what if i want to do a DTD (assuming that the physics engine will let me do this) or some other technique where i want to jump in the OPPOSITE direction of wich way im pushing the control stick? That just wont work this way, will it?

The reason for this change is obviously the nature of the analogue shoulder buttons. They're not that easy to "tap" or "double-tap". But I believe its something quite easy to get used to, especially if you only have to push the button in very little, and I hope that there will still be the possibility to jump this way.

As I said before, this is asuming that there is any use of being able to jump in the opposite direction of the control stick, but the gameplay seems to be nearly identical to that of F-zero X, and I just hope DTDiving will still be in there. Even if there wasn't any greater use of it, its always good to have the possibility to do so anyway.

I just really hope AM have the insight into creating a deep game & physics engine, as nintendo had, and that they dont limit the controls so that the game cant be played to the maximum. So what do you guys think about this?
Re: Limiting controls in F-zero GX?
Post by lvlarkylvlark on Jun 10th, 2003, 7:33pm

i dun think nintendo realised how much depth X had, DTD, TDD, Rail Slide i dun think were intentional...
Re: Limiting controls in F-zero GX?
Post by FluddyFlea on Jun 12th, 2003, 07:08am

I agree, but sliding must be intentional right? also since all these things are possible (dtd, tdd etc), nintendo must have done something special when programming their physics engine.

lets hope GX wont be to limiting then...
Re: Limiting controls in F-zero GX?
Post by al64inthedark on Aug 10th, 2003, 04:08am

Too late, gameplay sucks , thanks the dakou ? (how many times I've written ? this ?
It's proportionnall to my disappointment of this F-zero (the worst in the serie, certainly, of we'll find better strat).
Re: Limiting controls in F-zero GX?
Post by Dominic on Aug 11th, 2003, 12:13am

I heard somewhere that the controls are customizable, can someone explain what you can customize?
Re: Limiting controls in F-zero GX?
Post by PDM on Aug 11th, 2003, 04:31am

you can change nearly everything on every button i did not try everything in this menu, because the standard is by far the best i think. you can also use the different directions on the c-stick or analog pad. but i only tried to change the right and left attacks, to the shoulder buttons somehow, because of the deathrace stage in the storymode. but it is just possible to change the attack button somewhere else, you will always have to press these button+right or left on the control stick. and i still hate to do these attacks this way, and played it with the screw attack, which also seems to be more effective.
Re: Limiting controls in F-zero GX?
Post by Dominic on Aug 11th, 2003, 06:43am

I think I would like attacking using a button more, in F-Zero X, I got the side-attack command out a lot accidentally because... well, because!

But of course not many people may agree, but I find it a lot more comfortable, especially the one button Spin attack (this has got to be the biggest improvement amongst the control scheme)