F-Zero GX analysis: Multiplayer game mechanics

f-zero mute city

F-zero GX was one of my personal favorites during the Gamecube generation. Its sense of speed, focus on skill and ability to (almost) always create thrilling races made me and my brother play it for years on end. It perhaps isn’t strange it was a major inspiration for the Wheelchair Racer project during my second year at university.

This article is a translation of an analysis written during my third year at university. As part of a “game theory and play mechanics” course, the analysis mostly covered the mechanics of the game. Also, it was written in Swedish. As such, I couldn’t use it as-was on this blog.

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On Making a Tutorial

tutorial-dash-evade source Five years ago, I wrote a post here basically complaining about game tutorials. Having spent the last year on Cloudbuilt alone, and spending the slight dev time I had on its tutorial level (I had a handful of other things to do), I believe it’s time to explain myself to my 5-year-younger self.

In other words, consider this a “making of a tutorial level”.

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