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Extreme-G
Extreme-G
from Wikipedia
Extreme-G
DeveloperProbe Entertainment
PublisherAcclaim Entertainment
ComposerSimon Robertson
PlatformNintendo 64
Release
  • NA: October 27, 1997[1]
  • EU: December 9, 1997
  • JP: May 29, 1998
GenreRacing
ModesSingle-player, multiplayer

Extreme-G is a futuristic racing video game developed by Probe Entertainment and published by Acclaim Entertainment, featuring an original trance soundtrack. It was released for the Nintendo 64 in 1997, with a Japan release on May 29, 1998.[2] Despite the competitive landscape of Nintendo 64 racing games, Extreme-G received moderately positive reviews and achieved commercial success. A sequel, Extreme-G 2, was launched in 1998, followed by two additional titles: Extreme-G 3 (2001) and XGRA: Extreme-G Racing Association (2003). In 2024, the game was re-released through the Nintendo Classics service by Throwback Entertainment, which acquired the rights to the game in 2006.[3]

Gameplay

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A screenshot of Extreme-G gameplay on Nintendo 64

The gameplay of Extreme-G primarily revolves around fast-paced racing through a variety of futuristic environments. An assortment of defensive and offensive weapons can be found on the track.[4] These weapons include multi-homing/reverse missiles, magnetic and laser mines, as well as shield-boosting power-ups. Special weapons, such as invisibility, phosphorus flash, and the formidable Wally-Warp, can also be collected; if not avoided, the Wally-Warp can instantly transport a bike to the back of the pack.

As with all Extreme-G games, players control futuristic racing pilots riding plasma-powered bikes in an intergalactic Grand Prix, reaching speeds of over 750 km/h. The focus is on speed and innovative racetrack design, with tracks looping like roller coasters.

At the beginning of each round, players receive three "nitro" power-ups, which provide a temporary speed boost (these power-ups cannot be replenished). Additionally, falling off cliffs or, in some instances, the track itself results in merely losing time rather than lives; bikes are teleported back to the track and must regain their speed and recover lost time from a complete standstill.

The single-player mode offers three difficulty settings: Novice, Intermediate, and Extreme. The main game mode, known as Extreme Contest, features three championships: Atomic (four tracks), Critical Mass (eight tracks), and Meltdown (a full set of 12 standard tracks). Players must secure first place in each championship to progress. Winning championships across various difficulty levels unlocks hidden bikes, levels, and cheats. Once these levels are unlocked, they can be used in additional single-player and multiplayer modes.

The multiplayer modes include competitive racing, flag capture, and battle mode.[5]

Plot

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Extreme-G is set in the distant future, where Earth has been transformed into a wasteland. From their newly discovered planet, human colonists observe as remote-controlled bikes wreak havoc through the remnants of ancient cities, battling to determine which racer can qualify for the competition.

Development

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Extreme-G was developed under the working title "Ultimate Racer."[6] The game was created by Probe Entertainment, an internal development team of Acclaim Entertainment.[7]

Reception

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Extreme-G received "favorable" reviews according to the review aggregation website Metacritic.[8] Critics particularly praised the track designs, which feature numerous loops, jumps, and corkscrews, along with the exhilarating sense of speed.[a] Crispin Boyer wrote in Electronic Gaming Monthly that no other title delivers a sense of speed quite like Extreme-G.[12] Next Generation noted that the game features fast, futuristic, heavily armed speedbikes racing on rollercoaster-like tracks set in some hallucinogenic scenarios.[19] A few critics remarked that the intense speeds create a steep learning curve; however, they concluded that the controls work well overall.[18][19] Edge criticized the handling of the bikes but highlighted the game's strong emphasis on combat.[11]

The bike designs were also lauded, with several reviewers comparing their aesthetics to that of the movie Tron.[b] GameRevolution praised the game's replay value due to its extensive number of tracks, weapons, and multiplayer options.[15] Critics generally complimented the selection of modes and options,[c] although there were some complaints that the multiplayer modes did not match the strength of the single-player experience. Several reviewers noted instances of slowdown and choppiness in the otherwise solid frame rate when four players are racing,[d] while Shawn Smith of Electronic Gaming Monthly described the tracks in the multiplayer Battle mode as dull and unimaginative.[12] Next Generation stated that while four-player Extreme-G bike deathmatches was a decent idea, it ultimately fell short due to various flaws.[19] Most critics agreed that the techno soundtrack is unoriginal but effectively enhances the mood of the intense races.[e] Although many criticized the use of distance fog, reviews unanimously declared the game's graphics to be outstanding.[f]

Most reviews concluded that while a handful of shortcomings prevent Extreme-G from achieving top-tier status, it remains impressive enough to recommend. GamePro, for instance, stated that Extreme-G would satisfy Nintendo 64 racers until the release of F-Zero 64.[22] Similarly, Peer Schneider of IGN opined that while it cannot compete with Wave Race 64 and Top Gear Rally in terms of graphics, physics, and control, he ultimately recommended it for action and racing fans.[18]

According to N64 Magazine, Extreme-G was a commercial success, selling 700,000 copies by October 1998.[23]

Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Extreme-G is a futuristic developed by Entertainment and published by for the , released on September 30, 1997. Set in a dystopian future, the game pits players against each other in high-speed races on armored hoverbikes equipped with weapons, reaching velocities up to 300 mph across 12 tracks divided into four themed worlds. Key features include a variety of bikes with differing stats for speed, handling, and shielding; an arsenal of combat tools such as laser cannons, missiles, mines, and tripwires; and gameplay modes encompassing single-player championships, split-screen multiplayer for up to four racers, and a 16-player tournament option. The game's trance-inspired soundtrack and intense, weapon-heavy racing mechanics drew comparisons to titles like Wipeout, contributing to its cult following despite mixed critiques on control precision and AI behavior. As the inaugural entry in the Extreme-G series, it was followed by sequels including in 1998 for and PC, XG3: Extreme G Racing in 2001 for and , and XGRA: Extreme-G Racing Association in 2003 for multiple platforms, expanding on the core formula with enhanced graphics and online play. In 2024, the original game was added to the + service.

Game Overview

Gameplay

Extreme-G is a futuristic where players control remote-controlled plasma-powered hoverbikes that can reach speeds up to 300 mph (480 km/h) on tracks featuring loops, jumps, and environmental hazards such as energy barriers and damaging walls. The core emphasize high-speed navigation, requiring precise steering to handle sharp turns, vertical walls, and track elevations while avoiding collisions that deplete the bike's , which slows the vehicle if fully drained. Bikes hover above the track surface, allowing for dynamic maneuvers like wall-riding and mid-air adjustments during jumps. The weapon and power-up system adds a combat layer to the races, with collectible items scattered along the tracks that players pick up to use against opponents. Offensive options include homing missiles that lock onto nearby rivals, plasma bolts for , and proximity mines that detonate near enemies; defensive items feature shields to absorb and the Wally-Warp teleporter for instant repositioning ahead on the track. Each weapon has limited , typically holding three to five shots, encouraging strategic deployment—such as saving homing missiles for overtaking moments or using shields preemptively during hazardous sections—rather than indiscriminate firing, as overuse leaves the player vulnerable. Power-ups like nitro boosts provide temporary speed surges, while rarer items such as grant brief evasion advantages. Controls are tailored to the Nintendo 64 controller for intuitive handling in fast-paced action. Acceleration is handled by the Z trigger, braking with the B button, and steering via the or ; the R trigger enables bike leaning for sharper turns and better stability on banked sections. Weapon firing uses the A button for primary attacks and the right C button for secondary, while the bottom C button activates nitro boosts, and the top C button cycles camera views behind or inside the bike. These inputs allow for fluid control, with leaning particularly crucial for navigating loops and avoiding spins on uneven terrain. The game's 12 tracks are organized into three progressive championships—Atomic, , and Meltdown—each escalating in difficulty, length, and complexity to challenge player mastery. Atomic introduces basic circuits with themes like desert expanses and urban environments, featuring initial loops and jumps; expands to more intricate layouts in canyon and industrial settings, incorporating tighter turns and multi-level paths; Meltdown culminates in extreme designs amid or volcanic-like terrains, with extended routes demanding sustained high speeds and precise hazard avoidance. Races typically span three laps, with track lengths varying to require completion times around two to four minutes per lap depending on bike choice and skill. Difficulty levels—Novice, Intermediate, and Extreme—modify AI opponent aggression, weapon drop frequency, and hazard intensity, providing scalable challenges for different skill levels. In , AI is forgiving with fewer aggressive attacks and milder track obstacles; Intermediate ramps up competition with more frequent power-up contests; Extreme heightens everything, including faster AI speeds and deadlier environmental elements like unguarded drops. Completing championships on higher difficulties unlocks expert modes and bonus bikes, such as the high-performance , enhancing replayability through intensified races.

Setting and Plot

Extreme-G is set in a dystopian future where has become a barren wasteland ravaged by environmental collapse, forcing humanity to relocate to a newly discovered off-world . From this distant planet, human colonists remotely pilot high-speed hoverbikes in the intergalactic Grand Prix, a held on the abandoned and hazardous tracks of , including desolate deserts, ruined cities, underground mines, and orbital space stations. The races serve as thrilling entertainment amid the survivors' struggles, with the tracks designed to exploit extreme speeds and dangers inherent to the ruined landscape. The plot centers on the player's rise in the Extreme Contest racing league, a competitive circuit where pilots vie for dominance through a series of escalating championships. Participants progress from introductory races to advanced tiers, facing increasingly intense opposition from AI-controlled rivals as they unlock new tracks and challenges. The narrative unfolds without complex character development, emphasizing the thrill of competition and the stakes of survival in a post-apocalyptic world, culminating in total league supremacy upon completion. Key lore elements include the origins of plasma that powers the sleek, corporate-designed hoverbikes, enabling velocities up to 300 mph (480 km/h) while navigating the perilous remnants of Earth's terrain. The story is delivered through integrated elements such as pre-race briefings that outline league standings and rival threats, holographic displays along the tracks providing contextual lore, and brief ending cinematics that affirm the player's ascent to champion status. These narrative touches highlight subtle hints of underlying corporate influences in the league's organization, though the focus remains on the raw progression of the Grand Prix events.

Production

Development

Probe Entertainment, a UK-based studio acquired by in 1995 and later known as Acclaim Studios London, led the development of Extreme-G for the 64. The project began in 1996 under the working title "Ultimate Racer" before being retitled Extreme-G, with the team consisting of approximately 48 developers tackling the console's hardware constraints, including its standard 4 MB to 8 MB cartridge limits. The development process involved iterative testing to balance the game's arcade-style bike handling, evolving from initial concepts toward greater depth while ensuring smooth performance on the N64. The team developed a custom engine to support visual innovations like plasma trails behind the bikes and dynamic effects, enhancing the futuristic aesthetic without exceeding hardware capabilities. Design choices emphasized relentless speed over realistic physics, drawing inspiration from and Wipeout, with extensive playtesting focused on weapon balance to integrate combat seamlessly into races.

Release

Extreme-G was released exclusively for the in on September 30, 1997, on December 9, 1997, and Japan on May 29, 1998, published by . The game utilized standard cartridge-based distribution typical of the platform. Promotional efforts included demo versions showcased at 1997, emphasizing the game's high-speed futuristic racing mechanics. In , the PAL release incorporated minor localizations, such as frame rate adjustments to accommodate 50Hz televisions, which resulted in gameplay running approximately 17% slower than the version. On April 23, 2024, Extreme-G was re-released as part of the – Nintendo Classics library within the + Expansion Pack subscription service. This version includes enhancements like display options and save states for improved , but features no new content or modifications to the original game.

Post-Release Impact

Reception

Extreme-G received generally favorable reviews from critics upon its 1997 release for the , earning an aggregate Metascore of 82/100 based on 11 reviews. Outlets praised its blistering speed and addictive racing loop, with awarding it 7.9/10 for delivering a fun futuristic rollercoaster experience enhanced by solid multiplayer options. Electronic Gaming Monthly scored it 8.5/10, commending the "heart-pounding velocity" that set it apart in the genre. Reviewers highlighted positive aspects such as the variety of tracks featuring loops, jumps, and multiple routes, seamless weapon integration for combat racing, and visuals optimized for the N64 that captured a compelling futuristic aesthetic. GamePro echoed this sentiment, giving it 4.5/5 stars and appreciating the high-speed bike handling and atmospheric design that made races feel dynamic and engaging. Criticisms centered on a steep for mastering the sensitive controls at high velocities, inconsistencies in AI opponent behavior that could lead to unpredictable races, and limited depth in multiplayer modes beyond basic split-screen competition. Some noted occasional drops during intense weapon fire or crowded track sections, which slightly disrupted the otherwise smooth sense of speed.

Legacy

Extreme-G achieved moderate commercial success, selling approximately 590,000 units worldwide on the . This performance contributed to Acclaim Entertainment's growing portfolio on the platform during the late , alongside hits like , though it fell short of becoming a top-seller compared to franchise leaders such as or 64. The game's popularity led to an expansion of the series with three sequels, each building on the core hoverbike racing formula with technical advancements. , released in 1998 for and PC, introduced sharper bike handling, quicker acceleration, and support for up to four players in local multiplayer, along with more varied track environments like underwater caverns and urban skylines. , launched in 2001 for and , emphasized high-stakes combat with an expanded arsenal of weapons and blistering speeds exceeding 300 mph, while adding mission-based objectives to the racing structure. The final entry, XGRA: Extreme-G Racing Association in 2003 for , , and , innovated with destructible track elements, a career progression mode, and new bike customization options to heighten strategic depth in battles. The series blended high-speed traversal with weapon-based combat on rollercoaster-like circuits. In cultural retrospectives, the original has appeared in nostalgia collections, particularly through its 2024 inclusion in the , where emulation enhancements preserved its intense pace and drew praise for holding up well in modern playthroughs, often earning scores around 7 to 8 out of 10 for its enduring thrill.

References

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