Pull Magnet

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Left and Right Pull Magnets onPort Town I.

Pull Magnets are track obstacles first originating inF-Zero. Pull Magnets come in several forms: Left-Pull and Right-Pull Magnets[1] and Down-pull Magnets[1].

Left-Pull and Right-Pull Magnets, sometimes calledleft and right pull magnets, pull in racers towards one side and deliver damage on contact, similar to theAnti-Gravity Guide Beam. This effect can be reduced by usingBoost Power orDrifting. They only appear in theSuper Nintendo Entertainment System titles and re-appear inF-Zero 99.

Down-pull Magnets, sometimes calleddownward pull magnets, are far more common hazards appearing in nearly everyF-Zero release. These floor panels are usually a grid of glowing squares that will drag airborneMachines towards the ground faster. Depending on the game, Down-pull Magnets will also deal damage to the Machine upon contact.

F-Zero

Both types of Pull Magnets originate in this game. Left-Pull and Right-Pull Magnets appear onPort Town I,Port Town II, andFire Field. Down-Pull Magnets appear inRed Canyon I,Red Canyon II, andWhite Land I.

Manual descriptions:Down-pull Magnets:"Passing over these magnets that are arranged in banks, while flying above the course (after hitting aJump Plate) will cause your machine to lose altitude and will cut your jump short. WARNING! Attempting to pass over one of these while not airborne, will cause your machine to come in direct contact with the track surface, resulting in a loss of speed and power."

Left-Pull and Right-Pull Magnets:"Designed using the same theory as the Down-Pull magnets, these are placed at the edge of the track and will cause your machine to be pulled off course. Pass these by steering in the opposite direction."

  • Left-Pull and Right-Pull Magnets.

    Left-Pull and Right-Pull Magnets.

  • Pull Magnets as seen in the game manual.

    Pull Magnets as seen in the game manual.

  • Down-Pull Magnets as seen in the manual.

    Down-Pull Magnets as seen in the manual.

BS F-Zero Grand Prix / BS F-Zero Grand Prix 2

Both forms of Pull Magnets return in theSatellaview releases, with returning original F-Zero track appearances retaining the obstacles, and new tracksBig Blue II (BS F-Zero Grand Prix version only),Forest I, andForest II.

  • Big Blue II with Down-Pull Magnets. These are only present in the first game, and are replaced by extra Jump Plates in BS F-Zero Grand Prix 2.

    Big Blue II with Down-Pull Magnets. These are only present in the first game, and are replaced by extra Jump Plates inBS F-Zero Grand Prix 2.

  • Forest II screenshot. Due to the low fidelity of the footage, it is difficult to determine, but the pink section on the right is comprised of Down-Pull Magnets.

    Forest II screenshot. Due to the low fidelity of the footage, it is difficult to determine, but the pink section on the right is comprised of Down-Pull Magnets.

F-Zero: Maximum Velocity

Only Down-pull Magnets return inF-Zero: Maximum Velocity. They no longer damage Machines that drive over them, and appear less often. Down-pull Magnets are found inTenth Zone East - Plummet Circuit andFire Field - Warrior Circuit.

  • Down-pull Magnets on Tenth Zone East.

    Down-pull Magnets on Tenth Zone East.

F-Zero: GP Legend

Down-pull Magnets return inF-Zero: GP Legend and work identically to their prior appearance. They appear inLightning - Volute II andBig Blue - Slip Highway.

F-Zero Climax

Down-pull Magnets appear inRed Canyon II, which is a direct copy of the course fromF-Zero. Despite Down-pull Magnets working as they did before on this stage, the Left-Pull and Right-Pull Magnets do not re-appear on the remake ofFire Field.

  • FZC Down-Pull Magnet.png

F-Zero 99

Both types of Pull Magnets re-appear inF-Zero 99 in their original format. Down-pull Magnets damage Machines again.

Names in other languages

References

Track features
ObstaclesAnti-Gravity Guide BeamCraterCylinderHalf PipeLaserMagnetic Field Block CoatMineMotion StripPipePull MagnetRoughTrapTwist Plate
FeaturesJump PlateDash ZonePitOfficial Recorder