Apex is a racing game with the unconventional element of car manufacturing as one of its distinguishing features. Rather than embark on a series of races simply to earn trophies or points, players help build prestige and brand loyalty for their prototype sports car. Once enough races have been won against top auto manufacturers, players can start their own production line to produce models based on their particular style of vehicle. Sales profits can fund the design of more vehicles, and the cycle will continue as long as demand is high.
This form of play, entitled Dream Mode, also features a cast of characters who provide support and advice to the owner/driver. Players can consult with a race engineer, secretary, production manager, and R&D manager. Races are visually depicted on the office calendar, so players are free to pick and choose whether to compete in a Free Event or Championship. Free Events are single races while Championships involve a series of three. Special challenges will also crop up from time to time with increased media awareness, where a top finish can earn the coveted cover of the hottest car magazine.
Car categories fall into four styles: roadsters, sports cars, super cars, and dream cars. The better the car, the more powerful the engine. Players can take these vehicles for a spin in the separate Arcade Mode, which consists of a Quick Race, Time Attack, or One-on-One event. A series of international tracks are spread out across 12 locales in North America, Europe, and Asia as players compete against such models as the Toyota Supra, Lotus GT1, 2003 Dodge Viper RT-10, and various other licensed vehicles. The four available circuits take place in cities, mountain roads, racetracks, and stadiums/speedways.
~ Scott Alan Marriott, All Game Guide
Production Credits
Original Concept: Arthur Houtman; Project Development: Milestone Srl; Project Design: Sebastien Chaudat, Arthur Houtman, Antonio Farina, David Yerkess; Company 1: Milestone Srl; Managing Director: Antonio Farina; Project Manager - Planning, Coordination and Control: Lothar Peckelsen; Project Manager - Technical Game Management: David Yerkess; Junior Game Designer - Game Design Support: Luca Zucconelli; Lead Programmer - Car Physics and Playability Development: Stefano Lecchi; Senior Programmer - Car Physics Development: Ivan Del Duca; Senior Programmer - AI Development: Giorgio Beccalli; Lead Programmer - 3D Engine Development Supervision, 3D Tools and Converts Development: Andrea Martinoli; Senior Programmer - 3D Engine Development Core: Simone Balestra; Senior Programmer - 3D Engine Development Core, 3D Tools and Converts Development: Luca Padovani; Senior Programmer - 3D Engine Development, Light & Shadow Management, 3D Tools and Converters Development: Giovanni Rovatti; Senior Programmer - 3D Engine Development Effects, 3D Tools Development: Mario Zara; Senior Programmer - Sound Development, Sound Tools Development: James Robertson; Lead Programmer - Game and UI Development, Game Tools Development: Paolo Carabaich; Junior Programmer - Animation Development, UI Development: Alessandro Giuliani; Junio Programmer - UI Development: Lorenzo Pallara; Lead Artist - Track Design and Graphics Quality Supervision: Mario Ricco; Lead Artist - Graphics Development Supervision Tracks and Track Objects: Marco Spitoni; Junior Artist - 3D UI Graphics Track Objects: Alessandro Baldasseroni; Senior Artist - Characterdesign & Modeleing, Tracks and Track Objects Car Models: Alessandro Briglia; Junior Artist - Trancs and Track Objects, Car Models, 2D UI Graphics: Benedetto Spada; Senior Artist - MOCAP Supervision, Character Models, Animations: Chris Moore; Senior Artist - Tracks and Track Objects, Animations: Gianluca Miragoli; Senior Arts - Car Models, Tracks and Track Objects: Giovanni Bianchin; Senior Artist - Track Objects: Ignazio Corrao; Senior Artist - Tracks, Character Models, Animations: Matteo Parenti; Senior Artist - 3D UI Graphics, Tracks and Track Objects: Riccardo Minervino; Company 2: Infogrames Europe; Vice President Publishing: Christelle Gesler; Vice President Product Development: Arthur Houtman; Head of Racing Studio and Executive Producer: Richard Courtois; Senior Producer: Sebastien Chaudat; Producer: Noël Kechichian; Licensing Manager: Fabrice Gatti; Approval Coordination: Patricia Barrière; Legal Adviser: Aline Novel; Legal Administrator Support: Caroline Brunel; Vice President: Larry Sparks; Marketing Director: Franck Heissat; Marketing Manager: Cyril Voiron; Product Marketing Manager: Antoine Molant; Head of Communication: Adeline Tiengou; Racing Studio Marketign Asset Manager: Alexis Vanot; Marketing Services Director: Emmanuelle Tahmazian; Creative Studio Manager: Patrick Chouzenoux; Design Studio Manager: Rose-May Mathon; Design Studio Team: Jérôme Gouvenot, Vincent Hattenberger; Media Studio Manager: Eric Baesa; Media Studio Team: Neil Baltzer; Maketing Communication Manager: Cecile Gillet; Marketing Communication Team: Jenny Clark, Marie-Emilie Requien, Nadja Manseur; Production: Nadine Lesourd; Co-ordination: Patricia Barrière, Catherine Roux; Localization Support Group Manager: Sylviane Pivot; Localization Project Manager: Claudia Barbone, Béatrice Rodriguez, Maud Favier; Localization Technical Consultant: Fabien Roset; Translation Project Manager: Heather Riddoch, Monica Steinhauer; CPSG Manager: Rebecka Pernered; CPSG Team Product Planning Coordinator: Sophie Wibaux; Master Certification Coordinator: Jérôme Di-Tullio; Printed Materials Certification Coordinator: Caroline Fauchille; Gameplay Evaluation Manager: Dominique Morel; GES Team Gameplay Analyst Senior: Emmanuel Desmaris; Gameplay Analyst: Jean-Yves Lapasset; Qualitative Design: Emmanuel Desmaris, Jean-Yves Lapasset; QA Manager: Olivier Robin; QA Debugging Supervisor: Bruno Trubia; Debugging Coordinator: Matthieu Flechaire; Pre-Mastering: Stephane Enteric, Philippe Louvet; Car Design Supervision: Noël Kechichian; Company 3: Infogrames Studio Asia; Production Services Director: Thomas Schober; Production Coordinator: Alex McNeilly; Art Supervision: Eve Penford; Technical & Art Supervisor: Rod Green; Art Supervisor: Darren Quah; 3D Artist: Nigel Brockbank; External Studios and Freelance Artist: Chris Wise, GlassEgg Digital Media C4, Alive Interactive, Ludovic Guerin; Motion Capture Studio: Infogrames Sheffield House; Motion Capture Manager: Tony Wills; Sound Creation: Innerwaves; Production Manager: Sylvain Chapuis; Project Manager: Cecile Schudy; Lead Sound Designer: Maëlig Bidaud; Sound Designer: Florian Du Crest, Jean Ducimetierre, Raphaël Monier; Voice Recording: Phil Collins; Engine Sounds Recording Support and Artistic Direction: JL Prod, Yann Lerust, Iwan Lerust; Recording Session Supervision: Noël Kechichian; Recorded At: Mr. Hommel Museum; Music Production Artistic Direction: Innerwaves; In-Game Music Sourced, Composed and Arranged By: Eric Caspar, Gyegiu Music, Nagyshima Music, Fukahama Music, Kayshiro Music, Milarde Music, Brentthausen Music, Halhofring Music, Zaradoza Music, Carisville Music, Shoveler Pike Music, Karsington Music, Jevsol Music, Arcade Mode Music, Black Pilot Music, Business Challenge Music, Business Challenge Music 2, Evoluzione Credits Music, Factory Music, Dream Mode Music, Evoluzione Music, DJ Stonka - Themix, Def Tex - Rare Ride, Herbelizer - Mission Improbable, The Turnaround, The Missing Suitcase, Style Cee - Here Comes Son, Narco's Money - Blackmailer, Six Ray Sun - Wildkats, Crackout - Breakout; "Summer" By: 4 Seasons; "Summer" 3rd Movement By: Vivaldi; "Summer" Played By: Nimrod Symphony Orchestra; "Summer" Conducted By: Dr. Jon Williams; Music Sources By: CouchLife Limited; Car Design Contest School: Elisava, Strate College, Ecole des Beaux Arts, Institut Superieur de Design, Instituto Europeo di Design; Designer Students: Joseph Mas Bo, Bern Donadeu Sans, Diego Gamez Esmerado, Jean François Guillon, Jean Charles Verbaere, Manuel Derler, Raphaël Le Masson, Thomas Bergeron, Virgilio Fernandez Hernandez, Mayoll Rodriguez Macias, Luis Bellaubi I Portella, Jaume J Jané Bido, Giuseppe Busalacchi, Alex Caparros Jorge, Sami Laine, Roman Miskov, Damien Saumureau, Jean Philippe Brault, Emeric Blanchard Gregory Hoogstoel, Augustin Boisleux, Gregory Boucly, Alexandre Cornaert, Sergio Corradino; Contest Jury President: Antonio Farina; Contest Jury: Gael Brianceau; Contest Jury: Nicolas Gourdol; Contest Jury: Jeff Bernede, Christian Cortel, Sergio Baratto, Arthur Houtman, Sebastien Chaudat; Company 4: Infogrames Inc.; Studio Sr. Vice President: Jean-Philippe Agati; VP Product Development: Steve Ackrich; Producer: David T. Brown; VP Marketing: Steve Allison; Director of Marketing: Jean Raymond; Product Marketing: Tom Richardson; PR Manager: Matt Frary; VP Marketing Services: Gale Alles; Director of Creative Services: Steve Martin; Graphic Designer: Erica Hoppe; Graphic Artist: Shawn Monroe; Traffic Manager: Kathryn Lynch; Director of Editorial & Documantation Services: Liz Mackney; Documentation: Chris Dawley; Senior Manager Strategic Relations: Joy Schneer; First Party Relations: Cecelia Hernandez; Executive Producer - Online: Jon Nelson; Producer - Online: Kyle Peschel; Online Marketing: Sara Borthwick; VP Quality Assurance & Technical Support: Bob Foscolo; Director of Publishing Support: Michael Gilmartin; QA Supervisor: Jeff Loney; QA Lead: Chris Dawson; Asst. QA Lead: Michael Griffin; Tester: Noah Perlite, Mark Brand, Brandon Harry, Arthur Long, Tom Andrade
The word "apex" is most often used to mean the tip of the spire of the shell of a gastropod. The apex is the first-formed, and therefore the oldest, part of the shell.
To be more precise, the apex would usually be where the tip of the embryonic shell or protoconch is situated, if that is still present in the adult shell (often it is lost or eroded away).
Coiled gastropod shells
The phrase apical whorls, or protoconch, means the whorls that constitute the embryonic shell at the apex of the shell, especially when this is clearly distinguishable from the later whorls of the shell, otherwise known as the teleoconch.
Limpet-like gastropod shells
The space under the apex of a patellate gastropod is called the apical cavity.
Scaphopods
The apex of tusk shells is the small, open posterior end, and the opening itself is usually called the apical aperture.
Cephalopods
In orthocone cephalopods, the pointed end of the shell is called the apex, and shell growth is away from the apex and toward the aperture. The first chamber of the apex is sometimes called the protoconch.
Bivalves
The apex of a valve of a bivalve is more usually known as the umbo or beak. When the embryonic shell is still present that is known as the prodissoconch.