Skip to main content

F-Zero: 30th anniversary

Among its SNES launch titles, Nintendo made sure to include two games that took full advantage of the system's Mode 7 scaling graphics. It needed to prove to parents that it was worth spending $200 on a new system that couldn't play all the NES games they had already bought. One of those two games was a racing game called F-Zero (the other is Pilotwings).

Watch a video version of this review

F-Zero is a great game. It feels like a classic racer (like Rad Racer), but with the added gimmick of taking damage. When you hit a wall or other vehicle, not only do you get banged around but you lose some energy on your Power Meter. Your top speed decreases if you lose too much power. When the Meter hits zero, your car explodes! Energy can be regained each lap by driving over the Pit Row strip, where a ship re-energizes your hovercraft from above.

Absorb the healing rays of the Pit Row.

The game does a great job of making you feel like you're going incredibly fast, seeing as you're piloting 26th-century hovercraft that top 400 kph. Sharp turns at high speeds require slowing down (press X or Y to brake) or (better) sliding with R and L. Failing on turns results in bouncing back and forth off walls, costing you both power and velocity. You can get up to three Super Jet turbos (press A to use).

When I was a kid, I sucked at F-Zero. I would keep bouncing off the walls until BOOM! Game Over. This is a far cry from Rad Racer, in which your car can careen through the air end-over-end repeatedly, only to somehow be set back on the course again in pristine condition. For this anniversary I played F-Zero again for the first time and discovered that, yep, it's still hard. It took many repeated attempts for me to clear Death Wind II. I wouldn't say the game is too difficult, though. If anything, the challenge keeps it interesting.

Boy, did I see this a lot.

There are fifteen tracks spread across three circuits, and the game has four unlockable difficulties. It keeps records of your fastest time for each track, so there is some replayability here.

The game's biggest drawback by far is the lack of a two-player mode. Many were the children who lamented this grave and astonishing omission! It's such a missed opportunity because the flat tracks would easily lend themselves to stacked split-screen. Indeed, the game's would-be sequel, Super Mario Kart, did exactly that. F-Zero would have been much better with head-to-head. Alas.

F-Zero is renowned for its music. The songs are sort of jazzy and match the game's futuristic feel. For kids in 1991, the game looked and sounded incredible, compared to NES games. Today it looks kind of plain, but seen through the rose-tinted glasses of nostalgia it easily falls into the category classic. Personally, I still don't enjoy playing it that much, but I liked taking it in as an aesthetic experience and just sort of "vibing" with it. I'm sure many SNES players today feel the same.

One last thing: the game itself has no story; you simply select one of four vehicles. The manual, however, includes an eight-page comic about the racers called "The Story of Captain Falcon." It has an early-90's vibe to it, including great lines like "Your slimy lizard-butt is mine, creep!" and "I shall win to honor beautiful women everywhere!"

Grade: A-

Linked Reviews
"With smooth handling, tight track design for 15 circuits, and accessibly addictive Grand Prix gameplay, F-Zero is a game to repeatedly revisit, no matter which format you choose to play it on – even if it is only a single-player title."
— James O'Neill, Nintendo Life, 9/10

"The rollicking, high-spirited soundtrack and excellent sound effects only add to the immense fun."
— Pat Contri, Ultimate Nintendo: Guide to the SNES Library, 4.5/5

"Despite some failings, F-Zero helped introduce the Super NES with eye-popping ferocity."
— Jeremy Parish, Super NES Works

"This futuristic racer was hard and fast, with mind-bending Mode 7 graphics and an impressive variety of tracks to challenge even the most seasoned racing fan."
IGN, #18 of Top 100

Comments

Popular posts from this blog

Final Fantasy VI: 30th anniversary

Final Fantasy VI is widely regarded as the greatest of the original six FF games. Its decision-based story events, fully customizable magic system, and gritty sci-fi/fantasy setting set the standard for the series moving forward. The enormous cast of characters and elaborate plot-line built on the promise of FF4 (“Final Fantasy II” in the U.S.), shedding many of that game’s cliches (while sticking with the tried-and-true Evil Empire trope) in favor of something more adult. The game’s villain, Kefka, embodies evil, playing on the sci-fi trope of the person driven mad by experimental technology. Final Fantasy VI begins with an amnesiac girl named Terra (you can change her name, of course). Controlled by a psychic “crown”, she pilots a magic-driven suit of tech armor (called “Magitek”). After forming a psychic connection to an “Esper” (what were called “Summons” in FF4), she breaks free of the empire’s control. A thief named Locke, who belongs to the resistance group known as the Returne...

Mega Man X: 30th anniversary

Thirty years ago Mega Man X brought Capcom's beloved blue bomber into the 16-bit era, to great acclaim. In a creative twist, Mega Man X (called X for short) is a new robot, not the original Mega Man . As with Super Metroid, Super Castlevania IV , and The Legend of Zelda: A Link to the Past , Mega Man X uses the winning formula of remaking the original NES game but with more and better. Mega Man X, like his predecessor, faces eight robot masters, now called "Mavericks." Instead of "men," they are made in the image of animals: Chill Penguin, Storm Eagle, Launch Octopus, Spark Mandrill (a kind of monkey), Armored Armadillo, Sting Chameleon, Flame Mammoth, and Boomer Kuwanger (a Japanese stag beetle). An opening stage ends with X being defeated by the robot Vile, a henchman of Sigma, who wants to destroy humanity using something called "Reploids" (the Mavericks?). Fortunately, a "Maverick Hunter" robot named Zero jumps in to save X. He encourages...

Final Fantasy II: The lost "black sheep"

Final Fantasy II, the 1988 sequel, never came to the NES. The "black sheep" of the series, it is inferior to both I and III. A complete English prototype of the game was made but then shelved due to the release of the SNES. This was an understandable business decision, as FF4  is the far better game. The root problem was how long it took RPGs to make it to the West. Final Fantasy II has a clichéd story cribbed from Star Wars. There is an evil empire and emperor, rebels, dark knight, and city-destroying, flying death machine. The protagonists are four young people, orphaned by the empire. The game opens with a battle they can't win, but three of them are revived by one of the game's many NPCs, Minwu, a white mage. He works for Princess Leia—I mean Hilda, the leader of the rebellion (and yes, at one point you have to rescue her from a cell). You choose the names for the heroes: each is a tabula rasa , like in FF1. The girl's brother is missing and doesn't appea...