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

Super Mario Land: A short, oddball entry

Super Mario Land was a Game Boy launch title, but not the pack-in game. That honor went to Tetris. Tetris is an incredible game with perennial appeal, and it propelled the Game Boy's explosive success. Super Mario Land is not as impressive but still fun. Super Mario Land is a bit odd. It doesn't feel like other Mario games. Only four of the classic enemies appear: Bullet Bills, Piranha Plants, Goombas, and Koopa Troopas. Even the koopas behave differently: their shells can't be kicked and instead explode like bombs. Most of the enemies are assorted creatures, like spiders, robots, ghosts, and Moai heads. The Fighter Flies from the original Mario Bros. arcade game also appear. The Super Mushroom, coins, and Super Star appear, as well as question blocks. The Fire Flower, however, has been replaced by a similar flower power-up. It lets Mario throw a bouncing ball. It ricochets off walls like an old screen saver, and only one can be on screen at a time. Weird! Extra-life mushr...

Dragon Buster: It's a bust

On paper, Dragon Buster sounds like a great Japanese arcade game: a side-scrolling dungeon crawler in which you (a boy named Clovis) slay monsters and wizards and collect potions, jewels, scrolls, and other treasure. But when I actually played it, I was disappointed. The stages (dungeons) are made up of hallways, monster rooms, elevators, and a few drops and ledges. Smaller enemies roam the hallways, but each room contains a big monster to fight, such as a Golem or the hilariously-misnamed Bishop, who is an ax-wielding fighting-man. When you defeat it, you collect an item, then continue on your way. In a certain room, defeating the monster will produce an exit instead. Some of the stages are labyrinthine. There are a total of twelve worlds (maps), and you have some choice of which dungeons to do. In the last dungeon of each map, you have to fight a fire-breathing Dragon. Each one has a different weak point that flashes red. The number of dungeons on each map varies greatly, from just o...

The Legend of the Mystical Ninja: A whimsical adventure in Japan

Growing up, I played The Legend of the Mystical Ninja at my best friend's house (though I was bad at it), and I had been looking forward to trying it again. It's an unusual, fun adventure game. I recently learned that in Japan Legend of the Mystical Ninja was preceded by three Famicom games and followed by three more Super Famicom games, none of which were localized for the West! The Japanese name of the series is Go for It, Goemon! It's based on a 1980 Japanese arcade game called Mr. Goemon. The emulation community put out fan translations of the Famicom games between 2009 and 2017. Surprisingly, no translations of the Super Famicom games existed until 2020, all three created by the same people . The series takes place in early-modern Japan. It has a light-hearted anime aesthetic. The titular character is a spiky-haired kid named Goemon. If a second player joins the simultaneous action (highly recommended), Goemon is assisted by an older, overweight ninja named Ebisumaru. ...