F-ZERO (Super NES)- Review
The year was......1988. SEGA had just Unleashed their Mega Drive onto the world and was dominating the market with such titles as Altered Beast and Michael Jackson's Moonwalker. It took Nintendo 2 full years to release the Super Nintendo Entertainment System (Because a Super Something is automatically better than everything else in the world) and along with it came 4 games: Super Mario World, Pilotwings, SimCity and F-ZERO. It was a VERY solid launch line-up, each game showing what the SNES was capable of. Starting off my SNES Launch title marathon of reviews, we blast off to 2526 to F-ZERO!
The control was unlike anything done by anyone at that point for a racing game. B accelerated your machine and Y was the brake. When you had enough "S" power you could do a boost with the X button. The speed was just obliterating at the time, only being rivaled by Sonic the Hedgehog. F-ZERO uses a live-based system, run out of lives and you're out of the tournament. You also have a "Power" bar which is essentially a life bar, run out of that and you lose a life. It's simple yet fun and it really keeps you on the edge.
The graphics were only equalled by Pilotwings, as they both used Mode-7 scaling technology which basically allowed the background to rotate at it's own speed whilst the foreground rotated at a faster speed giving a 3D effect. F-ZERO Needed graphics like this, as a traditional top-down view just wasn't enough at the time. It needed something new and F-ZERO's POV was the standard of all racing games to come. The actual environments and characters were pretty solid for 1990, everything was detailed and crisp.
The sound was just perfect. Mute City and Big Blue are definetly the standout's of the entire soundtrack. The soundtrack is one of the most memorable on the SNES and it was the perfect starter to the systems life.
I'm more than likely to play F-ZERO again, just not over other titles. Once you've beaten all 3 cups there's not a whole lot left to do. I'd still pop it back in any day though if I was bored.
F-ZERO's story is basically non-exsistant in this first installment. Basically it's the annual F-Zero Grand-Prix and you're one of four racers trying to become champion. Nintendo has yet to say where F-ZERO fits into the series timeline, but I'd say it's first (Followed by X and AX/GX) VERY basic stuff and not important to the game itself.
F-ZERO is not a very deep game at all. You have three tournaments and 3 difficulties, therefore nine different options to choose from when it comes to tournament mode. There's also practice which is your basic time trail type of stuff.
Well, that's F-ZERO for you. Probably my favourite SNES Launch title even better than the mighty Super Mario World. I think it will go down in the-eventual- Video Game Hall of Fame. Anyways, next time, we're becoming the Mayor in SimCity which is probably my least favourite of the four games. See you next time folks, and happy gaming!
Graphics 10 Sound 10 Addictive 7 Depth 5 Story 3 Difficulty 9
F-ZERO Description: F-Zero is a futuristic racing game, set in the year 2560. The player chooses one of the four available hovercars and then can race with other hovercars in one of the gameplay modes - "Practice" or "Grand Prix". In "Practice" mode, the player chooses one track where he competes with one other hovercar to win the race (or there can be no rival at all, if you so wish). In "Grand Prix", the player must complete a series of races with several competitors. Each race consists of five laps. The hovercar has a limited Power meter, which represents the machine's health and decreases when the hovercar collides with the track boundaries and other players. If power runs out, the hovercar explodes and the player loses the race. There are repair areas near the start line, which restore power to the player's hovercar if he drives into them. The tracks contain many more or less dangerous traps, such as icefields or landmines. Completing a lap awards the player a "Super Jet" which can be activated at any time to give a short speed boost. The hovercar can keep up to three Super Jets and use them when necessary. Completing a lap also gives points, which give the player a life when enough are accumulated. The player can lose a life in the Grand Prix mode if his hovercar explodes, if his hovercar somehow falls out of the track or if he ends up too far behind the other racers.
Loose Value: (beta)
Complete Value: (beta)
New Value: (beta)