F-Zero | |
---|---|
Developer(s) | Nintendo EAD |
Publisher(s) | Nintendo |
Director(s) | Kazunobu Shimizu |
Producer(s) | Shigeru Miyamoto |
Programmer(s) | Yasunari Nishida |
Artist(s) | Takaya Imamura |
Composer(s) | Yumiko Kanki Naoto Ishida |
Series | F-Zero |
Platform(s) | Super Nintendo Entertainment System |
Release | |
Genre(s) | Racing |
Mode(s) | Single-player |
F-Zero [lower-alpha 1] is a 1990 racing game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was released in Japan on November 21, 1990, in North America in August 1991, and in Europe in 1992. F-Zero is the first game in the F-Zero series and was a launch game for the SNES. F-Zero was rereleased for the Virtual Console service on various Nintendo platforms and as part of the Super NES Classic Edition in 2017.
The game takes place in the year 2560, where multi-billionaires with lethargic lifestyles created a new form of entertainment based on Formula One races called "F-Zero". The player can choose between one of four characters in the game, each with their respective hovercar. The player can race against computer-controlled characters in 15 tracks divided into three leagues.
F-Zero has been acknowledged by critics for setting the standard for the racing genre and the creation of its futuristic subgenre. Critics lauded F-Zero for its fast and challenging gameplay, variety of tracks, and extensive use of the Mode 7 graphics mode. This graphics-rendering technique was an innovative technological achievement at the time that made racing games more realistic, the first of which was F-Zero. As a result, it is credited for reinvigorating the genre and inspiring the future creation of numerous racing games.
F-Zero is a futuristic racing game in which players compete in a high-speed racing tournament called "F-Zero". There are four F-Zero characters. Each has their own selectable hovercar, and each hovercar has its own unique performance abilities. [3] The objective of the game is to beat opponents to the finish line while avoiding hazards such as slip zones and magnets that pull the vehicle off-center in an effort to make the player damage their vehicle or fall completely off the track. Each machine has a power meter, which serves as a measurement of the machine's durability; it decreases when the machine collides with land mines, the side of the track or another vehicle. [4] Energy can be replenished by driving over pit areas placed along the home straight or nearby. [5]
A race in F-Zero consists of five laps around the track. The player must complete each lap in a successively higher place to avoid disqualification from the race. For each lap completed, the player is rewarded with an approximate four-second speed boost called the "Super Jet" and a number of points determined by place. An on-screen display will be shaded green to indicate that a boost can be used; however, the player is limited to saving up to three at a time. If a certain number of points are accumulated, an extra "spare machine" is acquired, which gives the player another chance to retry the course. [4] Tracks may feature two methods for temporarily boosting speeds; jump plates launch vehicles into the air thus providing additional acceleration for those not at full speed and dash zones greatly increases the racer's speed on the ground. [5] F-Zero includes two modes of play. In the Grand Prix mode, the player chooses a league and races against other vehicles through each track in that league while avoiding disqualification. The Practice mode allows the player to practice seven of the courses from the Grand Prix mode. [4]
F-Zero has a total of fifteen tracks divided into three leagues ordered by increasing difficulty: Knight, Queen, and King. Furthermore, each league has four selectable difficulty levels: beginner, standard, expert, [4] and master. [6] The multiple courses of Death Wind, Port Town, and Red Canyon have a pathway that is not accessible unless the player is on another iteration of those tracks, which then in turn closes the path previously available. Unlike most F-Zero games, there are three iterations of Mute City that show it in either a day, evening, or night setting with slightly different configurations. In BS F-Zero 2, Mute City IV continued the theme with an early morning setting.[ citation needed ]
F-Zero is set in the year 2560, when humanity's multiple encounters with alien life forms had resulted in the expansion of Earth's social framework. This led to commercial, technological and cultural interchanges between planets. The multi-billionaires who earned their wealth through intergalactic trade were mainly satisfied with their lifestyles, although most coveted more entertainment in their lives. This resulted in a new entertainment based on the Formula One races to be founded with vehicles that could hover one foot above the track. These Grand Prix races were soon named "F-Zero" after a rise in popularity of the races. [3] [4] The game introduced the first set of F-Zero racers: Captain Falcon, Dr. Stewart, Pico, and Samurai Goroh. [3] IGN claimed Captain Falcon "was thrust into the limelight" in this game since he was the "star character". [7] An eight-page comic was included in its SNES manual that carried the reader through one of Captain Falcon's bounty missions. [8]
F-Zero was released alongside the SNES in Japan on November 21, 1990, [9] in North America in August 1991, [lower-alpha 2] and in Europe in 1992. [16] Only it and Super Mario World were initially available for the Japanese launch. [9] In North America, Super Mario World shipped with the console, and other initial games included F-Zero, Pilotwings , SimCity , and Gradius III . [17] The game was produced by Shigeru Miyamoto and directed by Kazunobu Shimizu who also worked on art. [18] Takaya Imamura, one of the art designers for the game, was surprised to be able to so freely design F-Zero's characters and courses as he wanted since it was his first game. [19] Yasunari Nishida served as the main programmer. A total of nine people including three programmers worked in house on F-Zero. It was common practice for personnel to take on multiple roles for SNES game development. [18]
Mode 7 is a form of texture mapping available on the SNES which allows a raster graphical plane to be rotated and scaled freely, simulating the appearance of 3D environments [1] without processing any polygons. [3] The Mode 7 rendering applied in F-Zero consists of a single-layer which is scaled and rotated around the vehicle. [20] This pseudo-3D capability of the SNES was designed to be represented by the game. [21] 1UP.com's Jeremy Parish stated that F-Zero and Pilotwings "existed almost entirely for the sake of showing [the system's pseudo-3D capabilities] off" as they outclassed the competition. [17]
The game was downloadable over the Nintendo Power peripheral in Japan [22] and was also released as a demo onto the Nintendo Super System in 1991. [23] [24] An F-Zero jazz album was released on March 25, 1992, in Japan by Tokuma Japan Communications. [25] [26] It features twelve songs from the game on a single disc composed by Yumiko Kanki and Naoto Ishida, and arranged by Robert Hill and Michiko Hill. The album also features Marc Russo (saxophones) of the Yellowjackets and Robben Ford (electric guitar). [25] The game was re-released for the Virtual Console service on the Wii in late 2006, [27] then on the Wii U in February 2013, [lower-alpha 3] followed by its New Nintendo 3DS release in March 2016. [29] Nintendo re-released F-Zero in September 2017 as part of the company's Super NES Classic Edition. [30] It was also later included as one of the 20 SNES games for Nintendo Switch Online subscribers in September 2019.
Aggregator | Score |
---|---|
GameRankings | 83% (SNES & Wii) [31] |
Publication | Score |
---|---|
ACE | 840/1000 (SNES) [32] |
Computer and Video Games | 90% (SNES) [33] |
Famitsu | 37/40 (SNES) [34] 36/40 (SNES) [35] |
GameSpot | 8/10 (Wii) [36] |
GameZone | (SNES) [37] |
IGN | 7.5/10 (SNES) [3] 7.5/10 (Wii) [38] |
Nintendo Power | 16.9/20 (SNES) [39] |
Super Play | 81% (SNES) [40] |
Total! | 91% (SNES) [41] |
Entertainment Weekly | A− (SNES) [42] |
Play Time | 55% (SNES) [43] |
The Virginian-Pilot | A (SNES) [44] |
F-Zero was widely lauded by game critics for its graphical realism, and has been called the fastest and most fluid pseudo-3D racing game of its time for home systems. [1] [45] [46] This has been mostly credited to the development team's pervasive use of the "Mode 7" system. [47] [48] Eurogamer's Tom Bramwell commented "this abundance of Mode 7 was unheard of" for the SNES. [49] This graphics-rendering technique was an innovative technological achievement at the time that made racing games more realistic, the first of which was F-Zero. [2] [50] Jeremy Parish of Electronic Gaming Monthly wrote that the game's use of Mode 7 created the "most convincing racetracks that had ever been seen on a home console" [1] that gave "console gamers an experience even more visceral than could be found in the arcades." [1] 1UP.com editor Ravi Hiranand agreed, arguing F-Zero's combination of fast-paced racing and free-range of motion were superior compared to that of previous home console games. [2] IGN's Peer Schneider assured readers F-Zero was one of the few 16-bit era video games to "perfectly combine presentation and functionality to create a completely new gaming experience". [20]
The game was praised for its variety of tracks, and steady increase in difficulty. [20] GameSpy's Jason D'Aprile thought the game "was something of a finesse racer. It took lots of practice, good memorization skills, and a rather fine sense of control." [51] Matt Taylor of The Virginian-Pilot commented that the game is more about "reflexes than realism", and it lacked the ability to save progress between races. [44] F-Zero's soundtrack was lauded.[ further explanation needed ] [20]
In GameSpot's retrospective review by Greg Kasavin, he praised F-Zero's controls, longevity and track design. Kasavin felt it offered exceptional gameplay, with "a perfect balance of pick-up-and-play accessibility and sheer depth". [36] Retrospective reviews agreed that the game should have used a multiplayer mode. [36] [38] [52] IGN's Lucas Thomas criticized the lack of a substantial plot and mentioned F-Zero "doesn't have the same impact these days" suggesting "the sequels on GBA very much pick up where this title left off". [38] [53] In 2009, Official Nintendo Magazine called the game "Blisteringly fast, seriously challenging and insanely fun", ranking the game 66th on a list of greatest Nintendo games. [54]
F-Zero has been credited with being the game that set a standard for the racing genre [36] [55] and inventing the "futuristic racing" subgenre of video games. [52] [56] [57] IGN credits the game for having inspired the future creation of numerous racing games inside and out of the futuristic subgenre, including the Wipeout series and Daytona USA . [3] [58] Toshihiro Nagoshi, President of Sega's Amusement Vision, stated in 2002 that F-Zero "actually taught me what a game should be" and that it served as an influence for him to create Daytona USA and other racing games. [19] Amusement Vision collaborated with Nintendo to develop F-Zero GX and AX , with Nagoshi serving as one of the co-producers for these games. [19] [59]
F-Zero has continued to be included in lists of the best SNES video games ever for decades since its release. In 1995, Total! rated the game 50th on their Top 100 SNES Games summarizing: "It’s old and basic but this garish futuristic offering still pushes your driving skills to the limit. [60] In 1997 Electronic Gaming Monthly ranked it the 18th best console video game of all time, citing its tight controls, the different handling characteristics of the four craft, and the competitive opponent AI. [61] IGN ranked F-Zero as the 91st best game ever in 2003, discussing its originality at time of release and as the 97th best game ever in 2005, describing it as still "respected as one of the all-time top racers". [56] [58] ScrewAttack placed it as the 18th best SNES game. [62] In 2018, Complex listed F-Zero 31st on its "The Best Super Nintendo Games of All Time." [63]
Nintendo initially developed the sequel of the first F-Zero game for the SNES, although it was broadcast in several versions on the St.GIGA subscription service for the Satellaview attachment of the Super Famicom instead. [20] [38] Using this add-on, players could download games via satellite and save it onto a flash ROM cartridge for temporary play. [64] The sequel was released under the Japanese names of BS F-Zero Grand Prix and BS F-Zero Grand Prix 2 during the mid-1990s. [lower-alpha 4] BS F-Zero Grand Prix contained a new track along with the original 15 tracks from the SNES game and four different playable vehicles. According to Nintendo Power , the game was under consideration for a North American release via Game Pak. [67] IGN states BS F-Zero Grand Prix 2 features one new league containing five tracks, a Grand Prix and a Practice mode. [65]
Although the F-Zero franchise made the transition to 3D graphics on the Nintendo 64 with the release of F-Zero X in 1998, Mode 7 graphical effects continued to be used for the Game Boy Advance (GBA) installments Maximum Velocity (2001), [46] GP Legend (2003), [68] and Climax (2004). [69] [70] F-Zero: Maximum Velocity was described by GameSpy as a hard overhaul of F-Zero and featured improvements to its graphical effects. [51] [71] F-Zero Climax features expanded backgrounds, improved track detail, and a more distinguishable separation between the course and ground below. [69] The free online racing video game, F-Zero 99 (2023), was released through the Nintendo Switch Online (NSO) subscription service. [72] In a similar vein to the NSO exclusives like Tetris 99 and Pac-Man 99 , the game reuses graphical aesthetics and gameplay, and recontextualizes it as an battle royale — players choose the same vehicles and tracks from the 1990 game. [73]
F-Zero: Maximum Velocity is a futuristic racing game developed by NDcube and published by Nintendo as a launch game for the Game Boy Advance. It was released in Japan, North America and Europe in 2001. It was the first F-Zero game released on a handheld game console.
Super Mario Kart is a kart racing game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). The first game in the Mario Kart series, it was released in Japan and North America in 1992, and in Europe the following year in 1993. Selling 8.76 million copies worldwide, the game went on to become the fourth best-selling SNES game of all time. Super Mario Kart was re-released on the Wii's Virtual Console in 2009, on the Wii U's Virtual Console in 2013, and on the New Nintendo 3DS's Virtual Console in 2016. Nintendo re-released Super Mario Kart in 2017 as part of the company's Super NES Classic Edition.
The Super Nintendo Entertainment System, commonly shortened to Super Nintendo, Super NES or SNES, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania and 1993 in South America. In Japan, it is called the Super Famicom (SFC). In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. In Russia and CIS, the system was distributed by Steepler from 1994 until 1996. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions.
Super Mario World, known in Japan as Super Mario World: Super Mario Bros. 4, is a 1990 platform game developed by Nintendo EAD and published by Nintendo for the Super Nintendo Entertainment System (SNES). The player controls Mario on his quest to save Princess Peach and Dinosaur Land from the series' antagonist Bowser and the Koopalings. The gameplay is similar to that of earlier Super Mario games; players control Mario through a series of levels in which the goal is to reach the goalpost at the end. Super Mario World introduces Yoshi, a ridable dinosaur who can eat enemies.
F-Zero X is a futuristic racing video game for the Nintendo 64 console. Developed and published by Nintendo, it was released in Japan, North America, and Europe in 1998. In 2000, the Expansion Kit was released in Japan, including a track and vehicle editor. The original game was ported in 2004 to the iQue Player in China. It had Virtual Console re-releases on the Wii in 2007 and the Wii U around nine years later. On March 11, 2022, the game was re-released on Nintendo Switch Online + Expansion Pack, featuring online multiplayer.
Pilotwings is a flight simulation video game developed and published by Nintendo for the Super Nintendo Entertainment System. The game was originally released in Japan in December 1990, shortly after the launch of the Super Famicom in the country. It was also released as a launch title for the SNES in August 1991 in North America, with a European release following in 1992.
In the history of video games, the fourth generation of video game consoles, more commonly referred to as the 16-bit era, began on October 30, 1987, with the Japanese release of NEC Home Electronics' PC Engine. Though NEC released the first console of this era, sales were mostly dominated by the rivalry between Sega and Nintendo across most markets: the Sega Mega Drive and the Super Nintendo. Cartridge-based handheld game consoles became prominent during this time, such as the Nintendo Game Boy, Atari Lynx, Sega Game Gear and TurboExpress.
ActRaiser is a 1990 video game developed by Quintet and published by Enix for the Super Nintendo Entertainment System, It combines traditional side-scrolling platforming and sections with city building and god game elements. A sequel, ActRaiser 2, was released for the Super NES in 1993. In 2007, ActRaiser became available on the Wii's Virtual Console download service in Europe, North America, and Japan. A version of the game was also released for European mobile phones in 2004. A remake, Actraiser Renaissance, was released for several platforms in 2021.
Excitebike is a motocross racing video game developed and published by Nintendo. In Japan, it was released for the Famicom in 1984 and then ported to arcades as VS. Excitebike for the Nintendo VS. System later that year. In North America, it was initially released for arcades in 1985 and then as a launch game for the Nintendo Entertainment System later that year, becoming one of the best-selling games on the console. It is the first game in the Excite series.
F-Zero GX is a 2003 racing video game developed by Amusement Vision and published by Nintendo for the GameCube console. It runs on an enhanced version of the engine used in Super Monkey Ball. F-Zero AX, the arcade counterpart of GX, uses the Triforce arcade system board conceived from a business alliance between Nintendo, Namco and Sega. Published by Sega, it was released alongside GX in 2003.
F-Zero is a series of futuristic racing games published by Nintendo, developed by Nintendo EAD and other third-party companies. The first game was released for the Super Famicom in Japan in 1990. Its success prompted Nintendo to create sequels on subsequent consoles.
Super Tennis is a 1991 tennis video game for the Super NES. It was an early release for the Super Nintendo and uses mode 7.
The Virtual Console is a defunct line of downloadable video games for Nintendo's Wii and Wii U home video game consoles and the Nintendo 3DS family of systems.
HyperZone is a rail shooter video game developed and published by HAL Laboratory for the Super Nintendo Entertainment System (SNES). It used the SNES' Mode 7 capability.
The Japanese multinational consumer electronics company Nintendo has developed seven home video game consoles and multiple portable consoles for use with external media, as well as dedicated consoles and other hardware for their consoles. As of September 30, 2021, in addition to Nintendo Switch, Nintendo has sold over 863.07 million hardware units.
Contra III: The Alien Wars is a 1992 run and gun video game developed and published by Konami for the Super Nintendo Entertainment System (SNES). It is the third home console entry in the Contra series after Contra (1988) and Super C (1990) for the Nintendo Entertainment System (NES). In PAL regions, it was retitled Super Probotector: Alien Rebels and the player characters were replaced with robots. The player is tasked with fighting off an alien invasion of Earth across six stages. Four stages feature side-scrolling action traditional to the series while two are presented from an overhead perspective. It is the first Contra title to have been directed by Nobuya Nakazato who later directed other games in the series. He designed Contra III to feature more comical elements, a more cinematic soundtrack, and tighter stage design than its predecessors.
F-Zero Climax is a racing video game developed by Suzak Inc. and published by Nintendo for the Game Boy Advance (GBA) handheld console. The game was released in Japan on October 21, 2004 and was the last F-Zero installment for the next 19 years.
Gradius III is a 1989 scrolling shooter video game developed and published by Konami, originally released for the arcades in Japan and other parts of Asia on December 11, 1989. It is the third game in the Gradius series. The game was ported to the Super Nintendo Entertainment System in Japan in 1990 and North America in 1991, and served as a launch title for the system in North America. The arcade version would never see the light of day in the West until it was included alongside Gradius IV in a two-in-one compilation for the PlayStation 2 and in the Gradius Collection for the PlayStation Portable.
F-Zero 99 is a 2023 online multiplayer racing game with battle royale elements developed by Nintendo Software Technology. Publisher Nintendo announced the game during a Nintendo Direct presentation on September 14, 2023, then released it later in the day as a free download through the Nintendo Switch Online (NSO) subscription service. It is the first F-Zero game since Climax's 2004 release, the fourth 99-style NSO battle-royale game and the first to not be developed by Arika, its regular developer.
F-Zero used the Super NES's unique technology to give console gamers an experience even more visceral than could be found in the arcades. The Super NES featured a tech trick called Mode 7, a unique hardware feature that allowed it to stretch, skew, and rotate a single bitmap graphic to fake a 3D environment—put to use here to create the fastest, most convincing racetracks that had ever been seen on a home console.
The first example of this [more realistic racing games] was F-Zero, which cleverly didn't bother moving the car around the circuit -- it moved the circuit around the car [...] In 1991, however, it was truly breathtaking, and provided a vital tool for Nintendo's efforts to withstand Sega's relentless media campaigns.
Yamauchi and Imanishi jointly directed Operation Midnight Shipping, which commenced in the wee hours of November 20, 1990. [...] The hundred trucks, each loaded with three thousand Super Family Computers and boxes of the first two Super Famicom games, "Super Mario World" and "F-Zero" (a racing game), had dropped off their secret cargo by the end of the business day on the twentieth.
Last weekend, months after video-game addicts started calling, Dave Adams finally was able to sell them what they craved: Super Nintendo. Adams, manager of Babbages in South Coast Plaza, got 32 of the $199.95 systems Friday.Based on the publication date, the "Friday" mentioned would be August 23, 1991.
The Long awaited Super NES is finally available to the U.S. gaming public. The first few pieces of this fantastic unit hit the store shelves on August 23, 1991. Nintendo, however, released the first production run without any heavy fanfare or spectacular announcements.
A couple of hot new video-game products that were scheduled to start doing battle for consumers' dollars early in September, are already showing up on store shelves. [...] On Friday, area Toys R Us stores [...] were expecting Super NES, with a suggested retail price of $199.95, any day, said Brad Grafton, assistant inventory control manager for Toys R Us.Based on the publication date, the "Friday" mentioned would be August 23, 1991.
One of the first titles for the Super NES was also one of the system's most technically impressive games as well -- when F-Zero was released on the Nintendo 16-bit system a decade ago, it offered the fastest, smoothest pseudo-3D racer ever conceived for a home system...and it was only the beginning.
F-Zero on GBA will ultimately be judged against the SNES version that invented the franchise. The fact that itis [sic] better than the pioneer of future racing, secures it the CVG 5 stars and we can all go home happy.)
Bibliography