F-Zero

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F-Zero
F-Zero.png
Genre(s) Racing
Developer(s) Amusement Vision, Nd Cube, Nintendo EAD
Publisher(s) Nintendo
Platform(s) Super NES, Satellaview, Nintendo 64, Nintendo 64DD, iQue, Game Boy Advance, Arcade, GameCube, Virtual Console
First release F-Zero
November 21, 1990
Latest release F-Zero Climax
October 21, 2004

F-Zero (エフゼロ Efu Zero?) is a series of futuristic racing video games originally created by Nintendo EAD with multiple games developed by outside companies. The first game was released for the Super Nintendo Entertainment System in 1990 and prompted Nintendo to create multiple sequels on succeeding gaming consoles.[1]

The series has been known for its high-speed racing, unique characters and settings, difficult gameplay, original music, and pushing the limits of its technology to be one of the fastest racing games ever. The franchise has been recognized for having the first racing game to be developed this realistically which also offered an original scenario and style of gameplay. It is regarded as an influential video game franchise for its genre inspiring the creation of games such as Daytona USA[2] and the Wipeout series.[3][4]

Contents

[edit] Overview

Each of the games in F-Zero series requires the player to beat opponents to the finish line while avoiding obstacles such as land mines and slip zones. The games usually require a mixture of memorization of the tracks and quick reflexes for its fast-paced racing gameplay. In F-Zero and F-Zero: Maximum Velocity, a four-second speed boost is given to the player to use whenever for each lap completed. Starting with F-Zero X, players may execute speed boosts if they have finished at least one lap, but now in exchange for losing energy when boosting. It is therefore necessary to use recharge strips around the course to replenish this energy, or risk exploding when it drops to zero. Strategically situated dash plates allow boosts without energy loss. In combination with course obstacles, drivers are allowed to attack each other with their vehicle bodies.

The games' fantasy worlds includes different climates and terrains, and are home to many different races and tribes of aliens. There are geographical differences from game to game, but distinctive locations recur, such as Big Blue, Mute City and Port Town.

[edit] Characters

While there were originally four F-Zero pilots in the first game, this has grown with each title to over forty characters in the later games of the series. Each character has their own unique vehicle, story and reason for entering the F-Zero Grand Prix. The winner of the Grand Prix receives a huge sum of prize money, but many pilots have been lost pursuing it.[5]

[edit] F-Zero machines

The inside and outside of an F-Zero vehicle

The vehicles used to race in these video games are called "F-Zero machines", which are designed to hover, rather than travel on wheels. An anti-gravity unit, known as the "G-Diffuser System", allows them to drive at high speeds, while retaining a hold of the track, located from a few inches to a foot below it.[4] However, the slip zones, also referred to as the "magnetic field block coat" in the first F-Zero game, blocks the vehicle from retaining a hold on the track. The racing machines developed for these tracks used the latest in this magnetic technology, and are able to perform tune-ups.[4][6] Out of the over forty-four known machines, only five do not weigh over a short ton.[7] F-Zero machines have a maximum speed exceeding that of sound. This is possible due to the ultra-compact micro-plasma engines used by the machines.[8]

Each machine has four basic performance attributes: body, boost, grip and weight. Body, boost, and grip are rated on a scale from A to E (A being the best, E, the worst).[9] The higher a machine's Body rating, the more durable it is and the less damage it will sustain in a collision. Machines with a good Body rating are, therefore, able to withstand more attacks before exploding.[7] The Boost rating takes into account the duration of a vehicle's boost, and how great a speed increase it provides. A machine with a high rating can travel at higher than normal speeds for a longer period of time.[7] Grip determines how well a machine negotiates turns. A higher Grip rating means that the player's vehicle will execute steadier turns, while a low one will cause the vehicle to drift more, especially when turning tightly.[7] Weight affects a vehicle's acceleration, grip, cornering ability, maximum speed, and the amount of damage it sustains in a collision. A lighter vehicle is superior in the first three categories, while a heavier vehicle has the advantage in the latter two.[7][9]

[edit] F-Zero circuits

Circuits are usually set on the outskirts of cities or above them situated high in planet atmospheres at an elevation as much as 300 feet (91 m) above ground. They contain anti-gravitational guide beams on both sides of the course that keep them in place.[6] Rich merchants from cities in the clouds or asteroids with almost uninhabitable environments invested their wealth in the construction of racing circuits.[6] Some cities have multiple circuits—circuits not used for the Grand Prix are open to pilots for practice. The dynamic structure of the courses are colossal in scale, as most circuits feature a single lap that spans over six miles (10 km).[5]

[edit] History

[edit] 1990–2000

F-Zero, one of the first games to use Mode 7

The first game in the series and a launch game for the SNES, F-Zero was also the first Super Nintendo game to use a technique that Nintendo called "Mode 7 Scrolling". When Mode 7 was combined with scaling and positioning of the layer on a scanline-by-scanline basis it could simulate 3D environments. Such techniques in games were considered to be revolutionary in a time when most console games were restricted to static/flat backgrounds and 2-dimensional (2D) objects. The result was developer Nintendo EAD creating the fastest and smoothest pseudo-3D racer ever on a console at that time.[10]

A sequel to the first F-Zero game was cancelled, but eventually released as BS F-Zero Grand Prix and BS F-Zero Grand Prix 2 for the Super Famicom's satellite-based expansion, Satellaview.[3][11]

Zero Racers (G-Zero), was a canceled game for the Virtual Boy. The game was previewed by Nintendo Power.[12] Gameplay differs in one important point from its predecessor and all F-Zero games released afterwards. In Zero Racers, unlike other F-Zero games, the vehicles race in all three spatial dimensions in tunnels.

After a seven-year hiatus outside Japan, the series made the transition to 3D with the third installment, F-Zero X on the Nintendo 64. The game introduces 26 new vehicles, including the four from the original F-Zero game. In addition to a Grand Prix mode, the game introduces a "death race" mode and a random track generator called the "X Cup". In the death race, the player's objective is to annihilate the 29 other racers as speedily as possible, while the X-Cup generates a different set of tracks each time played.[13] The hardware limitations of the N64 resulted in the game running at 60 frames per second with thirty machines on screen at the same time, but with little processor power left for graphical detail and music.[14]

Graphical detail was one of the sacrifices that had to be made in F-Zero X to keep the game at 60 frames per second.[13]

A Nintendo 64DD expansion, F-Zero X Expansion Kit, was released in Japan as the last add-on disk for the system. The Expansion Kit added a course editor, a vehicle editor, two new cups, three new machines and new music. The course editor was the main attraction of this expansion, and was praised for its depth, as it was virtually the same program the game's designers used to make the courses.[15]

[edit] 2001–2004

F-Zero: Maximum Velocity was the series' fourth released installment, but the first incarnation of the franchise for Nintendo's Game Boy handheld. It was the first title developed by first party subsidiary Nd Cube.[16] This Game Boy Advance (GBA) launch title returned to the SNES F-Zero's gameplay with a Mode 7-styled game engine.[10]

The next F-Zero game, F-Zero GX, was released for the Nintendo GameCube and developed by Sega's Amusement Vision team, and is the first F-Zero game to feature a story mode. The game was initially titled "F-Zero GC". The arcade counterpart of GX was called F-Zero AX, which was released alongside of its Nintendo GameCube counterpart in mid-2003. The game had three types of arcade cabinets; standard, the "Monster Ride" and the deluxe which resembled an F-Zero vehicle. F-Zero AX had six original courses and ten original characters. However, by certain difficult means, the six courses and ten characters could be unlocked in F-Zero GX.[17][18]

F-Zero: GP Legend is the second handheld game released for the Game Boy Advance and the second installment featuring a story mode; however, this one is based on the anime series of the same name, introducing a new character named Rick Wheeler.[19] Unlike the games before it, GP Legend takes place in a different period of time, the 22nd century, rather than the 26th.[20]

The box art for F-Zero Climax.

F-Zero Climax was released exclusively in Japan for the Game Boy Advance on October 21, 2004. Like its handheld predecessor, F-Zero GP Legend, Climax was published by Nintendo and developed by both them and Suzak. This is the first F-Zero game to have a built-in track editor without the need for an expansion or add-on. Custom tracks can be saved to one of thirty slots for future use and they can be exchanged with other players via link cable. If memory becomes full or link cable connection cannot be done, the game can generate a password for the track; when it is input on any F-Zero Climax cartridge, the password will generate the track.[21] Although unlike the previous F-Zero games, the traditional 30 racers on a track was limited to 24 now.

It has been six years since the last release, however, both F-Zero and F-Zero X are available for purchase on the Wii's Virtual Console service.

[edit] Fictional universe

The F-Zero games derives from the 20th and 21st century Formula One races[3][6] and the fictitious F-Max Grand Prix races from the 24th century.[8] The games portrays races in the future as having come under the influence of wealthy ex-space merchants. They thought that a fast and violent race would be an effective way to get people to gamble, so the ex-merchants established the F-Zero Execution Project.[8] The F-Zero Grand Prix dates to the 26th century, and is still sponsored by the wealthy elite who originally organized the Execution Project for those events. These races feature the most technologically advanced racing machines, competing in numerous circuits of fast-paced action. It is known for its wild fans, and usually eccentric competitors. Winners of the Grand Prix receive large sums of money, as well as a great deal of prestige throughout the universe.[5]

[edit] History

The F-Zero games are primarily set on a futuristic Earth in the 26th century, although some games take place much earlier and some circuits have been set on different planets. F-Zero X defined the F-Max Grand Prix as the precursor to the F-Zero races which took place during the 24th century.[8] According to F-Zero GX, the greatest driver in the F-Max Grand Prix was Sterling LaVaughn;[5] a statement that would lead to inconsistencies in the sequence of events of F-Zero's storyline.

F-Zero begins in the year 2560 where human race's countless encounters with alien life forms throughout the universe greatly expanded Earth's social framework resulting in trade, technology transfer, and cultural interchange are carried out on an interplanetary basis. An association of wealthy space merchants created the "F-Zero Grand Prix", in an attempt to add some excitement to their opulent lifestyles. When the first race was held, people were angered at the brutality of the competition, due to the various obstacles and traps along the raceway. As time passed, however, they became accustomed to these dangers, and even began to demand more excitement and danger in the races. Winning the F-Zero championship soon became the highest claim to fame in the universe. This period of time is called the "old-school" F-Zero days where the rules seemed non-existent in F-Zero X.[6]

F-Zero X's storyline starts after the seven-year suspension of Grand Prix races due to the Horrific Grand Finale.[22] The game explains the "Horrific Grand Finale" was a violent and fiery accident that burnt fourteen drivers to death, including Sterling LaVaughn during the old days of F-Zero.[22] A racer named Super Arrow escaped unscathed as the only survivor. No racing was allowed by the Federation after the crash; despite the F-Zero racing prohibition, the sport went underground where many racers went to hone their skills in secret.[23] The crash ushered in the establishment of the "F-Zero Racing Academy", after a speech, by Super Arrow to the Federation Congress, which helped to lift the ban.[24] The fictional competition was brought back with the rules and regulations revised.[8]

F-Zero GX does not mention the Grand Finale event, but instead the game states Sterling LaVaughn was racing during the F-Max era and the F-Zero Grand Prix was suspended four years ago.[5] This game states the character Mighty Gazelle was injured in the huge accident four years ago. However, the Nintendo 64 game mentions that Mighty Gazelle's accident and the accident that suspended the Grand Prix were two separate events.[5][8]

F-Zero: Maximum Velocity takes place twenty-five years after the SNES title in the year 2585. Players race against the descendants of the original F-Zero racers.[25] Maximum Velocity is considered a reboot continuity to the rest of the home console titles since the game has made no indication of the safety revisions carried forth after the huge accident, in fact it states just like the original F-Zero game, the extreme danger involved when participating in those races.

Another reboot continuity of the series has F-Zero started with F-Zero: GP Legend in the year 2201.[20] and continued with F-Zero Climax. These games feature some different incarnations of Captain Falcon, Zoda and other characters.

[edit] Critical reception

Aggregate review scores
Game GameRankings Metacritic
F-Zero 83%[26]
F-Zero X 85%[27] 85/100[28]
F-Zero: Maximum Velocity 83%[29] 86/100[30]
F-Zero GX 89%[31] 89/100[32]
F-Zero GP Legend 76%[33] 77/100[34]
F-Zero Climax 68/100[35]

IGN's Lucas Thomas called the design and style of Mach Rider as an influence to the F-Zero series noting its sense of speed where players have "only a split second to react before you crash into a rock or enemy road warrior".[36] Matt Casamassina of IGN said in 2003 that the F-Zero franchise has remained regarded one of the best video game series in the racing genre.[37]

In 2008, an editor from Pro-G stated F-Zero GX "still ranks as one of the best high-speed racers ever made, but the series has been lying dormant for years".[38]

The Tampa Tribune's review of GP Legend mentioned "It feels a little strange to see what was an esoteric-but-outstanding racing franchise attempt to go mass-market."[39]

Shigeru Miyamoto commented that past F-Zero and Star Fox collaborations with outside development houses turned out to be a disappointment for Nintendo. He stated "consumers got very excited about the idea of those games, but the games themselves did not deliver".[40]

[edit] Other incarnations

There are a number of F-Zero video games and other media creations that have been officially licensed by Nintendo.

[edit] Anime

[edit] F-Zero - The Story of Captain Falcon comic

An eight-page comic was included in the manual of the 1990 SNES F-Zero game. It had the original character designs of Captain Falcon, the three other original pilots, unknown (or radically designed) F-Zero pilots and the F-Zero announcer, Mr. Zero. Unlike most of the video games, the comic carried the reader fully through one of Falcon's bounty missions for the first time. Also, the comic had the only full appearance in the F-Zero series of Captain Falcon using a sidearm and his Falcon Flyer cruiser.[6]

[edit] F-Zero in other video games

Characters from and references to the F-Zero series have appeared in other video games. Captain Falcon is a playable fighter in all three games in the Super Smash Bros. series; Super Smash Bros. for the Nintendo 64, Melee for the GameCube and Brawl for the Wii. In Brawl, Samurai Goroh appears as an Assist Trophy.

WarioWare, Inc.: Mega Microgame$! and Mega Party Game$ feature a simplified "microgame" based on F-Zero.[41][42] The F-Zero vehicles named Blue Falcon and Fire Stingray make cameos in Super Mario RPG: Legend of the Seven Stars. At the back of Hinopio's Inn, deep within Barrel Vocano, these vehicles, along with an Arwing, are displayed as models sitting on top of boxes. The Blue Falcon is also a lightweight kart in Mario Kart Wii. In Kirby Super Star's treasure hunt game, one of the items is Captain Falcon's helmet. Octoman makes an appearance in Star Fox Command as a boss and a minion to the Anglar Emperor.

[edit] Notes

  1. ^ http://www.officialnintendomagazine.co.uk/article.php?id=7206
  2. ^ Bryant, Paul (2002-03-29). "Interview: F-Zero press conference". Gaming Age Online. http://www.gaming-age.com/news/2002/3/28-106. Retrieved 2007-04-04. 
  3. ^ a b c Thomas, Lucas (2007-01-26). "F-Zero (Virtual Console) review". IGN. http://wii.ign.com/articles/759/759087p1.html. Retrieved 2007-02-27. 
  4. ^ a b c IGN Staff (1998-07-14). "F-Zero X". IGN. http://ign64.ign.com/articles/120/120418p1.html. Retrieved 2007-05-30. 
  5. ^ a b c d e f Amusement Vision, ed (2003-08-25). F-Zero GX instruction manual. Nintendo. pp. 6–7, 33, 41. 
  6. ^ a b c d e f Nintendo EAD, ed (1991-08-15). F-Zero instruction manual. Nintendo. pp. 3–4, 20–28. 
  7. ^ a b c d e Pelland, Scott (ed.) (2003). F-Zero GX Player's Guide. Redmond, Washington: Nintendo of America, Inc. ISBN 1930206-35-6. 
  8. ^ a b c d e f "F-Zero X manual". World of Video Games. http://www.world-of-video-games.com/n64/manuals/f-zero_x.shtml. Retrieved 2006-07-01. 
  9. ^ a b Schneider, Peer (2003-08-25). "F-Zero GX Tips & Techniques". IGN. http://guides.ign.com/guides/480123/page_2.html. Retrieved 2006-11-12. 
  10. ^ a b Harris, Craig (2001-06-14). "F-Zero: Maximum Velocity review". IGN. http://gameboy.ign.com/articles/165/165423p1.html. Retrieved 2006-12-10. 
  11. ^ "BS F-Zero 2 Grand Prix". IGN. http://cheats.ign.com/objects/573/573890.html. Retrieved 2006-12-17. 
  12. ^ "Preview: Zero Racers". Nintendo Power (Nintendo) 87: 40–41. 1996. 
  13. ^ a b Schneider, Peer; Casamassina, Matt (1998-10-27). "F-Zero X (review)". IGN. http://ign64.ign.com/articles/150/150418p1.html. Retrieved 2007-05-22. 
  14. ^ Schneider, Peer (2003-08-25). "F-Zero GX guide: History". IGN. http://guides.ign.com/guides/480123/page_12.html. Retrieved 2008-05-10. 
  15. ^ Schneider, Peer (2000-07-18). "F-Zero X Expansion Kit (Import) review". IGN. http://ign64.ign.com/articles/155/155488p1.html. Retrieved 2006-11-14. 
  16. ^ JC, Anthony. "Maximum Velocity review". N-Sider. http://www.n-sider.com/articleview.php?articleid=98. Retrieved 2006-11-16. 
  17. ^ Gerstmann, Jeff (2003-08-25). "F-Zero GX for GameCube review". GameSpot. http://www.gamespot.com/gamecube/driving/fzero/review.html. Retrieved 2006-12-10. 
  18. ^ Torres, Ricardo (2003-07-08). "F-Zero AX Impressions". GameSpot. http://www.gamespot.com/arcade/driving/fzeroac/news.html?sid=6071127&mode=previews. Retrieved 2006-12-10. 
  19. ^ "F-Zero: GP Legend". IGN. http://gameboy.ign.com/objects/608/608773.html. Retrieved 2006-12-10. 
  20. ^ a b IGN Staff (2003-08-20). "F-Zero: The Cartoon". IGN. http://cube.ign.com/articles/434/434548p1.html. Retrieved 2007-05-30. 
  21. ^ Gantayat, Anoop (2004-10-21). "F-Zero Climax Playtest". IGN. http://gameboy.ign.com/articles/558/558768p1.html. Retrieved 2006-12-13. 
  22. ^ a b Sackenheim, Shawn. "The Skull". Allgame. http://www.allgame.com/cg/agg.dll?p=agg&sql=2:3276. Retrieved 2006-12-16. 
  23. ^ Sackenheim, Shawn. "Dr. Stewart". Allgame. http://www.allgame.com/cg/agg.dll?p=agg&sql=2:3284. Retrieved 2007-06-18. 
  24. ^ Sackenheim, Shawn. "Super Arrow". Allgame. http://www.allgame.com/cg/agg.dll?p=agg&sql=2:3286. Retrieved 2006-12-16. 
  25. ^ T.J. Deci. "F-Zero: Maximum Velocity". Allgame. http://www.allgame.com/cg/agg.dll?p=agg&sql=1:33373. Retrieved 2006-10-22. 
  26. ^ "F-Zero (SNES) reviews". GameRankings. http://www.gamerankings.com/htmlpages2/588351.asp. Retrieved 2009-08-09. 
  27. ^ "F-Zero X (N64) reviews". Game Rankings. http://www.gamerankings.com/htmlpages2/197414.asp. Retrieved 2009-08-09. 
  28. ^ "F-Zero X (N64) reviews". Metacritic. http://www.metacritic.com/games/platforms/n64/fzerox. Retrieved 2009-08-09. 
  29. ^ "F-Zero Maximum Velocity (GBA) reviews". Game Rankings. http://www.gamerankings.com/htmlpages2/468549.asp. Retrieved 2009-08-09. 
  30. ^ "F-Zero Maximum Velocity (GBA) reviews". Metacritic. http://www.metacritic.com/games/platforms/gba/fzeromaximumvelocity. Retrieved 2009-08-09. 
  31. ^ "F-Zero GX (GCN) reviews". Game Rankings. http://www.gamerankings.com/htmlpages2/560617.asp. Retrieved 2008-10-31. 
  32. ^ "F-Zero GX (GCN) reviews". Metacritic. http://www.metacritic.com/games/platforms/cube/fzero. Retrieved 2009-08-09. 
  33. ^ "F-Zero GP Legend (GBA) reviews". Game Rankings. http://www.gamerankings.com/htmlpages2/919100.asp. Retrieved 2008-10-31. 
  34. ^ "F-Zero GP Legend (GBA) reviews". Metacritic. http://www.metacritic.com/games/platforms/gba/fzerofalcondensetsu. Retrieved 2009-08-09. 
  35. ^ "F-Zero Climax reviews". Metacritic. http://www.metacritic.com/games/platforms/gba/fzeroclimax. Retrieved 2009-08-09. 
  36. ^ http://wii.ign.com/articles/805/805675p1.html
  37. ^ Casamassina, Matt (2003-08-22). "F-Zero GX". IGN. http://cube.ign.com/articles/434/434947p1.html. Retrieved 2007-07-24. 
  38. ^ Yin-Poole, Wesley (2008-03-20). "Top 10: Nintendo games we'd love to see on Wii". Pro-G. VideoGamer.com. http://www.videogamer.com/features/article/20-03-2008-344-4.html. Retrieved 2008-09-29. 
  39. ^ Buel, Doug (2004-11-05), "Video Games - F-Zero : GP Legend", The Tampa Tribune: 41 
  40. ^ Keighley, Geoff (2007-05-04). "The Man Who Made Mario Super". Entertainment Weekly. http://www.ew.com/ew/article/0,,20037961,00.html?cid=recirc-peopleRecirc. Retrieved 2007-05-09. 
  41. ^ Gerstmann, Jeff (2007-05-27). "WarioWare Inc.: Mega MicroGame$ review". GameSpot. http://www.gamespot.com/gba/puzzle/warioware/review.html. Retrieved 2008-05-11. 
  42. ^ Riley, Adam (2007-09-07). "Wario Ware, Inc: Mega Party Game$ review". Cubed³. http://www.cubed3.com/review/110/. Retrieved 2008-05-11. 

[edit] External links