F-Zero

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F-Zero
Developer Nintendo EAD
Publisher Nintendo
Designer Shigeru Miyamoto (producer)[1] Kazunobu Shimizu (director)[1]
Engine Mode 7
Released SNES
JP November 21, 1990
NA August 13, 1991
EU June 4, 1992
Virtual Console
NA November 19, 2006
JP December 2, 2006
EU December 8, 2006
Genre Futuristic racing game
Mode(s) Single player
Ratings ESRB: Everyone (E)
Platform(s) SNES, Virtual Console
Media 4-megabit cartridge

F-Zero (エフゼロ Efu Zero?, F-ZERO) is a futuristic racing video game developed and published by Nintendo for the Super Nintendo Entertainment System. The game was first released in Japan on November 21, 1990 and later in North America on August 13, 1991 and in Europe on June 4, 1992. The title was downloadable over the Nintendo Power peripheral in Japan[2] and was also released onto the Nintendo Super System. The special edition of the game was released for the Super Famicom's Satellaview attachment.[3] In late 2006, F-Zero became available for the Virtual Console service on the Wii.[4]

As the inaugural game of the F-Zero series of video games, it was first released in Japan as one of the two debut titles for the Super NES,[5] but in the U.S. this launch title was accompanied by more games.[6] With its original scenario and style of gameplay, F-Zero was the first of its kind and also featured a groundbreaking technological achievement at that time. As a result, the title inspired the future creation of numerous racing games inside and out of its own subgenre.[7][8][9]

Contents

F-Zero is a futuristic racing game where pilots race on circuits inside plasma-powered hovercars in an intergalactic Grand Prix at speeds that can exceed 400 km/h. The objective of the game is to beat opponents to the finish line while avoiding hazards such as land mines, slip zones and magnets that pull the vehicle to certain sides of the track in an effort to make the player damage their vehicle or fall completely off the track. A race in F-Zero consists of five laps around the track.[10] The player must complete each lap at least the position that the game requests without staying at the last place, which otherwise means disqualification. For each lap completed the player is rewarded with an approximate four second speed boost and a varying number of points determined by place.[11] One of the "SSS" marks will be shaded green to indicate that the boost can be used. If a certain amount of points are accumulated, an extra "spare machine" is acquired. F-Zero includes two different modes of play. In the Grand Prix mode, the player chooses a league and races against twenty generic vehicles[10] of different colors through each track in that league. The Practice mode allows the player to practice seven of the courses from the Grand Prix mode.[11]

The game introduced the first F-Zero characters; Captain Falcon, Dr. Stewart, Pico, and Samurai Goroh. Each of the four characters have their own selectable vehicle along with its unique performance abilities.[8] Each machine has an energy meter, which serves the purpose as a measurement of the machine's health and is decreased, for example, when the machine hits the side of the track or another vehicle.[11]

F-Zero has a total of fifteen tracks divided into three leagues. Additionally, the Death Wind, Port Town, and Red Canyon courses have areas that are not accessible unless the player is on another version of those tracks, which then in-turn closes the direction previously available. The game has three initial difficulty levels; beginner, standard, and expert.[11] Completion of the expert class in any league unlocks the master difficulty level.[12] Unlike most F-Zero games, there are three iterations of Mute City, showing it in day, evening, and night settings. In BS F-Zero 2, Mute City IV continued the theme with an early morning setting.

Near the end of the 20th century mankind was gripped by the fear of being invaded by extraterrestrials. However, by the year 2560 humanity's countless encounters with these alien life forms throughout the Universe expanded Earth's social framework to astronomic proportions. Trade, technology and cultural interchange are carried out between planets. The multibillionaires who earned their enormous wealth through this intergalactic trade were satisfied with their rich lifestyles. However, they also yearned for new entertainment to stimulate their lazy lives, so a new entertainment based on the old F-1 races was founded. People came to call these Grand Prix races simply, "F-ZERO".[11][8]

Mode 7 allowed the track to be scaled and rotated around the vehicle to simulate a 3D environment.
Mode 7 allowed the track to be scaled and rotated around the vehicle to simulate a 3D environment.[13]

The game has been praised for its controls, longevity and track design, but criticized for its lack of a multiplayer mode.[14][8] F-Zero was widely hailed for being such a visually stunning home console game; it has been called the fastest and smoothest pseudo-3D racer of its time[15][16] and the first racing game to offer such graphical realism.[17][13] This all due to the fact that F-Zero was one of the first SNES titles to pervasively use a special exclusive hardware feature of the system called "Mode 7".[18] This graphics-rendering technique allowed different kinds of scaling and rotation effects of bitmap graphics, which the game used to simulate 3D environments[16] without processing any polygons. Such techniques in video games were considered to be revolutionary in a time when games were restricted to static/flat backgrounds and 2 dimensional (2D) objects.[8] However, during development of F-Zero, Takaya Imamura was surprised to be able to so freely design the characters and courses as he wanted since it was his first game.[19]

In 1992, Toshihiro Nagoshi was head of Sega's AM2 development team when he played F-Zero on the SNES for the first time. When Nagoshi experienced the game, not only did its realism impress him, but Nagoshi commented F-Zero "actually taught me what a game should be". F-Zero served as an influence for him to create Daytona USA and other racing games.[19][20] Many years later Nagoshi would serve as one of the co-producers for F-Zero GX.[21]

The F-Zero soundtrack which was released in 1992, features twelve tracks composed by Yumiko Kanki and Naoto Ishida and arranged by PeeWee and Michiko Hill.

Left to right: Fire Scorpion, Green Amazone, Blue Thunder &  Luna Bomber
Left to right: Fire Scorpion, Green Amazone, Blue Thunder & Luna Bomber
BS F-Zero  feature vehicles not seen in subsequent games in the series.
BS F-Zero feature vehicles not seen in subsequent games in the series.

BS F-Zero Grand Prix was developed by Nintendo and distributed by the St. GIGA subscription service for the Satellaview attachment of the Super Famicom. "BS" stands for Broadcast Satellaview (commonly referred to as the BS-X). Using this add-on gamers could download the game from the satellite and save it onto either the base unit’s memory or onto a BS-X Special Broadcast Cassette. BS F-Zero Grand Prix is a canceled sequel for the first F-Zero title[8] due to the impending release of the Nintendo 64.[22] The unfinished game was instead released for the Super Famicom's satellite-based expansion, Satellaview, in Japan during the mid-1990s, making it the second game in the video game series. Outside Japan, no titles were released until F-Zero X on the Nintendo 64, roughly seven years later.

Broadcast dates
From... To... Chapter Title
29 Dec 1996 03 Jan 1997 BS F-ZERO Grand Prix Dai 1 Shuu KNIGHT LEAGUE
05 Jan 1997 10 Jan 1997 BS F-ZERO Grand Prix Dai 2 Shuu QUEEN LEAGUE
12 Jan 1997 17 Jan 1997 BS F-ZERO Grand Prix Dai 3 Shuu KING LEAGUE
19 Jan 1997 24 Jan 1997 BS F-ZERO Grand Prix Dai 4 Shuu ACE LEAGUE
(taken from The Nintendo Database (Waybacked, page no longer exists)

BS F-Zero 2 Grand Prix was broadcasted on the St. Giga satellite radio station in two parts and once downloaded, it could be played at any time. Featuring both a Grand Prix and a Practice mode, the game also had one new league containing five different tracks[3] and replaced the four playable vehicles from the original F-Zero game with similar machines in performance and appearance. The graphics are improved over the original game, and the speed and fluidity has increased a bit. The tracks are named as a follow-on from F-Zero — the first track is called "Mute City IV", since Mute City I-III appeared in the original game. The music for the game is the same as before, but the title does have some added sound effects, such as when other racers weave past each other.

Broadcast dates
From... To... Chapter Title
10 Aug 1997 16 Aug 1997 BS F-ZERO Grand Prix 2 Dai 1 Shuu
17 Aug 1997 23 Aug 1997 BS F-ZERO Grand Prix 2 Dai 2 Shuu
(taken from The Nintendo Database (Waybacked, page no longer exists)

  1. ^ a b F-Zero credits. N-Sider. Retrieved on 2007-08-05.
  2. ^ Nintendo Power (Japanese). Nintendo. Archived from the original on 2006-12-15. Retrieved on 2007-08-05.
  3. ^ a b BS F-Zero 2 Grand Prix. IGN. Retrieved on 2006-06-19.
  4. ^ Vuckovic, Daniel (2006-10-18). First 7 Aussie Virtual Console games revealed. Vooks.net. Retrieved on 2006-10-23.
  5. ^ Sheff, David [1993]. Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children, First, New York: Random House, Inc., p. 361. ISBN 0-679-40469-4. 
  6. ^ Parish, Jeremy (2006-11-14). Out to Launch: Wii. 1UP.com. Retrieved on 2007-07-03.
  7. ^ IGN Staff (1998-07-14). F-Zero X. IGN. Retrieved on 2007-07-16. “It [F-Zero] was the first of its kind; the only really successful inheritor (or copier, depending on how you look at it) to date are Psygnosis's Wipeout and Wipeout II for Sony's PlayStation.”
  8. ^ a b c d e f Thomas, Lucas (2007-01-26). F-Zero (Virtual Console) review. IGN. Retrieved on 2007-07-16.
  9. ^ Allen, Matt. SNES WEEK: Day 5. NTSC-uk.com. Retrieved on 2007-12-03.
  10. ^ a b F-Zero (Virtual Console - Super Nintendo). Virtual Console Archive. Retrieved on 2007-08-05.
  11. ^ a b c d e (1991-08-13) in Nintendo EAD: F-Zero instruction manual (in English). Nintendo, pp. 3-5, 7-9, 11. Retrieved on 2007-08-12. 
  12. ^ F-Zero Cheats. CheatsCodesGuides (1998-11-17). Retrieved on 2007-09-27.
  13. ^ a b Hiranand, Ravi. The Essential 50 #29 -- Super Mario Kart. 1UP.com. Retrieved on 2007-11-30. “The first example of this [realistic racing games] was F-Zero, which cleverly didn't bother moving the car around the circuit -- it moved the circuit around the car. By pasting the car in the middle of the screen and then scaling and rotating the track past it, you had a reasonable approximation of a 3D world that worked wonders for racing games. F-Zero, which had turned heads not only with its sleek design but also with its unprecedented sense of realism. Home consoles had never played host to such a fast-paced racing experience with such a free range of motion... In 1991, however, it was truly breathtaking, and provided a vital tool for Nintendo's efforts to withstand Sega's relentless media campaigns.”
  14. ^ Kasavin, Greg (2006-11-19). F-Zero. GameSpot. Retrieved on 2007-07-17.
  15. ^ Harris, Craig (2001-06-14). F-Zero: Maximum Velocity review. IGN. Retrieved on 2007-12-10.
  16. ^ a b Parish, Jeremy (September 2007), "The Evolution of 2D", Electronic Gaming Monthly (Ziff Davis Media) (no. 219): 107, ISSN 1058-918X
  17. ^ Karn, Bianco (2006-06-30). The Who's Who in Gaming. Cubed³. Retrieved on 2007-12-03. “Their [Shigeru Miyamoto and his new team of 30 people] first title was the Sci-Fi racer F-Zero, also the first game to unlock the special hardware feature known as Mode 7. This allowed intense graphics unlike anything seen before, special effects such as scaling and rotation allowed for a 3D looking world to be created effortlessly.”
  18. ^ Barnholt, Ray (2006-08-04). Purple Reign: 15 Years of the Super NES pp. 5. 1UP.com. Retrieved on 2007-08-16.
  19. ^ a b IGN Staff (2002-03-28). Interview: F-Zero AC/GC. IGN. Retrieved on 2007-07-15.
  20. ^ DeWoody, Lucas (2005-01-05). The Legendary Race - The History of F-Zero. Advanced Media Network. Retrieved on 2006-12-26.
  21. ^ IGN Staff (2003-07-08). F-Zero Press Conference. IGN. Retrieved on 2007-07-18.
  22. ^ Lucas DeWoody (2005-01-05). The Legendary Race - The History of F-Zero. Advanced Media Network. Retrieved on 2006-12-26.

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