F-Zero (Nintendo SNES, 1991)
|Solo players prepare to disappear into a world of slick graphics and endless fast-paced fun. An essential item for collectors of Super NES video games, F-Zero, with Mode 7 effects, summons wild moves and fast cruising style of futuristic arcade racer games. Three-dimensional simulation adds interest and invites exploration into the believable environments and engaging settings. Take on the competition in a high-speed engagement while avoiding numerous hazards, including slip zones and land mines. Developed with variety in mind, choose from one of four characters, each with their own unique hovercar, to race as. The F-Zero series offers unique characters, inviting backgrounds, challenging levels, quick maneuvers, original sound scores, and technology that active and imaginative players will love. Drive into the future for endless racing and tireless fun.
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. This has been mostly credited to the development team's pervasive use of the "Mode 7" system. Eurogamer's Tom Bramwell commented "this abundance of Mode 7 was unheard of" for the SNES. 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. 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" that gave "console gamers an experience even more visceral than could be found in the arcades." 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. 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".
The game was praised for its variety of tracks, and steady increase in difficulty. 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." 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. F-Zero's soundtrack was lauded.
In GameSpot's retrospective review by Greg Kasavin, he praised F-Zero's controls, longevity and track design. Kasavin felt the title offered exceptional gameplay, with "a perfect balance of pick-up-and-play accessibility and sheer depth". Retrospective reviews agreed that the game should have used a multiplayer mode. 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".
|Platform||Super Nintendo Entertainment System|
|Number of Players||1|
|Game Series||F-Zero Series|
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