When Nintendo launched N64 with Super Mario 64 and PilotWings 64, the
company effectively set the stage for a series of stunning updates to
classic NES and Super NES games. Both titles managed to completely satisfy
fans of the originals and at the same time attract a new, younger audience,
with flashy graphics and involving gameplay.
But it didn't take long for the first chink to appear in the mighty
N's armor. Mario Kart 64, while true to its predecessor in many respects,
simply didn't raise the bar in any way, and lacked the balance and
playability that most Nintendo titles are known for. Similarly, the
recently released Yoshi's Story tried to continue the original's
tried-and-true 2D gameplay - without a real understanding of what made
Yoshi's Island great in the first place. If it wasn't for new franchises
like Wave Race or 1080° Snowboarding, it might seem that Nintendo had lost
its magic.
In comes F-Zero X, put together by a Japanese EAD team composed of
several key Wave Race programmers. First screenshots of the game showed a
bland, dated-looking sequel with very little visual punch, a virtual Xerox
copy of the beloved Super NES racer. But in this case, looks are indeed
deceiving. F-Zero X is no Mario Kart 64. Like Wave Race or Sony's Gran
Turismo, the game stands out among other racers, with perfectly tuned
controls and a number of innovations.
For starters, most third-party racers struggle to come up with five
distinct tracks, while F-Zero X packs in more than 24 tracks and 30 cars,
most of which are hidden and have to be earned first. When racing the first
two tracks, the overall feel and experience are eerily similar to the
original F-Zero. You compete with hovering cars, seemingly inspired by '60s
art-deco appliances on floating tracks high up in the sky. You accelerate,
you brake, you boost ahead of enemies and try not to hit the lethal track
sides that deplete your energy.
But after the traditional "get used to the game, it's getting
serious soon" stage, F-Zero X pulls out all the stops. Although visually
similar to the Mode 7 F-Zero, the polygonal tracks in the new 64-bit
version curve, twist, and curl in the third dimension and rush by at such
intense speeds, it's easy to forgive the lack of trackside detail or
backgrounds. There is, of course, a reason for the bland scenery and simple
road graphics, and this time, it's not limited cartridge space. There are
up to 30 cars on screen at the same time, racing along at a steady 60
frames per second. That's 30 cars, all behaving differently, skidding into
turns, bumping into each other, and boosting out of harm's way. The feel of
hitting a "zipper" and jetting right through the middle of a pack of 15
cars is so electrifying that it takes a great deal of discipline not to
purposely smash into everyone like an out-of-control cue ball. You really
have to admire Nintendo's strict design policy and restraint in producing a
title that looks visually dated in stills and only show its true qualities
when in motion. It's almost as if Nintendo decided to extract the essence
of racing - maximum speed and perfect control - and throw out anything that
could stand in its way.
Extreme speeds can often negatively reflect on control and hamper
gameplay, but F-Zero X avoids the pitfalls of Extreme-G or Wipeout, with
dead-on control and collision physics. On top of that, the tracks are so
well-designed that if players are good enough, they will be able to avoid
every obstacle and never bump into a wall or fall off the track. However,
the learning curve is steep, and even seasoned players will spend weeks
perfecting their drift techniques and reaching the mysterious, hidden X Cup
(which follows right after the mysterious, hidden Joker Cup). To leave the
field open for the future, Nintendo even added "64DD hooks" that allow for
add-on disks like track editors or course updates - assuming the ill-fated
disk drive ever makes it out.
The control scheme accurately reflects Nintendo's mantra of
delivering a game that beginners can enjoy but only experts can master. For
example, many players will be content steering their craft left and right
with the analog stick and braking for the tougher turns. But this won't get
you far on the higher difficulty modes. Pressing the right shoulder button
while turning right (or Z while turning left) will enable sharper turning.
However, reversing this routine will produce drift turns, which, coupled
with strategic boosts, will get you around corners without losing any
momentum at all.
In an interesting twist on the tire and fuel management of many sim
racers, F-Zero X offers the choice of either preserving energy for the
defensive shield or using it to boost ahead of the competition with the
press of a button. Every lap, you can replenish energy reserves on the fly
by driving over special energy fields that are strategically placed on
every track.
Unlike its weapons-based brethren, F-Zero X relies on pure racing.
There are no lock-on missiles or fancy gadgets to put yourself ahead of the
competition. The only aggressive feature the N64 version adds to the
franchise is the ability to knock other racers off the track by smashing
into them or draining their energy by pulling off a new spin move. To fully
exploit this, the team even added the Death Race mode, an elimination race
where players have to knock out all other racers as quickly as possible. On
the multiplayer front, F-Zero X offers four-player, head-to-head races at
60fps, with an innovative "slot machine" feature. If the option is switched
on, players knocked out of the race early on can mess up the other drivers'
energy by playing slots.
If there is one complaint we have with the game, it's the lack of a
multiplayer GP mode. But since most other racers can't even manage to come
up with a smooth two-player Vs. race, this is really a moot point.
Otherwise, F-Zero X impresses on all levels. From the rocking guitar tunes
(courtesy of the same composer who created the original's music) to the
insanely addictive Grand Prix races, the game is a blast.