F-Zero (series)

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The F-Zero series (エフゼロ F-ZERO?) is a futuristic racing video game series created by Nintendo EAD with Shigeru Miyamoto serving mainly as producer. The 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. The gameplay concept consists of high-speed racing at speeds that can exceed 2000 km/h. The series has been known for its unique characters and settings, difficult gameplay, stirring original music and pushing the limits of its technology to be one of the fastest racing games ever. It is widely considered one of the most influential video game franchises created in its genre.

Contents

[edit] Overview

The goal of F-Zero is to beat opponents to the finish line while avoiding land mines and other vehicle hazards.

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

The F-Zero games usually require a mixture of track memorization and reflexes for its fast-paced racing gameplay.

[edit] Characters

Main article: List of F-Zero pilots

While there were originally four pilots in the first game, this has grown with each title to over forty pilots in the latter games of the series. Each character has a unique story and reason for entering the F-Zero Grand Prix. Even though the winner of the Grand Prix receives a huge sum of prize money, many pilots have been lost pursuing it.[1] Some of the characters are superheroes, supervillains, cyborgs, mutants, and the like, which makes the series akin to something out of an American comic book.

[edit] F-Zero machines

The inside and and outside of an F-Zero vehicle.
The inside and and outside of an F-Zero vehicle.

F-Zero machines were designed to travel without wheels. An anti-gravity unit known as the "G-Diffuser System" and the black reverse magnetic plates located on the bottom of the F-Zero machines allow them to drive at high speeds while hovering just inches to a foot above the magnetic track. The racing machines developed for these tracks used the very latest in this super-magnetic technology.[2] However, F-Zero machines do not require a magnetic track. Captain Falcon and other pilots were found on ordinary city streets in F-Zero GX's story mode. Out of the over forty-four known machines, about five don't weigh over a ton. The King Meteor, Twin Noritta, Wonder Wasp, Cosmic Dolphin and Silver Rat are examples of this minority. F-Zero machines are well-known for their ability to have a maximum speed exceeding that of sound. This is possible since F-Zero machines are built with ultra-compact micro-plasma engines.[3] 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 being the worst). Weight is usually displayed in kilograms and slightly affects all aspects of the machine.[4]

Performance
  • Body - The higher a machine's Body rating, the more durabile it is and the less damage it will sustain in a collision. Machines with a good Body rating are also able to withstand more attacks before they explode.
  • Boost - 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 an higher extended period of time.
  • Grip - Grip determines how well a machine negotiates turns. A higher Grip rating means that the players vehicle will execute steadfast turns. A machine with a low rating will drift around more, especially through tight corners.
  • Weight - Weight affects a vehicle's acceleration, grip, cornering ability, max 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.
Engine Model Numbers

The Engine Model Number for each pilots' machine is totally influenced by specific pilot/machine attributes. For example, Deathborn's machine is called the "Dark Schneider", its Engine Model Number is, DS021Px3. The DS can mean "Dark Schneider" or for two other machines "under the influence of" Dark Schneider (Black Bull/ Blood Hawk model number's share the same "DS" at the beginning). The "x3", represents the number of exhausts (or group of exhausts) and engines, that specific machine has, in the Dark Schneider's case, that's 3.

[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 above ground.[2] They contain anti-gravitational guide beams on both sides of the course that keep them in place. Rich merchants from cities in the clouds or asteroids with almost uninhabitable environments invested their wealth in the construction of racing circuits.[2] 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.[1]

[edit] History

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

The premiere game in the series, F-Zero was also the first SNES title 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 world's fastest and smoothest 3D racer ever on a console at that time.[5]

BS F-Zero Grand Prix, a sequel of the first F-Zero game[6] was cancelled due to the impending release of the Nintendo 64.[7] The unfinished game was instead released for the Super Famicom's satellite-based expansion, Satellaview, in the mid 1990s in Japan.[7] Unlike other F-Zero titles, this was broadcasted via satellite modem. A year later, it was then followed by BS F-Zero Grand Prix 2, a five-track special edition of the original F-Zero.[8]

Zero Racers ("G-Zero"), was a cancelled game for the Virtual Boy. It was in development alongside F-Zero X. The game was previewed by Nintendo Power and was close to completion.[7] Gameplay differs in one important point from its predecessor and all F-Zero games released afterwards. In Zero Racers, it is possible to speed through the three physical dimensions of space in the turning tunnels.

After a hiatus to the rest of the world, the series made the transition to 3D with the third installment, F-Zero X on the Nintendo 64. Fans were expecting a repeat from the previous game, a racer that pushed the console to its max. Nintendo set out to do just that with F-Zero X, unfortunately running at 60 frames per second with thirty machines on one circuit meant that the N64 had to do plenty of work, leaving little processor power left over for track graphics, texturing and music. The result is a game that looks rather bland, with little texture detail, simple looking car models and courses and a mono soundtrack. However, the unprecedented speed of the game running is smooth and the overall gameplay was solid. The game faired well with both critics and fans of the original.[9][10]

F-Zero X was the first true 3D title in the series.
F-Zero X was the first true 3D title in the series.

An Nintendo 64DD expansion known as F-Zero X Expansion Kit was released only in Japan as the last add-on disk for the system. The Expansion Kit added a course editor, a vehicle editor, two new cups for advanced players, three new machines, and some new background tracks. The course editor was the main attraction of this expansion, and was praised for its amazing amount of depth, as it was virtually the same program the game's designers used to make the courses.[11]

F-Zero: Maximum Velocity was the series fourth official installment but the first incarnation of the franchise for Nintendo's Game Boy handheld. It was the first title developed by first party subsidiary NDCUBE.[12] This GBA launch title returned to the SNES F-Zero's gameplay with an Mode 7-styled game engine.[5]

The next F-Zero title, F-Zero GX was the first game in the series to appear on the Nintendo GameCube. It surprised many fans when it was announced that the new game would be developed by Sega's Amusement Vision team (known for the Super Monkey Ball game series) and would feature a story mode for the first time ever. This game, initially known as "F-Zero GC", retained the core gameplay of the previous games, with a huge focus being on the game's single player mode this time around. The only arcade edition of the F-Zero franchise was called F-Zero AX. It was released alongside of its Nintendo GameCube counterpart in the latter part of 2003. The game had a booth that resembled an F-Zero vehicle and 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.[13][14]

F-Zero: GP Legend (its Japanese name is F-Zero: Falcon Densetsu, which roughly means Legend of Falcon or Falcon Traditions), is the second game featuring a story mode, however this one is based on the anime series of the same name. This results in Captain Falcon sharing the spotlight with a new character named Rick Wheeler.[15]

The third GBA incarnation was released only in Japan. F-Zero Climax was the first title in the series to feature a built-in track editor without the need for an expansion or add-on. Custom tracks can be saved to the cartridge 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 inputted on any F-Zero Climax cartridge, the password will generate the track instantly.[16]

Despite the Wii's unique controller, a future F-Zero game on the Wii will most likely be using the classic controller instead. Miyamoto feels that some games will actually work better with the classic controller. He mentioned F-Zero as one such franchise.[17]

[edit] Games

Main article: List of F-Zero titles

The following is a list of the installments of the series, with the original year of release and the platforms they appeared on. Excluding Japan, usually the series only appears once per platform.

Game Title Year Released System
F-Zero November 21, 1990Japan
August 15 1991 – America
June 4 1992 – Europe
Super Famicom – Japan
Super NES – America, Europe
F-Zero X July 14, 1998 – Japan
October 26 1998 – America
November 6 1998 – Europe
Nintendo 64
Maximum Velocity March 21, 2001 – Japan
June 11 2001 – North America
June 22 2001 – Europe
Game Boy Advance
F-Zero GX July 25, 2003– Japan
August 25 2003 – America
October 31, 2003 – Europe
Nintendo GameCube
F-Zero AX July 2003– Japan
July 2003 – America
2003 – Europe
Arcade
Legend of Falcon – Japan
F-Zero: GP Legend – America, Europe
November 28 2003 – Japan
June 4, 2004 – Europe
September 30 2004 – North America
Game Boy Advance
F-Zero Climax – Japan 2004 – Japan Game Boy Advance

Other games include (not part of the main series):

Game Title Year Released System
BS F-Zero Grand Prix – Japan 1996 – Japan Satellaview – Japan
Zero Racers – Japan, America, Europe
Cancelled; Fall 1996 (planned) Nintendo Virtual Boy
BS F-Zero 2 Grand Prix – Japan 1997 – Japan Satellaview – Japan
F-Zero X Expansion Kit April 21, 2000 – Japan Nintendo 64DD

[edit] Fictional universe

The completed F-Zero games released for Nintendo home consoles is said to have derived from the Formula One races from the 20th and 21st centuries[18] and the F-Max Grand Prix races from the 24th century.[3] Over the years, races became influenced by wealthy ex-space merchants. They thought that a fast and violent race would be a great way to get people to gamble, so the ex-merchants established the F-Zero Execution Project.[3] The F-Zero Grand Prix dates back to the 26th century and is still sponsored by the wealthy elite who organized the Execution Project for those events. These races features the most technological advanced racing machines competing in numerous circuits of fast-pace hovering action. It is well known for its wild fans and eccentric competitors. Winners of the Grand Prix received large sums of prize money and a great deal of prestige.[1]

[edit] History

F-Max Era

Taking place in the 24th century, F-Max is the precursor to the F-Zero races by some 200 years.[1] The aforementioned definition of "F-Max" was introduced in F-Zero GX. The title also revealed that the greatest driver in the F-Max Grand Prix was Sterling LaVaughn[1] ; a statement that would lead to further inconsistencies in the sequence of events in the F-Zero franchise.

Original F-Zero Era

In the first F-Zero game, it is the year 2560 and due to the human race's countless encounters with alien life forms throughout the Universe, Earth's social framework has expanded to cosmic proportions. Now, 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, they got used to these dangers and soon demanded even more excitement in the race. Many believe the F-Zero championship is the highest claim to fame in the galaxy.[18][19]

Horrific Grand Finale

The crash that supposedly took place sometime before the establishment of the F-Zero Racing Academy and the "Huge Accident" was known as the "Horrific Grand Finale". The violent, fiery accident burnt fourteen drivers to death including Sterling LaVaughn.[20] On that day, Super Arrow escaped unscathed, driving to a bittersweet victory as the only survivor. No racing was allowed by the Federation after the crash. During this F-Zero racing prohibition, the sport and racers went underground. Many racers went underground to hone their skills in secret. One of these "outlaw racers" included Zoda.[21]

F-Zero X Era

The original F-Zero Grand Prix ended due to the extreme danger of the sport. The huge accident saw many pilots get injured but miraculously, none were killed, thanks in part to Dr. Robert Stewart. After the Grand Prix was discontinued for several years, the competition was brought back under the name "F-Zero X" (also the name of the Nintendo 64 game) and the rules and regulations were revised.[3]

[edit] Chronology

The precise chronology of the F-Zero universe is debated among fans. As time progressed and more games were released, the exact order of the overall timeframe became complex and heavily disputed. There are bits and pieces of definitive information to connect the home console games to each other. However, there is no definitive explanation for how every game relates to each other in a single standardized timeline of events. If one was to map out a single timeline, it's currently impossible to know where exactly the huge accident, F-Zero X and GX takes place in acquaintance with the first F-Zero game and Maximum Velocity. The F-Zero series of games has two, if not three separate timelines due to the home console and the GBA games with their anime counterpart.

The following is a list of the Nintendo-published games in order of their first release, with their release years (in brackets), along with any additional information about their placement in the timelines.

The first released game in the series takes place in the year 2560 and would be known in F-Zero X as the game during the "old-school" F-Zero days where the rules seemed non-existent.
This game takes place seven years after the huge accident but before the Horrific Grand Finale. The Grand Finale was an event supposedly taken place sometime before the establishment of the F-Zero Racing Academy and the Huge Accident during the "old-school" F-Zero days. This event killed over a dozen pilots, including Sterling LaVaughn.[20] However, in F-Zero GX, the Grand Finale event wasn't even mentioned at all. Instead the game states Sterling LaVaughn was racing during the F-Max days.[1]
Some of the ambiguity of the chronology of the F-Zero series is due to the fact there is a lack of information of when and where exactly the huge accident took place. How far it happened after the first F-Zero game and the exact year it happened before F-Zero X with relation to F-Zero GX. Evidence that can be considered contradictory to the claim the huge accident happened four years ago prior to F-Zero GX is Mighty Gazelle's pilot profile in F-Zero X. While it states that he was injured in a "freak accident" three years ago, the beginning of the F-Zero X instruction manual also states that the huge accident happened several years ago.[3] This concludes that the manual is inferring that Mighty Gazelle's accident and the accident that suspended the Grand Prix are two separate events. However, a year later in F-Zero GX, Mighty Gazelle's pilot profile states that he took the worst damage in the huge accident that suspended the Grand Prix four years ago.[1] This also concludes that the Amusement Vision division of Sega, cause confusion to arise as a result of combining these two events into one.
The first Game Boy Advance F-Zero game is a clear sequel to the original F-Zero title. Maximum Velocity takes place 25 years after the Super NES title in the year 2585. Players race against the descendants of the original F-Zero racers.[22] Maximum Velocity is considered a reboot continuity to the home console games since its manual 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. Due to the aforementioned, this leads to a conflict in years, so this title also separates itself from the GP Legend and Climax games, which are in their own timeline.
This game and the anime F-Zero GP Legend separate themselves from Maximum Velocity and the other home console games since both takes place in the year 2201. Also, they feature some different incarnations of Captain Falcon, Zoda, and other characters. Due to all of this, GP Legend is considered a reboot continuity.
A direct sequel to GP Legend means this is also considered a reboot continuity to Maximum Velocity and the home console games.

[edit] Critical reception

The F-Zero series is widely regarded as one of the fastest video game series of all time. Moreover, the editors of GameRankings.com have declared F-Zero GX the highest-ranking futuristic racing game of all time by compiling every major numeric review given to the game upon its release.[23] Below is their compilation of multiple reviews, showing the critical responses that many F-Zero games have received:

[edit] Other incarnations

There are a number of F-Zero video games and other media creations that have been officially licensed by Nintendo but the anime is not acknowledged by fans as part of the series canon.

[edit] Anime

Main article: F-Zero GP Legend

F-Zero: GP Legend originally aired all fifty-one episodes from 2003 - 2004 in Japan as a part of TV Tokyo’s lineup. Fifteen episodes were produced before the GP Legend's cancellation in America. Based on the video game F-Zero GP Legend, the anime have been officially licensed by Nintendo but not acknowledged by fans as part of the series canon. One of the numerous differences the show presented was that the F-Zero racers has a radical different appearance from the home console games. However, most of their persona is done the sameway. While not exactly having Captain Falcon as the main star, it still has some familiar faces, including new ones as well.

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

An eight-paged comic 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 first and only full appearance in the F-Zero series of Captain Falcon using his sidearm and him using his Falcon Flyer cruiser.[24] While largely forgotten and ignored, this is actually the source of some persistent fanon beliefs.

[edit] Music

Title Composers Publisher First Printing Catalog #
F-Zero Naoto Ishida & Yumiko Kanki Tokuma Japan Communications March 25, 1992 TKCA-30516
F-Zero X OST Taro Bando & Shuku Wakai Pony Canyon September 18, 1998 PCCG-00459
F-Zero X Guitar Arrange Edition Taro Bando, Shuku Wakai, Naoto Ishida, Yumiko Kametani Player's Planet, Media Factory January 27, 1999 ZMCX-101
F-Zero Blue Falcon Ending Theme - Resolution NEC Interchannel December 3, 2003 NECM-12064
F-Zero Legend of Falcon Opening Theme: The Meaning of Truth NEC Interchannel December 3, 2003 NECM-12063
F-Zero GX/AX OST Hidenori Shoji, Daiki Kasho & Alan Brey Scitron Digital Content Inc. July 21, 2004 SCDC-00358

[edit] References in other games

This is a list of games that have contained cameos or references to the F-Zero series. The F-Zero series seems to have a close relationship with the Star Fox series. The character James McCloud being based on Fox's father and his machine being based on the Arwing. His F-Zero machine and the Arwing use G-Diffuser systems developed by Space Dynamics. Even F-Zero machines in general utilizes this system.

  • Kirby Super Star (SNES) — One of the treasures you can find in the Great Cave Offensive is Falcon's Helmet, which is indeed Captain Falcon's helmet from the F-Zero series.
  • Super Smash Bros. (N64) — Players can choose to be Captain Falcon as their fighting character. They can also view Captain Falcon during the opening cinematic.
  • Super Smash Bros. Melee (GCN) — Players can choose to be Captain Falcon as their fighting character. They can also view Captain Falcon racing in the Blue Falcon against Samurai Goroh racing in the Fire Stingray during the opening cinematic. There are also stages such called F-Zero Grand Prix: Mute City and F-Zero Grand Prix: Big Blue. Adventure Mode has the "Big Blue Marathon". The in-game music taken from F-Zero X includes Mute City, Big Blue and the F-Zero X victory music. Trophies the player wins consist of Captain Falcon, Captain Falcon [Smash 1], Captain Falcon [Smash 2], Dr. Stewart, Falcon Flyer, F-Zero Racers, Jody Summer, Mute City and Samurai Goroh.
  • Shadow the Hedgehog (GCN/PS2/XBOX) — The boss of Lethal Highway is called "Black Bull" (the name of Black Shadow's vehicle). Also, the boss of The ARK is called "Blue Falcon" (Captain Falcon's vehicle). This is probably due to the fact that Sega, developed F-Zero GX and F-Zero AX.
  • Star Fox: Command (DS) — An ending you can get has Fox and Falco becoming racers in the "G-Zero Grand Prix" (also a former name to the cancelled F-Zero game, Zero Racers), after Star Wolf tricks them to steal the glory of beating the Angler Emperor so they could clear their names. The game also features Octoman as a minor character.

[edit] See also

[edit] Notes

  1. ^ a b c d e f g Instruction manual for F-Zero GX. URL retrieved 17th February 2007.
  2. ^ a b cWhat is F-ZERO?.Moby gamesSite. Retrieved July 18, 2006.
  3. ^ a b c d eF-Zero X manual.World of Video gamesSite. Retrieved July 1, 2006.
  4. ^ Peer "Dark" Schneider. F-Zero GX Tips & Techniques. IGN.com. Retrieved on 2006-11-12.
  5. ^ a bMaximum Velocity review.IGN.comSite. Retrieved December 10, 2006.
  6. ^ F-Zero (Virtual Console) review. IGN (Jan 26, 2007). Retrieved on 2007-01-27.
  7. ^ a b c F-Zero sequel. gc.advancedmn.com (Jan 5, 2005). Retrieved on 2006-12-26.
  8. ^ cheats.ign.com. BS F-Zero. Retrieved Dec 17, 2006.
  9. ^ GameSpot.com. X Review. Retrieved November 14, 2006.
  10. ^ Ign64.ign.com. X Review. Retrieved December 10, 2006.
  11. ^64DD ReviewIGN.com. Retrieved November 14, 2006.
  12. ^ JC, Anthony. Maximum Velocity review. N-Sider.com. Retrieved on 2006-11-16.
  13. ^GameSpot GX Review.IGN.comSite. Retrieved December 10, 2006.
  14. ^GameSpot AX Review.Gamespot.com/Site. Retrieved December 10, 2006.
  15. ^F-Zero: GP Legend.IGN.comSite. Retrieved December 10, 2006.
  16. ^F-Zero Climax Playtest.IGN.comSite. Retrieved December 10, 2006.
  17. ^Miyamoto Shares Wii Secrets.IGN.comSite. Retrieved July 23, 2006.
  18. ^ a bF-Zero Era.f-modeSite. Retrieved February 19, 2006.
  19. ^ (1991) Nintendo: F-Zero instruction manual (in English). Nintendo EAD.
  20. ^ a bSkull's Biography.All game guideSite. Retrieved December 16, 2006.
  21. ^Super Arrow's Biography.All game guideSite. Retrieved December 16, 2006.
  22. ^Maximum Velocity page.All game guideSite. Retrieved October 22, 2006.
  23. ^The Rankings.” Game Rankings. Retrieved October 14, 2006.
  24. ^Comic.f-modeSite. Retrieved July 24, 2006.

[edit] External links