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F-Zero
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エフゼロ Efu Zero
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Cover artwork of F-Zero
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N. America:
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August 13, 1991 (SNES) June 4, 1992 (VC)
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Japan:
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November 21, 1990 (SNES) December 2, 2006 (VC)
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Europe:
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June 4, 1992 (SNES) December 8, 2006 (VC)
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F-Zero is a futuristic racing game developed and published by Nintendo as a launch title for the SNES. The game makes extensive use of the system's enhanced graphical capabilities compared to the NES, most notably the "Mode 7" graphics mode for the tracks, giving the game a pseudo-3D appearance without rendering any polygons.
Blurb
Nintendo website (Wii)
Speed is what you need in this futuristic racer.
Speed into the future with F-Zero! Pick one of four proton-powered hover cars—each with its own acceleration curve and design modifications—then race across 15 courses filled with challenges and pitfalls. Strategy plays a big part in this speed fest, so you will need to find shortcuts, elude hazards and snag power-ups if you want to beat the competition. Keep an eye out for sand, land mines, magnets, and other trouble spots, but always be ready to get a boost from a speed or jump plate. You'll need split-second reflexes to control these speed machines of tomorrow, so get ready for an experience that's out of this world!
Nintendo website (Wii U)
In this futuristic racer, the key to winning is speed!
Speed into the future with the first installment to the F-Zero™ series.
Operated by their own designated racer, including the celebrated Captain Falcon, pick one of four proton-powered hover cars—each with its own acceleration curve and design modifications.
Strategy will play a big part in this speed fest as you race across 15 courses filled with challenges and pitfalls. Find shortcuts, elude hazards, and snag power-ups if you want to beat the competition. Keep an eye out for sand, land mines, magnets, and other trouble spots, but always be ready for that boost from a speed or jump plate to get ahead. You'll need split-second reflexes to control these speed machines of tomorrow, so get ready for an experience that's out of this world!
Nintendo website (Nintendo 3DS)
In this futuristic racer, the key to winning is speed!
Speed into the future with the first installment to the F-Zero™ series. Operated by their own designated racer, including the celebrated Captain Falcon, pick one of four proton-powered hover cars—each with its own acceleration curve and design modifications. Strategy will play a big part in this speed fest as you race across 15 courses filled with challenges and pitfalls. Find shortcuts, elude hazards, and snag power-ups if you want to beat the competition. Keep an eye out for sand, land mines, magnets, and other trouble spots, but always be ready for that boost from a speed or jump plate to get ahead. You'll need split-second reflexes to control these speed machines of tomorrow, so get ready for an experience that's out of this world!
Gameplay
Development
Unlike most of Nintendo's Famicom titles developed before this point, F-Zero was developed entirely in-house.[1] The game was developed by a total of nine staff members, including three programmers (including main programmer Yasunari Nishida), other staff members who rendered the backgrounds, and producer Shigeru Miyamoto.[1] F-Zero was completed in around a year and a half.[1]
When Kazunobu Shimizu showed Famicom Grand Prix II: 3D Hot Rally to Nintendo of America, the game was heavily criticized by their staff, who said it wouldn't sell, inspiring him to create a better game.[1] At the time, Nishida was experimenting with a racing game that used Mode 7 to rotate the bottom four-fifths of the screen while showing the distant background on the remaining area; during this stage, the racers were all big-wheeled vehicles.[1] The futuristic setting of F-Zero was largely inspired by Tim Burton's 1989 film Batman; the movie was popular while Shimizu was in America to show off Famicom Grand Prix II to Nintendo of America, and he also purchased a number of Batman comics.[1] The setting also allowed the developers to implement several tricks to save resources, such as having the vehicles hover rather than create animation frames for tires and setting tracks high above the ground to avoid the need to create three-dimensional buildings and shadows.[1]
The characters for the game were designed after the game was already completed.[1] The character that became Captain Falcon was originally designed by artist Takaya Imamura as a potential design for a mascot for the Super Famicom. While discussing what to do for the game packaging, Imamura drew a comic in the style of American comic books, and when it was shown to Nintendo of America they suggested featuring the comic in the manual.[1]
Technical details
External links
F-Zero on other NIWA Wikis:
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References
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