| F-Zero
X |
| Review
By: Jesse Mason |
| Developer: |
Nintendo |
| Publisher: |
Nintendo |
| #
of Players: |
1-4 |
| Genre: |
Racing |
| ESRB: |
Everyone |
Back in the days when Omaha (Nebraska, of which I preside)
still had an amusement park (made way for a grocery store), I would relish
the moments in which I had a chance to ride the roller coaster there. Regardless
of the fact that it was rather pitifully small, I would wait endless periods
of time in pure anticipation of riding it. No matter how many times I rode
it, whenever it ended I magically found myself waiting at the end of the
line to ride it again. Why? Because of the adrenaline levels that rise when
you ride rollercoasters that produce an exciting experience making you long
for that high level again when not riding it. Simply rollercoasters are the
potato chips of the carnival world, once you eat one you can't just stop
and go do something else, you have to go after it again and again.

Imagine a futuristic racing game that has you racing
on roller coaster like tracks. Ok now let's get that million down to a manageable
number. Imagine a futuristic racing game that has you racing on roller coaster
like tracks that actually has the mind blazing speed to keep up with the
roller coaster experience. Getting better, we're down to about a dozen or
so. Now let's dream the impossible. Imagine a futuristic racing game that
has the mind blazing speed of a roller coaster and manages to have tracks
designed well enough to keep up with the speed. There we go got down to two.
One is Wipeout and the other is F Zero X. Wipeout never dreamed of speed
like this, though. F Zero X blazes by at such a speed that it if they added
movable seats, it would make a great moving seat rollercoaster (does anyone
know what those are called anyway?).
The most important part to a racing game is the balance
of the cars and the tracks. One needs to be suitable for the other. (Example
of what I'm talking about: All those speedy futuristic games full of windy
tracks that are impossible to get through without slowing to halt or bumping
into every wall of the track. Bad Balance at work there.) F Zero X's realization
of this is its greatest strength.

How does F Zero do this? The developers made one great
decision in making the game. They decided that they were going to make the
game speedy. So they built the entire game based on that speed. That means
that they forgoed temptations like tracks curving every which way, lush and
lively backgrounds, and silly things like modifying your vehicle and weapons.
They also made tracks exciting and built them so that you can fully realize
how fast you are going. And fast is too slow a word for this game. The developers
smartly exchanged backgrounds for 60 fps. They smartly exchanged nifty steering
and accelerating gimmicks for fully realized control. They did a lot of smart
things.
As much as I'm enthusiastic about the game, there's a few complaints I have.
First: I love how this is a futuristic game without weapons, but I think
the boost that you obtain after completing a lap needs to go. If this is
a game where everything revolves around pure racing, then why are we playing
around with petty boost buttons? And why do you get it after completing your
first lap? Why not just get it from the start? Second some of the jumps are
nicely placed, but the rest are in awkward positions. Third, the character
design is rather uninspired and boring. Fourth, while I see that the developers
went to great lengths to have thirty racer playing fields, the game is still
best played in Versus mode. Fifth, the death race mode is a prime example
of an unnecessary feature. Sixth is the most important: TAKE OUT THE FREAKING
HARD ROCK MUSIC!!!
Now for a strange but true sort of thing. Although the
sum of the parts is definitely great, F Zero X just seems to go stale after
a while. I don't know why, but I grew tired of F Zero X faster than usual.
Perhaps it's because the game is such a rush, it exhausts you. Oh well. Still
good, though.
Overall: 7.9
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