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F-Zero is a single-player futuristic racing game. Set in the year 2560, the game centers on the F-Zero championship, a high-speed racing competition in which pilots control anti-gravity machines across dangerous elevated circuits. The player chooses one of four machines, each tied to a different pilot and defined by its own balance of acceleration, handling, weight, durability, and maximum speed. The objective is to survive each course, remain within the required ranking limits, and finish the championship races near the front of the field. The four selectable machines are the Blue Falcon, Golden Fox, Wild Goose, and Fire Stingray. Each handles differently: some are easier to control or recover quickly after slowing down, while others are heavier, faster, or more resistant to damage. Choosing a machine affects how the player approaches corners, traffic, hazards, and recovery after collisions. Races take place on suspended tracks located in different futuristic environments, including cities, desert areas, industrial zones, and hazardous high-altitude courses. The main mode is Grand Prix, where the player selects a league and difficulty class before racing through a set of five courses. The three leagues, Knight, Queen, and King, contain different track lineups and become more demanding as the player advances. Each race lasts five laps, and the player must meet a target rank at the end of each lap to continue. The required position rises as the race progresses, ending with a requirement to finish within the top three. Falling too far behind results in disqualification. Practice mode allows the player to race individual courses outside the Grand Prix structure. In this mode, the player can select a machine, choose from a limited set of courses, and race against a single rival machine or without a rival. Practice races still use the same five-lap structure, making the mode useful for learning course layouts, improving lap times, and testing how each machine responds to different hazards and turns. Each machine has a Power meter that functions as both health and performance condition. Colliding with other racers, striking guard rails, hitting mines, or leaving the track can reduce Power. If the meter becomes too low, the machine’s performance suffers, and if it is depleted, the machine explodes. Pit areas placed near the start or home stretch of many courses restore Power while the player drives through them, but using them usually requires sacrificing speed and racing position. Courses contain hazards and track features that affect movement and strategy. Mines damage the machine on contact, rough or slippery surfaces reduce control, magnets and barriers can pull or deflect the vehicle, and jump plates launch the machine into the air. Dash plates provide a burst of speed when crossed. These elements require the player to balance speed with positioning, since aggressive driving can shorten lap times but also increases the risk of damage, disqualification, or crashing out. After completing a lap, the player earns access to a Super Jet, a temporary speed boost that can be activated during later parts of the race. Up to three Super Jets can be stored at once. Because boosts are limited, the player must decide whether to use them immediately to regain position, save them for straightaways, or reserve them for difficult late-race sections. Points are awarded based on racing position, and accumulating enough points grants additional spare machines, which act as extra attempts during Grand Prix play. There are no dialogue choices, vehicle upgrades, story branches, or multiplayer modes. Progression is based on clearing leagues, improving performance across higher difficulty classes, and recording better lap and course times. The game keeps records for completed courses, allowing players to replay tracks in either Grand Prix or Practice mode to improve their results.

  • Sep 06, 2019 - Nintendo Switch:

    United StatesUS

-

Speedrun:

18h56m12s

Action buttons are available only for logged users.

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Ratings: 0

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