Re-creations were in vogue during the late 1990s. One only has to look
at the re-creation of Hitchcock's Psycho to get an idea of that motif.
Likewise, resurrecting dead franchises has been a major trend amongst
developers for the GBA. Much of this is due to the architecture's
similarities to the SNES console system. So similar are they, that
titles like Breath of Fire make a nearly unchanged transition on to the
handheld format. Such is the case with this title, F-Zero: Maximum
Velocity. Unlike other GBA racers, F-Zero manages to convey a pseudo 3D
feel using one of the trademarks of the SNES era: Mode 7. Here, the
GBA generates a true adrenaline rush with some impressive
implementations of Mode 7. One of the nice things about using sprites
on the GBA is the ability to extend the draw-distance of the graphics.
If we were to put a true 3D polygonal engine, the effects might have
been disastrous because of the limited hardware. We need only to
remember the first versions of Turok to know how 'foggy' a gaming environ can be.
F-Zero really started off the futuristic racer trend. Titles like
Wipeout or POD are in some ways spiritually inspired by it. The tracks
and cars are all futuristic looking. As usual, you have to unlock many
tracks and increasingly faster cars. I always think this type of
gameplay is suspiciously illogical. For one thing, beginners are the
ones who need faster and more able vehicles. Players who have already
developed expertise don't need them. F-Zero's main racing motif is for
you to beat a brutal process of elimination that is not dissimilar to
what cutthroat auto dealers do to their sales staff. Basically, whoever
comes in last place, or below a time or position in the race, will be cut.
This, supposedly, spurs you to become even more competitive so you don't
get the axe prematurely. All the races go on for five laps and take you
through varied landscapes for quite some time. Expect the race lengths
to be about the same as the longer races in LucasArts' POD Racer than a
quick jaunt around the circuit.
With that said, F-Zero's prowess is definitely not in the depth of
gameplay but rather in its technical audio-visuals. Along with these
achievements, F-Zero also allows you to partner up with up to four other
GBAs in multiplayer races. Those without the full version of the game
can only play one track and cannot choose cars, so you're pretty much at
a disadvantage with your wealthier brethrens. The multiplayer racing is
fun and though F-Zero's artificial racers are competitive, in some
cases they can be too competitive. At least with human beings,
reflexes and eye-hand coordination may fail intermittently. The
artificial intelligence at higher levels in this game is brutally
efficient. Its main emphasis is not so much on the race but on knocking
you out of the race altogether; something you will learn quite quickly
once you get into the game.
Ultimately, I thought F-Zero was a delightful racer in the vein of
Wipeout, POD and many others. Of course, F-Zero was probably the title
that jumpstarted the genre of futuristic arcade racers. I'm being
unfair in comparing it with those and I must admit, I never played the
original F-Zero title either. However original its predecessor was, I
still think there is a lot of room for improvement in both level design
and depth of gameplay. An ability to share ghost cars with your fellow
GBA players or even design your own tracks would have been great
additions to the game notwithstanding the fact that I'm not sure how
manageable it is with the GBA's limited storage system. In spite of
this, if you are one who knows what the term 'powerslide' means in
racers, you'll undoubtedly want to pick this one up. And for those who
are nostalgic F-Zero fans, this will rekindle some Mode 7 gaming
goodness.