Reviews from

in the past


Incredibly fun, fast, cool and charming. The definitive racing game of the N64.

A very strong sequel, that definitely lives up to the original Super Famicom game and manages to raise the stakes. 30 opponents, incredibly fast races, and fierce competition. Some people complained the backgrounds weren't that interesting, but who cares about those at 900km/h?

Super solid racer with a killer soundtrack

I love this game! The music is great! Every track is a master piece! The game is challenging and you can die and lose the match. But it’s fun. It’s so fun. You are in an interplanetary race with aloe and of all sorts. You can go like 3000 mph and each level feels like a roller coaster! The later levels can be frustrating but I enjoy this gam every time I play it. Funny enough I don’t enjoy this game on multiplayer. With more than two players the screen can crunch and it just becomes hard to look at. A great single player racing experience and an ok multiplayer experience. Overall I love it.

The best N64 game by a sizable amount


The best racing game. Feels like wet wet shit when you first try to take a turn too fast and watch your machine just rotate, keeping its current course straight off the track. Once you get over the learning curve no other racing game is as rewarding, responsive, and exhilarating. Diving off the side of the track at the start of rainbow road just to hit the bottom of the first hill at 1800 km/h in the blood hawk is pleasure of car.

Pros: Heavy fuckin' Metal. The art style, the aesthetic, the music, and high speed high adrenaline racing gameplay, this game rocks the moment you power on the console.

Taking inspiration from 80s sci-fi comic books, I'd imagine. The world and characters of this game come to life just as if they're poppin' out of the pages. And coming off of the SNES predecessor, this game is a HUGE jump forwards (not to mention it has badass huge jumps you can pull off on the tracks too!), going from four characters on SNES to a whopping 30! All creative and cool lookin, very sci-fi retro future vibes, they're each very enjoyable, depicted by art drawn by Takaya Imamura (a longtime Nintendo artist heavily associated with the Star Fox series as well). And each character has their own unique F-Zero racing machine, with their own stats, and most of which, also look pretty dang badass too (Bio-Rex was a fav of mine). It's a thrill zipping past 29 other racers on these courses at intense speeds! And these courses are considerably more thrilling themselves, as they have more anti-gravity gimmicks, like driving around cylindrical tracks, on the outside of these massive tubes, it's a crazy visual! The 3D power of the N64 allowed them to get really creative with the track design, it's anti-gravity roller-coaster craziness, and at an impressive 60 FPS as well! It's smooth, it's fast, and the background music in each course is metal as all hell, electric guitars and rapid drumming, keeping you motivated to make your way out in front! You got Boost Power!! Boosting diminishes your health, but you wanna go fast, it's risk reward, and it adds to the fun and excitement. The racing is tough, for sure, but man is it awesome. Great for multiplayer too! Like, this game righted every wrong from F-Zero on SNES, and set a new standard that, in my opinion, has yet to be topped in the series or genre.

Also, there's Death Race! A mode where you're looping around one endless track, as your goal is to defeat every other racer by bashing or spinning into them (new offensive moves you can perform), and be the last F-Zero pilot standing! It's essentially Battle Royale before Battle Royale!! It's another mode that, obviously, rocks, and I consider it one of the highlights of the game.

Cons: Unfortunately, Death Race isn't multiplayer, and that's a major bummer, as it is my favorite mode... and an even bigger bummer considering it's a mode that didn't come back at all in F-Zero GX, and especially a big bummer today, in the age of battle royale games, that there's no new F-Zero titles offering such a thing. Also, in general, the game is very difficult, as handling on many of the machines is tough to master. Not saying that's a con necessarily, but the difficulty is so much that it's not hard to get disheartened and stop playing.

(NOTE: Shortly after I wrote this review, Nintendo went along and revealed a brand new Battle Royale F-Zero game with F-Zero 99, hahah! Just my luck! It's more about racing than it is combat, but hey, combat is still a big part of it, was glad to see the idea come to fruition!)

What it means to me: My brother got this game used, and he thought it'd be a cool game with racecars that could shoot at each other, thinking the sparks on the box art were bullets coming out of the cars... heh... NOPE! Well, glad my bro got it anyways, cuz it turned out to be an awesome as hell game!

couldnt put this game down, the physics felt so ahead of their time

I think the perfect word for these games to me is spectacle. I imagine these games were used to show off the graphical capabilities of the hardware it is on. However, I will say this is better than Mario Kart 64, as it was more fun and functional.

Most insane experiences as a kid. What were those basic graphics? Limitations! In all honesty this game rocks, very easy to pick up but hard to master.

It's hard, very hard if you are not careful. Was never able to unlock all the characters so I technically never completed the game.

Playing this today it comes as no surprise that the F-Zero series doesn't have the same prestige that comes with many of Nintendo's other first-party IPs. That's not to say that the game is bad by any means, but it just kind of lacks a sense of personality by a pretty significant margin when compared to their other golden offspring.

There's a lot of good here - this is the fastest Nintendo game I've ever played by far, and it really does feel fast, even with how dated it now looks. Playing this game pulls you into a no-blinking-allowed trance focus state due to the insane speed you race at as well as the really short render distance that you constantly need to react to. As well, the durability/boost system is really good and adds a micro-game of risking damage vs speed based on where you'll be able to regenerate your little health bar.

But there really isn't much else here. For a game as intense as it is in intention and aesthetics - The hyper-busy box art, the outrageous guitar-shredding OST, the speedometer that often exceeds 1000km/h - it just feels really hollow once you get past the initial rush.

There's a full cast of characters, but in the actual game they're reduced to a collection of shiny polygon ships. There's plenty of courses, but none are all that memorable or interesting. But the biggest detractor for me is that there's no real objectives or story mode in sight for single player longevity other than 'come first in everything', which can become tiresome both due to the energy the game demands from you and the massive difficulty change between the game's three options.

Through a mix of those things it's not really a surprise that this game doesn't get talked about too much. It feels strange to say the game doesn't hold my attention, but at the same time, the more you look at the surface-level intensity it emanates, the more it feels like overcompensation for a game that doesn't have a lot under the hood.

Among the likes of Ocarina of Time and Banjo Kazooie.

Along with Diddy Kong Racing and the Snowboard Kids series, this is the best racing game on N64. Thanks to its minimal graphics and focus on a sense of speed (and therefore framerate) over all else, it actually holds up a lot better than games of its era, too. Though I barely played this game at the time of its release, I would say this is up there with Goldeneye 007 and Super Smash Bros. at the core of the N64 multiplayer experience. That said, I spent many hours mastering its tracks solo as well, so you really can't go wrong with it.

Whereas the original F-Zero was a tech demo, F-Zero X is an actual game and it is pretty neat. There ain't much but there's actual mechanics this time and the tracks are more than just flat surfaces. Like F-Zero SNES however, it kinda feels like once you've done one cup, you've done them all, especially given that locations will often be reused. There's not really much in the way of variety here. Game also has the Mario Kart 64 problem of drifting being way too sensitive to be worth it.

Coole Fahrer und Autos, die man schon aus 100 Metern entfernt erkennt, wahnsinns Soundtrack, ein perfektes Geschwindigkeitsgefühl (und das schon vor gefühlt 100 Jahren), boosten mit der eigenen Health und die Möglichkeit Leute aus dem Rennen zu werfen. Das Spiel hat echt alles richtig gemacht.

In my opinion the peak of the series. F-Zero X has an infinite skill ceiling. There is a reason why there are so few TAS of this game. Many mechanics and exploits that require a deep understanding of the game, and feels designed and tuned for the N64 controller. Amazing heavy metal rock and synth soundtrack that fits well with the death race aesthetic. I don't think the sequel developed by Sega could really capture the magic of X. If F-Zero were ever to return, I would hope it follows this game rather than any other in the series.

"You got boost power!" full B mash 2nd lap goess pshhhhhhhhhhhh

It's definitely fun, but while I don't like comparing games too much and would rather view them by themselves, I couldn't help but get this feeling the whole way through of "PS1 Wipeout is kinda better isn't it?"
For example, the driving does feel good but it's rather loose because unlike Wipeout you don't normally steer with the analog stick and then only drift with the air brakes, if you steer for a bit you start drifting which ends up creating a lot of situations where you didn't mean to. Also, the track design is good but it most tracks feel barebones, they are way too short and feel too much like toy sets, again, Wipeout does this better.
All of this said it's still clearly a good game, and I it does leave a nice base for GX to build on. Also, the music fucking rocks.

A great racing game that makes me wish I could have my own personal time bubble, where time doesn't progress, solely so I can get good enough to beat the hard GPs.

A thrilling high-speed racing game with a lovable cast of extremely 90s characters, all driving very cool, futuristic vehicles. The track design may be lacking visually, but what they don't lack is difficulty, and combined with the game's speed, that makes for some intense and very fun gameplay.

Have you ever seen how video games are portrayed on television or in advertisements? They're practically portrayed as visual, interactive crack. Two kids will be sitting in front of a TV with their drooling mouths agape and their pupils sinking into the whites of their eyes to the point of non-existence. A cacophony of erratic button tapping will be performed by several pairs of thumbs moving so wildly it's as if they have their own wills. Their borderline hypnotized faces are brightly illuminated by the coruscating glow of the television, which is shaking violently in pain from not being able to withstand the unmitigated awesomeness of the game. Upon the climax of the players finishing, they will hoot like owls with megaphones, and the TV will ignite in a roaring flame. Sounds fucking radical, doesn't it? Alas, to my knowledge, this experience has never occurred a single time while someone has been playing video games. Companies exaggerate gaming thrills to make them more alluring to children, while television frames this scene as gaming being dangerous and addicting. Some may claim that this elated moment is meant to represent an internal feeling while playing video games, but the realistic level of stimuli while playing video games cannot match the exaggerated depiction. One video game that attempts to simulate the bodacious media-portrayed embellishment of gaming is F-Zero X, the N64 sequel to the futuristic racing launch title for the SNES. F-Zero X is the story of how an ambitious, albeit glaringly flawed, 16-bit racing game became the most thrilling video game of the 20th century.

Besides Star Fox, F-Zero was the one new Nintendo IP on the SNES that greatly benefited from the jump to 3D. F-Zero's ethos was beyond the capacities of pixelated arcade-style racing, and it's a shame that the confinements of the SNES could not support F-Zero accordingly. As bold as the first F-Zero was, a racing game of its caliber was impractical on a 16-bit console. "Mode-7" graphical capabilities were impressive enough, but they are superfluous when the gameplay feels so muddled. I'd state that Nintendo should've held off on developing F-Zero until they were ready to jump to the third dimension, but one always learns more and grows from their mistakes instead of their hindrances. In 3D, the potential that F-Zero had can be fully realized. As it is, 3D F-Zero seems to be fairly minimal. It's a good thing that F-Zero's pixelated visuals weren't a grand spectacle because they couldn't have been rendered efficiently in the early 3D era. Tracks mostly look a paved gray with only a smidge of color variation for split seconds in the passing view of the player. The machines all have a plethora of colors and designs, but they all have a shared, gauche look of a sanded-down soapbox derby car. Fortunately, F-Zero is not a series that needs spectacular visuals. The racing courses that would be drab in a typical racing game compensate greatly with impeccable design. Leaping to 3D now allows F-Zero to diversify the layout of its courses. Loops, pipes, rotating tunnels, and steep jumps caused by vacant pits in the tracks are gripping enough to ignore the lackluster aesthetic. Plus, encountering all of these attributes at the blazing speeds of F-Zero implores the player to learn each track's layout to master them, demanding more intrigue to make it through them unscathed. Also, the addition of an analog controller is a godsend, as well as the buttery-smooth framerate that supports the blisteringly-fast action of F-Zero. I can't think of another N64 title whose frame rate was this crisp and responsive, and the game probably would've been unplayable without it.

Before the player can press start at the opening menu, a thunderous guitar lick worthy of Bill and Ted's "excellent" air riffage sounds over the N64 console logo. The intro will jumpstart the hearts of any player, but it's merely a sampler of what they'll be hearing throughout the game. I normally don't talk about a game's soundtrack in my reviews because that aspect of a game can be discussed exclusively on its own merits. However, I must untangle the music in F-Zero X because it is a huge factor in what makes the game so exhilarating. Ripping guitar licks that fall somewhere on the spectrum of speed metal accompany the races of F-Zero X marvelously, something of the guitar work of a Joe Satriani or Jason Becker. The finger-snapping virtuosity synonymous with the genre is perfect for a lightning-fast racing game like F-Zero that requires as much proficiency to play as the music that accompanies it. Also, I'm pretty sure this game is the only Nintendo soundtrack to feature guttural vocals. Fucking wicked. My only complaint is that the music makes the game much harder due to melting the player's faces off.

F-Zero X also must be set a few years after the first F-Zero because enough time is needed to pass for the sport of futuristic, high-octane racing to catch on. The first F-Zero supplied a paltry four characters for the player to choose from, but F-Zero expands the roster of playable characters, totaling to an exuberant thirty. Captain Falcon is still the face of the franchise, and the other three F-Zero mainstays return, but they've all got a lot of competition to contend with now. F-Zero X's bountiful cast of characters runs the gamut of mutated animals similar to Pico like Billy the ape and Octoman the humanoid octopus, old timers like Silver Neelsen and Dr. Clash, women (gasp, it really is the future!) like Jody Summer and Kate Alen to characters like Baba and Beastman. They look like Captain Falcon with a wardrobe change. Also, is that Fox McCloud's dad driving the Little Wyvern machine, and why is he a human? His overall look is too uncanny to be a mere coincidence. Each character comes with their own machine and stats, giving the player ample chance to become familiar with one or more of these to fit a racing build that suits them. A wider roster is more exciting, but the minimalist qualities of the game sort of diminishing the potential of having a wide selection. Even though none of the characters speak and their visages are obscured by their vehicles, I want to know more about them and their histories. Character bios often seen in fighting games would've been interesting to peruse in another menu, but I guess the developers would then have to delve into James McCloud's messy and shameful sexual history with a fox.

Even though all 30 characters will be present in every race, the player only has a small fraction of the roster available. Without resorting to putting in the "unlock everything" cheat code (which I'm guilty of doing, give me a break here), the player will have to unlock the roster via the fair method by placing first in the game's grand-Prix mode. Three cups, with an extra two unlocked as the player progresses, are presented to the player with six races each, and each subsequent cup gets more challenging. It's here in this grand-Prix that I'm reminded that the goal of F-Zero is not to outspeed the competition but to survive them. As I've stated, all thirty racers are accelerating on these tracks simultaneously. A large number of machines are in close, narrow spaces trying to pass each other. F-Zero acted like a bout of high-octane bumper cars, but F-Zero X is similar to a mosh pit caught up in a tornado. All the while, all of these racing contenders have to navigate the hazardous pratfalls that each track possesses. Normally, a grand-Prix featuring six races would be more accommodating because it gives the player enough chances to not have a perfect run and still win. This leeway is still present in F-Zero X, but the strict margin of error when racing combined with how many opportunities the player has to make a slight but fatal mistake makes having to run six races consecutively feel like a test of endurance. Offering rewards like expanding the roster and unlocking new cups is at least an enticing incentive, but the arcade difficulty brought over from the first F-Zero still makes the experience vexing.

F-Zero is still hard as nails, but unlike the first game, F-Zero X gives the player more tools to use. While playing on regular difficulty, I was confused and slightly irritated because I could seemingly never get to the same speeds to pass the racers in the top tier. I thought I was missing something crucial, and pressing the B button answered my questions. In the first F-Zero, the player's machine would be given a slight boost after passing the first lap, and F-Zero X greatly expands on this by granting the player a manual boost feature that is ready for the player to use the rest of the race after the first lap. This option makes a difference as it is the only way to win any race in the game, but the player cannot use it excessively. Using the boost at inopportune times will most likely result in the player slamming their machine into a wall or careening off a ledge and losing a life. The player must know the best spot to use a boost when they are memorizing the layout of the track. Secondly, the boost rate is limited as it coincides with the machine's health bar, which can only be restored while driving on those colored patches. A mosh pit between thirty combatants going hundreds of miles per hour may sound extremely overwhelming, but there's always that one beefy guy in every pit who commands the space with his tenacity. F-Zero X's equivalent to the audacious spin kick is another spin move where a player's machine can be shifted into a projectile weapon, whirlwinding into the others, knocking them into walls or off the track completely. It takes a certain proficiency to execute, but it is vital to winning as the boost move. The game even points out a specific target by flashing "rival" over the fiercest competitor and rewards each execution with a gold star, accumulating to an extra life with five. Boy, howdy, is this game vicious!

F-Zero X also has other game modes like timed races and a mode exclusively featuring the attack move, but the one that bewilders me is the multiplayer option. I stated in my review of the first game that it would have benefited from one. I realize now that being able to play with multiple people would imply that someone would play this game casually with others, and F-Zero is the least casual racing series known to gamers. It's probably why F-Zero lies dormant in Nintendo's archives while Mario Kart can make the same high earnings by releasing the same game ad nauseam. F-Zero may have improved significantly with its first 3D title, but the relenting challenge it takes simply to be competent is enough to deter most gamers from playing it. I say to hell with those people and that Mario Kart is for pussies. F-Zero X took something that was essentially a tech demo to test a gimmick on the SNES and turned it into one of the most engaging racing games I've ever played. I might have chipped a few teeth in frustration when I lost all my lives in a grand Prix or wasn't able to swerve around the tracks at first. Still, overcoming the challenges the game presented eventually almost made me feel as elated as someone playing video games in a commercial feels. F-Zero X is gnarly, dude.

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Attribution: https://erockreviews.blogspot.com

In my opinion, this is the game that truly got the F-Zero formula right. The original SNES game is remarkable for its early Mode 7 "3D" racing. And GX on Gamecube was a gorgeous game, with a TON of content...that got WAY too hard WAY too quick. To the point that it wasn't fun to me.

X on N64, however, took a simplistic yet beautiful approach. They knew that the N64 couldn't do both 60 FPS blazing fast speed, AND highly detailed graphics. So they did the right thing, and made the graphics fairly simplistic and bare. Not UGLY, by any means, they still look pretty good for the era. They're just really simple, and the tradeoff, is that the game DOES run at 60 FPS, and is BLAZING fast. Which is exactly what you want from this kind of game.

In fact I'd say this is arguably the fastest racer I've ever seen, even when compared to other futuristic ones like Wipeout and Extreme G. This is, as far as I'm concerned, THE best F-Zero game.


Pretty much an improvement over the original SNES game in almost every way. The sense of speed is insane due to the fact that this is one of the very few N64 games that runs at 60 FPS in 3D, and honestly playing this right after any other N64 game you can REALLY feel the difference. The multiplayer is fun and there's even a secret "X" cup that procedurally generates new tracks to race on so the game never really gets stale. The soundtrack isn't really to my personal taste though...