Hypnotic, even at supersonic speeds. Don't blink.

User Rating: 9.1 | F-Zero GX GC
Somewhere in the area of the mid-nineties, the SNES hosted the release of the original F-Zero. Its popularity skyrocketed, as gamers were instantly taken by the games stout challenge and futuristic racing theme. Fast-forward to the release of F-Zero GX, and you'll not only find everything you loved about the original F-Zero, but you'll find there's loads more of it.

The gameplay modes are modest at best. The obligatory Grand Prix, Versus, and Time Attack modes all make their standard appearances but are joined by the newfangled Story Mode this time around. Story mode basically puts the player into the cockpit of the Blue Falcon, piloted by none other than Captain Falcon himself. The "story" unfolds in a series of racing challenges that reveal the motivation behind this balls-to-the-wall racing competition, although it's not any more engaging than you might expect. Apparantly Captain Falcon is some kind of good guy trying to thwart the plans of some bad guys who will stop at nothing to smite Falcon and unleash some manner of diabolical plot by racing in the F-Zero Grand Prix. Yawn. However, despite the forgivable lack of depth in the story (really, who wants to dwell on a complex storyline while speed-hovering at over 2000 KPH anyway?), gamers will find that the levels become downright challenging by the second mission, and all but impossible by the third. Truth be told, managing to complete the story is definately possible, although you probably won't think so once you hit the Grand Prix challenge level.

The devilish challenge isn't only limited to the Story mode though, so don't think for a second you've got a bye. Predictably, in Grand Prix mode, tracks are separated into cups, are played in the same order each time, and will be more or less challenging based on the difficulty class you choose to play on. Whether you get third, second, first, or worse at the end of each cup is determined by how many points you have by that time, which are divied up among racers based on their place in each race. Better rank equals more points. Simple. Fortunately after only a few laps in the Novice class most gamers will find solid domination over the touchy controls and will be speeding by opponents with authority in no time, making themselves ready to move on to the more seriously competetive class levels -- Standard, Expert, and the unlockable Master classes.

Controlling your F-Zero craft is comparable to controlling a speeding bullet, only you can turn it. In fact, not only can you turn this bullet, but you can turn it very well. Before each race, you're given the option to calibrate your craft in favor of faster acceleration or higher top speed. By adjusting a single line on a graph, you either increase or decrease your acceleration which inversely adjusts your top speed. Your turning capabilities are proportional to your accelerating status -- higher top speeds cost you some turning radius. Since you're given a crude map of the course you'll be racing prior to engine start, you can strategize whether you need mad top speed for straightaways, or rapid acceleration to offset unforgiving sharp turn sequences. As per tthe norm, the A button makes you go and the left analog stick controls your basic steering functions. Slam it all the way to the left or right for the most extreme turns or feather it for some fine-tuned maneuvering. F-Zero GX also includes the ability to use the shoulder buttons to sharpen turns to their relative sides, and the ability to powerslide through hairpin turns by depressing both of them at once. GX introduces offensive tactics as well, affording you the option to either damage a handful of opponents with a spinning attack, or by slamming an opponent on eitherr side. Steering accuracy will be docked a bit for your troubles, but time it right and you can effectively eliminate the competition by sending them off course. I think there's a brake button too, but who cares? All the customization, finesse, and pinpoint accuracy come together to make for some strategic methodology to your game. Placing in a respectable position in GX is an adrenaline-filled thrill ride. Unlike many racing games, F-Zero slams you with a whopping twenty-nine opponents at once. What's even more thrilling is that they each have their own distinct look, so the opposition never feels stale. Watch carefully, and you'll recognize that not every racer on the track is out to get only you specifically. Too often racing games give the impression that every racer on the track is only out to stop the player from taking first place by ignoring one another and only attacking the human. GX racers rear their ugly heads against each other too, however, and it's really nice that not every opponent will detract from their own progress to stifle yours. It's thrilling to say the least, and the level of competition shows itself around every corner. So much as graze a wall or miss any one of the many turbo-boosts placed on the tracks and you can expect to lose position by one or two places. Be on your toes during the final stretch as well, as you can bet each racer on the track will burn up every last drop of their boost to take the lead position. It's not uncommon to get caught off guard and go from first place to twelfth a split second before crossing the finish line in the blink of an eye in this game. In the Grand Prix mode, the only way to end a race other than winning is by depleting your machine's shield unto your explosive demise, or by choosing to restart. The amount of times you can restart is limited, further adding to the steep challenge, but more often than not you'll boost yourself to death rather than restart. After the first lap, each racer's boosts are activated, and by pressing the Y button you can warp speed yourself to ungodly velocities. The boost effect can be used for as often as you have power left in your shield (indicated by an on-screen display). Balancing between boosting to keep up with the competition and maintaining a safety net for steering errors is usually what makes the difference between sweet success and fiery failure. It's very good that your shield can be replenished, often completely, by cruising over long strips of. . . colorful, shield-replenishing road material. Don't ask. It's the future.

Time Attack and Versus modes are no more than you would expect from any racer. Time Attack mode pits you against the clock to vie for the best overall time on a given track. Stats for max speed and best lap are automatically recorded as well. Versus mode falls short of greatness because the maximum amount of racers is limited to an underwhelming total of four. You and three friends, tops. The frenetic feel of Grand Prix mode is severely diminished unless you're playing friends of comparable skill level. Even then, you'd likely have more fun just swapping the controller back and forth going through the Grand Prix and Story modes together.

There is also an option to build a custom craft by buying an ensemble of parts at the beginning of the game. The parts are bought with tickets earned by completing challenges in Grand Prix and Story modes. When you beat a given challenge, a predetermined set of machine parts will become available for purchase. You can decide between the body, cockpit, and booster you want for your craft but that's it for the tangibles. Any combination of colors can be selected for your craft, as well as a selection of ready-made decals. You can further customize your machine with your own decals with the built-in decal maker. Unfortunately, while it's possible to make crafts that look really cool, they're not likely to be competetive in the Standard or Expert modes. Even still, the customization process itself is pretty fun, as futuristic hovercraft aren't exactly run-of-the-mill automobiles, even in the world of gaming. If you don't care to build your own machine from scratch, you can choose any one of the other machines from the other racers you've purchased with your tickets as a starting point, although cosmetic changes are the extent of that option. Finally, by playing F-Zero AX at the arcades with your memory card inserted into the machine will make new machines and pilots available as well as let you race with your own custom machine at the arcade. But, because of the decline of arcades, it's highly unlikely you'll ever get to enjoy this nifty feature even once, let alone enough times to unlock everything.

F-Zero GX moves like a lightning bolt, and the frame rate never skips a beat. If it did, you probably wouldn't notice anyway. The graphics are usually abstract, but are beautiful, often hypnotic, and always endearing to the futuristic theme. The fact that each racer has his/her own appearance, and every craft is aesthetically unique only adds to the graphical quality. The tracks are at once intimidating and captivating, with their many loops, twists, half-pipes, hundred-foot drop offs, and upside-down stretches of track they're well-crafted and loads of fun to race. The only graphical messiness to be seen is at the end of a victorious circuit during your "interview" with some obscure media personality. The characters bob around inantely when the should be standing still, like many characters do when their designers "animate" them. They're blocky, and dopey, and while they're not the worst you've ever seen they'd have been better off just staying in their crafts because compared to the visual awesomeness found in gameplay, they look absurd. The sound basically serves its purpose well too, even if it fails to be as impressive as the visuals. All the machines' engines have an identical high-pitched whistle, and the same explosive blast that accents their takeoff from the starting line. Crashing into walls produces a grating sound that you'll hate, which will certainly push you to regain control and get back on track, and the sudden whoosh from a booster on the road sounds nice as well. The small amount of voice acting in the game is surprisingly well done, even though the characters' dialogue is as laughable as their appearances. Fast paced techno beats predictably comprise the game's soundtrack, and are usually successful in building up excitement, but are too often repetetive. The frenzy of the gameplay usually subdues an otherwise mediocre musical score, so there's no reason to bemoan it too severely.

F-Zero GX is truly a gamer's game. It's got a simple premise, simple controls, but on the highest difficulty settings, it's as far from simple as any game could be. High quality production value matched with Sega's consistently good game developing prowess provide a good-looking, thrilling, ego-checking game. Anyone who's a fan of racers needs to go get GX ASAP. For under $20 this game's an absolute steal.