F-Zero is a video game series from Nintendo, conceived and created by Kazunobu Shimizu, Shigeru Miyamoto and Takaya Imamura. The number is assigned to the futuristic racing genre and uses the science fiction theme. The first F-Zero offshoot for the Super Nintendo created the sub-genre of the Future Racer, a subspecies of the traditional racing games - and coined the racing game development sustainable.

The first title of the series, F -Zero, released in 1990 for the Super Nintendo. It set up the mode 7 effect, which provided a pseudo- three-dimensional representation. In addition to some raster graphic successors followed in 1998 with F-Zero X is the first designed with polygons, and thus the first real 3D display game of the series. The last offshoot F-Zero Climax was released for the Game Boy Advance in 2004 exclusively in Japan.


A characteristic feature of all F- Zero games is the extremely high speed game. The player takes control of an anti- gravity racing slide. Each has different properties, which, inter alia, Acceleration or top speed and energy supply concerns. Quite a contrast to its predecessors and many other racing games, the selection of different gliders since F- Zero X is above average extensive. In some F -Zero games you can also create your own glider, with components that you have to unlock part.

As in any racing game is the game task, especially round courses in a Grand Prix -like system as the first and fastest to master; there are also a number of other game modes, but all involve driving up prices. The difficulty levels range from beginner to professional, the professional mode virtually error free driving demands. This includes, among other things, that one possible energy bands not affected, which limit the racetrack. This leads otherwise to speed and energy loss. If you have no more energy explodes own glider and the race is over. In some places, mostly near the start / finish line, can these " refuel ". Since the beginning of the series a boost can be activated after passing through the first round, which can drive the vehicle for a short period faster. In F -Zero from 1991 gives a boost driven per round. Since F- Zero X Boost drain on the vehicle power and thus a tactical touch with comes into play because the energy or the boosts must be used intelligently in order to stay ahead and sufficient reserves should be present to tape touches to survive.

Unlike other futuristic racing game series like Wipeout or Extreme -G, it is not possible for F- Zero, use weapons; However, it is possible to destroy competing gliders through targeted Ramm and eddy attacks or transport of the track.

The background music of the track Mute City from the first part is very popular; as can be found on YouTube diverse interpretations of the piece by users.


So far the following games are published:

  • F-Zero ( 1990, Super Nintendo, Virtual Console )
  • F- Zero 2 ( 1997, Super Nintendo, and only in Japan via Satellaview )
  • F- Zero X (1998; Nintendo 64 Virtual Console )
  • F- Zero X - Pansion Kit ( 2000, Nintendo 64DD, only in Japan)
  • F- Zero: Maximum Velocity (2001, Game Boy Advance )
  • F-Zero GX (2003, GameCube, Arcade (as F-Zero AX) )
  • F-Zero: GP Legend ( 2004; Game Boy Advance )
  • F- Zero: Climax (2004, Game Boy Advance )