Back in the TAY is a segment where take a look back and stumble across a brilliant game based on an 8 page comic.

Back in The TAY Review: F-Zero

Hello all, and welcome to Back in the TAY! After yesterdays nonchalant announcement of Captain Falcon in the new Super Smash Bros., I decided to go back to where it all began with F-Zero on SNES. While I had the game and liked it while growing up, it wasn't the racing game I enjoyed to play. I thought it was "too difficult" and would play Mario Kart instead with my buddies, and would just hold onto F-Zero for people to play. The one thing I did enjoy about the game was the amazing comic in the manual, and how it gave a background to each racer in the game (although it mostly paid attention to Falcon). But maybe my skills have changed, and I can handle to fast paced, white knuckle lifestyle of a Grand Prix racer.

Back in The TAY Review: F-Zero

Stay golden pony boy.

For a title released in 1991, F-Zero gave a lot of detail for the crafts, each with its own amount of turning radius, strength, acceleration, and top speed. You have a choice of the Blue Falcon, Golden Fox, Wild Goose, and Fire Stingray. I remember choosing Dr. Stuart's Golden Fox as a kid, so I decided to go with my original choice.

Each race starts like you would expect, with the racers lining up to the starting line and begin to rev their engines. F-Zero, releasing a year before Mario Kart, pioneered on the idea of revving your engine at the proper time to getting a boost in front of your competitors, but you will also stall for a bit before accelerating again. It is a great way, especially if you are in a car with better acceleration, to get the jump on everyone else.

Back in The TAY Review: F-Zero

Sweet air.

Like I stated above, one of the main reasons I was turned off of F-Zero at the time was because it was difficult. That statement couldn't be truer now than ever. I forgot about the tight turns, the hazards, and all of the shit that wanted to blow you up on the track, and all of the rage from my youth started to build back up. Although this time I refused to quit before going through the Knight League.

Strangely, the one thing I remember more than anything about this game was the music. Incredibly catchy and insanely fitting for the game and each of its tracks, you will find yourself humming it unconsciously. Each person I ask who has played the game has their favorite song from a certain track, but all can agree that Big Blue is one that sticks out the most (probably from the help of Smash Bros.). As I am typing this, I am listening through the entirety of the soundtrack on repeat.

Back in The TAY Review: F-Zero

Damn roughs slowing my ass down.

The inclusion of hazards are a love/hate relationship for me. I love them for the learning curve the game adds, and makes it more enjoyable to try and find the perfect line without damaging your car. I hate them because I tend to bounce off the wall repeatedly and go through any and all that appear on the screen. Each track has their own unique set of hazards, and personality because of so. Each race doesn't feel like a reskinned copy of a copy of a copy, but like a well thought out circuit set in a different location.

Although I am still pretty awful at the game, I do have to say I love it more now than I did back in the 90's, and also understand why so many people want it released on a newer console. The tracks, the racers, and their cars are all unique and gives the game a breath of originality that still stands out to this day.

Now I leave you with this: