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F-Zero - Alternative Strike

Original game : F-Zero

Platform : SNES

Author : SuperLineBros

Release date : 17 July 2018

Category : Complete

Patch version : 2.4

Modifications : G, L

Downloads : 3308

ROM Information

F-Zero (USA).sfc - NOINTRO
CRC32: AA0E31DE
MD5: 6F334790120E1FE1A972FF184D2CFC50
SHA-1: D3EFD32B68F1FE37A82DB9D9929B7CA7CC1A3AF4
SHA-256: BF16C3C867C58E2AB061C70DE9295B6930D63F29F81CC986F5ECAE03E0AD18D2

Hack description

Here is a hack for F-Zero which has all new tracks to race on for a new F-Zero game experience.
A lot of fixes have been made from the previous version of this hack and a ton more improvements that have been made from the scaling of the vehicles being more even, tracks being more possible with all vehicles, some tracks have been redesigned with intent to replace older tracks either from the fact that some of them were a little too easy and some were near borderline impossible with Fire Stingray.

Screenshots

Contributions

ContributorType of contributionDescription

Reviews

:/JulianoFdeS2019-10-16Version 2.4

This hack suffers with everything the bad ones does: Some too damn long tracks and narrow roads.

With all my effort I just manage to reach 2nd and 3th place in expert difficult, I could recommend it for who are masochist or don't care to win at first place at all.

Great hack, with a few minor nitpicksMetalSmasher862017-09-26Version 1.0

After playing SuperLineBros' other hack F-Zero: The Revenge, I decided to give this one a try too, and I loved it just the same. From diverging paths (Silence, Sand Ocean), maze-like designs (Port Town 2, Sand Ocean), to just straight-up jump-fests (Big Blue), this hack has something for everybody! It also does a good job at doing something that every good ROM hack should do, which is providing a fresh challenge to players who have mastered the source game without going overboard.

But speaking of, there are a couple nitpicks I have to address. On a few occasions on Mute City 2, White Land 2, and Mute City 3, after touching the inner guardrail going around certain turns, the "Reverse" message came up and I kept losing positions for no reason despite never once actually going backwards. Also, a minor nitpick. On the Port Town tracks, there is such a thing as jumping too far. If you fly too far off one jump, you can actually overshoot the next jump and crash out. Port Town 2 is still my favorite track in the hack, but I had to address that.

Also, in response to resq's review, Death Wind 2 is, in fact, possible with the Fire Stingray. You just can't crash into anything to lose speed before the jump on the first lap. Once you survive that, you can just use your boost right before the jump on subsequent laps.

Decent but one major downfallresq2017-01-03Version 1.0

These tracks are quite good. I played through Knight Cup and the 1st two tracks on Queen.

Unfortunately there is one major downfall - Death Wind II on Queen Cup. The jump is just too long to be able to use the red car.

Let me explain. If you're unfamiliar with F-Zero on SNES, the various cars have different accelerations and top speeds. The blue, green and yellow cars all have adequate accelerations and the red car has the slowest acceleration and the highest top speed. I always only play with the red car. If a track is designed with two tight curves followed by a very long jump then it can be difficult for your speeder car to reach adequate speed after the curves in order to be able to make the whole jump and in this particular instance it is simply impossible to do when using the red car.

I'm sure this mod is great with the other three cars but the player should not be limited to choosing only those three cars to be able to pass Queen Cup.

This is why I have to give this a No recommendation.