Zero Racers - restored Virtual Boy anti-gravity racer

Nintendo’s unreleased zero-gravity racing game released today!

Just finished playing through all three Grand Prix cups on Standard difficulty and thought I’d share some impressions.

It’s basically F-Zero, but with zero gravity, and this is made possible thanks to the Virtual Boy’s second D-Pad. You can tilt your ship to fly using the left D-Pad, but you can also do a flat turn (think strafing) by using the right D-Pad.

Courses are called ducts, and they twist and turn along both the x and y axis, there’s traps, there’s a lot of dips. There’s airflows which make you drive faster, and crucially rapid boosts, which you collect and can activate at any time, are a finite resource which are scattered around the courses, often in tricky locations.

From what I’ve played on Expert mode, you absolutely have to collect and deploy the rapid boosts efficiently in order to win, good driving isn’t enough as your opponents seem to ride faster than you at times.

Standard mode, though, mostly rewards just good driving. Due to the digital steering, making turns takes some getting used to , and I don’t think the camera is good enough for helping assist with the sharpest corners, as it has a habit of turning slower than your ship does.

Some of the course designs are really good, and the AI puts up a good fight, as do the annoying bot racers which just exist to get in your way.

I think the game is good, but not great, but you can’t accuse it of not being interesting at least. There are definitely certain limitations that come with such a fast paced racer where each ship’s turn speed is fixed. You often have to anticipate and memorise when to start cornering, and T&E Soft’s Red Alarm doesn’t run into the same problems due to its slower speed. Wipeout on Saturn/PlayStation also had floaty handling to give the player more control with a D-Pad when cornering.

Here’s some other observations:

  • You seem to be able to get a boost start if you hold A just after GO.
  • Rubber banding on opponents, at least on standard, is quite generous. Your biggest enemy is your ship’s health, and slowing down on the pit lane seems to result in no major penalties
  • I suspect the game wasn’t 100% complete. There’s no course music, tracks have generic names, like Duct C-1, and the boot screen music is lifted from Mario Clash, presumably as a placeholder.
  • There’s at least 15 courses in the game (I didn’t unlock a fourth Grand Prix after beating the first three), but the difficulty is all over the place. Duct B-4 was by far the hardest in the entire game, I had to use three continues to clear it on standard.
  • The fourth machine is called Origammy, is shaped like a paper plane, and has superb acceleration. I recommend it!

Clearing Standard didn’t give me any credits, but luckily Tinarg from virtual-boy.com has already beaten the game on Expert and gotten the credits: Zero Racers (1996) Credits « Planet Virtual Boy

Finally, as predicted last week, it was indeed directed by the original director of F-Zero (Super Famicom/SNES) and F-Zero Maximum Velocity (GBA), Kazunobu Shimizu (credited as Isshin Shimizu here)

Image credit: Tinarg (virtual-boy.com)

Curious to hear your thoughts on this one!

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I had a further look at the credits and like @androgyne predicted, it was indeed primarily developed by Pax Softnica. Both programmers worked on Star Wars Episode One Racer for Game Boy Color.

The two credited designers worked on Mole Mania and Wrecking Crew '98, which are also Pax Softnica titles.

It’s a shame we never got box-art for Zero Racers, as we’re just stuck with the wireframe graphics which are meant to be a representation of something that your mind fills the gaps in for.

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What’s interesting is the archived site for them ì•i lists several “not released” games from this period. I wonder what else is hidden away or if we’ll ever see them.

It’s strange that there’s only one VB game on the list, and although it’s marked as not released, it’s said to be Action genre and 1994… too early for Zero Racers unless that’s when they started, but then also wrong genre?

Seems like they went through a period of not really getting anything released which perhaps led to their demise. This game seems rather like a failed experiment, maybe why Maximum Velocity was so close to the original F-Zero afterwards!

Sound composer Ryoji Yoshitomi seems to still be at Nintendo as well! https://www.mobygames.com/person/534704/ryoji-yoshitomi/credits/sort:date/

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Thanks for the write-up @harborline_765

Responsible for Wario Land 4 and the original WarioWare…

What a legend!

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And Metroid II!

The original WarioWare has one of my favourite soundtracks ever. One of those games that’s more than the sum of its parts due to the feels with the cutscenes and audio. Love the second credits music in particular, plus the menu music that plays after it.

Do you know if Star Wars Episode One Racer on GBC was their last game? Can’t think of anything else they worked on past the 90s, and they really did fall off the radar past mid-90s when I think of their output.

So I started Expert properly today and really, once you get over the handling learning curve, it’s a super robust game. Had a couple of heart-pounding home stretches in the first Grand Prix. Hitting the air flows for free boosts in addition to good timing with the self-activated pick-up boosts really is key to victory, and can give you the momentum needed to catch up for a podium finish.

Unfortunately while I thought Expert mode was the end, in typical F-Zero fashion…

Seems like it was the last one with Nintendo. That archive page i linked earlier has a Volleyball game right at the end, which seems to have been for flip phones with Sega in 2005. Not much info i can find about it though! セガ、EZアプリ(BREW)対応のバレーボールゲーム

Super good they’re adding stuff like this. I’m keen to play in the future.

I’m not paying for expansion pack on Switch 1 anymore because it seems like a rip off to pay for something that has Switch 2 exclusives.

Damn nice call.

What can i say? My uncle worked at Nintendo :smiley:

Ten GameCube games XD

I’m grateful Virtual Boy is available on Switch. Can’t take that for granted, considering it was announced after Switch 2 had already launched. I know these things are in development for a long time, but still.

Went through the whole thing on Expert today, got the credits!

I think Zero Racers is rather good now.

Nintendo really needed to take some responsibility and explain the controls, be it through a manual screen or via a tips screen while you launch games. Here’s the gist anyway:

  • The right D-Pad flat turns, as mentioned in the OP. This is useful for moving around without turning.
  • However, if you use it while turning, you can adjust your turn circle. For example, turning left while holding right on the D-Pad will make your turn wider.
  • Crucially, the blast turn in F-Zero and Maximum Velocity is present and correct here. You don’t need to mash the button constantly while cornering, but letting go and re-applying the accelerator between 2-4 times around corners is important for maintaining grip and realigning the camera.

The enemy racers on Expert play fair, if they miss an air flow but you pass through one, the momentum will push you past them. I’ve been racing as the slowest but fastest accelerating vehicle (Origammy) so it does make sense for all other racers to slowly pass me on straights.