
Super Pilot is a F-Zero inspired arcade futuristic racer that lets you create, edit and share your tracks in the blink of an eye.
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Super Pilot is, as the developers generally describe themselves, a ripoff of F-Zero (copyright Nintendo, 1990). It's a minimalist neon futuristic action racing game. 3 dimensional tracks, speed boosts and large numbers of AI competitors are the hallmarks fo the series. The game has been in Early Access since 2018 and while it's still getting shallow updates, it's been in Early Access for 4 years (never acceptable). It's deep in Development Hell. There's no reasonable expectation that this will ever be completed. Whether the developer lacks the time, funds, or skill/talent required to complete a video game isn't really something gamers should be expected to accept as an excuse. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The game features lazy low-polygon "retro" assets, making this look like a barely functional 3D game from the mid 2000s. It's unclear why the developers weren't able to arrange high quality, high polygon count contemporary assets for the game, and also irrelevant... what matters is that this looks bad as a result of their decisions, a compromise PC gamers shouldn't have to put up with. These technical defects push this game below acceptable standards for any modern PC game. Unethically, the developer sold keys to this unfinished Early Access game into cheap, nasty game bundles, where they knew it would be advertised and sold as a complete game. This seems to have been done in an attempt to mislead gamers into buying a knowingly faulty, defective and incomplete product. When a developer does this for a game they have zero practical intention of completing, this is essentially a scam, an intention to get paid for a broken/unfinished product. Often this is done as an exit strategy, as the developer takes the money and runs. No refunds have been given, the developer kept all the money they took from gamers. Super Pilot has the greedy, cash grab price of $13 USD, for which you could easily get any number of older AAA games, let alone the sheer number of free games available on Steam. Given the defects and quality issues with the game, coupled with the unrealistic price, and the questionable ethical nature of the developer and/or their associates (as outlined above), this is impossible to recommend.
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Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
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It's frustrated me to see so many modern futuristic racing games take inspiration primarily from Wipeout. Super Pilot was one of the first that I recall directly trying to look and play more like F-Zero, and that will always earn brownie points with me. It helps that Super Pilot also handles really, really, really well. Controls are just as tight, responsive, and fast as you'd hope. Just a very solidly-playing game. The main issue for me at this point in Super Pilot's early access is that a lot of the game looks and sounds very plain. Whereas F-Zero GX had this very gritty, pointed art direction, Super Pilot feels very soft and simplistic. I'm not normally a stickler for graphics, but something about Super Pilot's look feels kind of lacking. It doesn't look bad, and the strong color palettes make tracks very easy to read at high speeds. But I think of F-Zero GX, or even Fast RMX, and Super Pilot by comparison has a lot of flat textures and basic lighting. And though ships themselves sound great, the music... I don't hate Super Pilot's original soundtrack, but it does carry the vibe of "we have to make do with what we've been given." It's fine, it's functional, but they also give you the ability to dump your own custom soundtrack into a jukebox folder because I think, to some degree, they know. And I understand. But yeah, though the game mechanics are very polished and nice, the production value around those mechanics is ultimately basic. Though if I'm being honest, I'm not a fan of the "smart steering" assist. It's on by default, and it makes the controls kind of stiff. The option to toggle it off is sort of hidden -- I think it only appears on the pause/retry screen if you're playing on higher difficulties. It'd be nice if it was just in the options menu with everything else. It also has a nasty habit of turning itself back on, even when it says it's currently disabled, but it's early access, so I assume these are oddities that will get ironed out in the future. I DO really like what's here, though, and though updates seem pretty spread out, I think what we have right now feels solid enough that I'm willing to wait and see what future updates will bring. This is a decent foundation for what could be a great game.
Good fun and the FZero clone you have been looking for. Works great on Steamdeck
Overall, great game, though there are a few things to note: 1) THIS IS NOT F-ZERO. Most people who've heard of this game are probably F-Zero fans, me included. I was shocked and a bit disappointed at how this game didn't really feel like F-Zero, but as I played it more, I appreciated how it's different from F-Zero and it's unique in it's own way. It is definitely inspired by it, and you can tell, but it's more like Mario Kart and F-Zero combined if I had to describe it. 2) The difficulties are extremes. The easy difficulties are incredibly easy for anyone who has any racing experience, especially some in this genre of games, and the Expert difficulty is very balanced, but Master difficulty... Just be aware of the difficulty spike. 3) The amount of content in the base game is a little underwhelming, since there's only 4 (I think?) biomes the game has, so locations will feel the same, and it can be limiting to only have 6 vehicles to pick from. Fortunately, the community has made many amazing tracks, so the online content will help with keeping you satisfied. And for a TL;DR Pros and Cons list: Pros: -Fun and unique, and not necessarily F-Zero -Scratches that F-Zero itch -Has plenty of community made content -Expert Difficulty is very well balanced and incredibly fun -Split Screen and Steam Remote Play Cons: -Easy difficulties are too easy -Master Difficulty is way too hard -Only 4 GPs, and 6 Vehicles -Repetitive biomes makes the game feel bland and empty
It's blisteringly fast, with a pleasing aesthetic and a soundtrack that ranges from decent to certified bops. Driving has just the right amount of complexity, easy to learn but hard to master, with a good variety of machines. The sense of speed is great. The earlier tracks are simple to allow for new players to find their footing, and the later ones are extremely challenging, but in a fair way (in my opinion). I haven't tried the track editor for myself, but I've played some custom tracks from the community, and they're very entertaining. There are a couple of bugs I've encountered, but the developer seems to be very engaged with the player base, and has said that they will be fixed in the coming patches. Also, I recognize that this is an odd thing to note, but I think the noise the machines make when you boost is very satisfying. If you're like me, and have been looking for a good anti-gravity racing game to fill that F-Zero-shaped hole in your library, I can recommend this one.
[b]7.5/10[/b] [h1]Sehr präziser F-Zero X - Klon[/h1] Wer das o.g. Original vom N64 noch kennt, wird viele 1:1 Äqivalente erkennen - dazu später im Detail mehr. Ist man ein Kenner, muss man mehr im Grunde schon nicht wissen. Das ganze Paket ist wirklich verdammt nah dran. [h1]Technik[/h1] Super Pilot imitiert die Technik der ersten echten "3D-Konsolen" in der zweiten Hälfte der 90er Jahre, und das in Form der Gleiter-Rennspiele (oder wie nennt man die?). Die Grafik ist, speziell aus heutiger Sicht, schlicht, das Ganze aber dennoch, oder genau deswegen, superflott - auch heute noch. Auf der Playstation war es Wipeout und bei Nintendo eben F-Zero (X). Ich war auch damals schon der F-Zero Typ. Während ich heutzutage bei Wipeout - Klonen kläglich scheitere (namentlich waren es Redout & Pacer), geht diese Nachahmung hier immer noch ganz gut von der Hand, weswegen meine Motivation nicht so gebrochen wird wie bei den Anderen. Die Grafik generell, das Strecken- und Gleiterdesign, die Boosts... man kann Super Pilot nicht nur als Hommage ans Franchise, sondern konkret an den in der Überschrift genannten Teil betrachten. Die Musik hätte ich mir hier und da eher rockig gewünscht wie im Original. Bumm-bumm-Elektro kann gerne bei Wipeout bleiben :-P [h1]Gameplay[/h1] Was mir grundsätzlich an F-Zero im Gegensatz zu Wipeout gefällt, ist, dass man nicht nur Loopings fährt, sondern auch längere Momente über Kopf, wie auch z.B. außen an einem Zylinder entlang. Hier stecken eine Menge Freiheit, Möglichkeiten und Kreativität im Streckendesign. Die Steuerung ist glücklicherweise überschaubar. Zusätzlich zum normalen Steuern gibt es noch das in-die-Kurve-Lehnen und einen Boost. Einen Geschwindigkeitsschub kann man in der Kurve aufladen (wie bei Mario Kart) und ich weiß ehrlich gesagt nicht, ob's das damals schon gab. Die Strecken bieten ab Runde 2 den Einsatz des eingebauten Boosts, ansonsten findet man reichlich Boostpads. Später kommen Gesundheitsaufladestreifen oder -pads dazu und an Streckenherausforderungen und -gemeinheiten sowas wie Eis, Bomben, Sprungpads, Schanzen... und irgendwann fehlt auch die Leitplanke und man kann wie damals tief fallen. Ein Unterschied, der mir aufgefallen wäre: man haushaltet nicht wie bei F-Zero üblich mit der Energie, sondern es geht ums Überhitzen. Wenn man also rumrempelt oder den Boost benutzt, geht eine Anzeige hoch, die sich aber auch wieder beruhigt (ziemlich schnell sogar). Mit guter Taktik kann man also regelmäßig boosten (mit Pause dazwischen). Das Geschwindigkeitsgefühl würde ich übrigens auch mit der damaligen Vorlage gleichsetzen. [h1]Umfang[/h1] Hier kommt leider ein kleiner Dämpfer. Oder anders gesagt: auch hier orientiert man sich am Original, weswegen nicht zu viel Inhalt zu erwarten ist. Mal konkret gesagt: es sind lediglich 6 Schiffe und 26 handgezählte Strecken. Letzteres klingt eigentlich gar nicht wenig, aber außer Streckendesign kommt einfach nicht so viel Umgebungsabwechslung rein wie in modernen Racern. Man hat also vielleicht in rund einer Stunde schon alle Tracks gesehen. Es wurde allerdings versucht, mit diversen Spielmodi der Abwechslung und Langzeitmotivation auf die Sprünge zu helfen. Fangen wir an mit dem klassischen Grand Prix ( = praktisch die Kampagne). Hier gibt es Beginner, Standard, Expert und Master (Schwierigkeitsstufen). In jedem von ihnen gibt es die alpha, beta, gamma und delta League. In jeder Liga fährt man sechs Strecken bis zum (hoffentlich) Sieg. Rechnerisch gibt's also 4 x 4 x 6 Strecken zu fahren. Ist schon eine ganze Menge, wenn man das alles komplettieren möchte. Zusätzlich sind Time Attack oder Quick Race möglich, in denen man sich eine Strecke rauspickt und entweder alleine gegen die Zeit übt oder eben mit definierten Gegnermengen. Dann gibt es noch eine Custom League. Wie auch bei Time Attack und Quick Race gilt, dass man nicht nur die Parameter wie Schwierigkeit, Rundenzahl und Anzahl der Bots definieren kann, sondern seine sechs zu fahrenden Strecken eben aus User Content wählen kann... ...es gibt also tatsächlich einen Workshop! Was natürlich eine super Idee ist. Leider ist der nicht über den Steam Communitycontent abrufbar, keine Ahnung wie und wo er funktioniert. Im Spiel taucht er auf, das ist das Wichtigste. Leider oder auch zum Glück ist der mit 71 Einträgen noch überschaubar, mit übrigens dem letzten Eintrag am Tag dieser Rezension. [h1]Kritik[/h1] In Super Pilot gibt's auch ein paar Dinge, die (mir) nicht passen. [list] [*]Nach sechs Jahren immer noch im Early Access? Abandoned... [*]Der netto-Umfang ist mit 26 Strecken aus heutiger Sicht mittelmäßig. [*]Dafür ist der Preis vielleicht eine Spur zu hoch. [*]Es gibt zwar diverse Modi, aber z.B. kein Levelsystem oder andere motivierende Inhalte. [*]Der Kurvenboost funktioniert nur unzuverlässig. [*]Bereits Schwierigkeitsgrad 3 von 4 ist für mich unrealistisch schwer und inkonsistent. Manchmal schaffe ich da noch eine Pos. 8, 5 oder sogar mal 3, direkt danach lande ich bei 12, 15 oder 24. Brutal und demotivierend. [*]Sollten mehr als sechs Schiffe freischaltbar sein, dann wüsste ich gerne wie. [/list] [h1]Fazit[/h1] Wer nochmal das Spielgefühl von F-Zero X haben möchte, ist hier goldrichtig! Nur Vorsicht: ist das noch zeitgemäß und fesselt einen heute noch so lange wie damals? Diese Entscheidung ist der subjektive Faktor.
F-zero GX with a track editor. *drops microphone* What do you mean, you want to know more? I...look...once upon a time, the greatest game on the gamecube happens to be a race game. More so: the fastest and most insane race game ever conceived. It was also insanely hard for that same reason, but it was worth it. I mean...blinking your eyes was enough to get passed by half a dozen blurbs that were opponents, but that sort of thing just got you more determined. Other games have sort of attempted to mimic it, but even the best was at best capable of bringing back the memory (sorry fast, sorry redout). But this isn't that. This is, straight up, what I always wanted: speed, speed and MORE SPEED! I know I'm sounding like a bad fan, but the handling and feeling is just so spot on that I want to stop reviewing it and play it some more. The comparison isn't exactly 100%, of course. But for everything it lacks, it brings 2 stronger points. Like: no, it doesn't have much fleshed out in the sense of campaign or story. Come to think of it, I'm not sure why F-zero had so many fleshed out characters (it's not like you could see them when you're all going mach 3). Here, it's just basic screens, a few unlocks and that's it. Functional, but nothing more. On the plus side: a track editor. Haven't used it yet, but I can instantly see dozens upon dozens of user created tracks. On the negative: the graphics...well, you can see 'em. More basic, somewhat cartoony, nothing really pops out when looking at a screenshot. On the positive: absolutely fluid gameplay all the way. I'm playing on a steam deck, and I've yet to see it dip below the maximum. Besides: what's the point of fancy graphics when it all flashes by so fast? I'm trying to race here...not give myself epilepsy. Less screen clutter means more focus on what matters. Less good: at first I thought the game was too easy: I jumped straight into the first championship and ended up nearly ten seconds in the lead on the 47 opponents. Luckily, the medium setting is quite more of a challenge. Better good: a drift boost system and damage control. In F-zero, blinking could also knock you out of the race (without respawns). Here you just lose seconds. Your ship also auto-repairs so racing is less a survival mode. Okay, that makes it less hard, but...how is that NOT a good thing? It's not because GX had its hardcore-ness as a feature that I want it in every game. So...thumbs up. Two thumbs. Heck...ALL thumbs up! Addendum: oh, right: it's an early access game. Well: the above is my opinion on the state at the end of October 2022. I presume that later on, it'll only get better. But even if it doesn't: at its price point of 10 bucks it's still 100% worth it.
As a racing game, it's okay. Need more decorations to the track maker so that players can create thematically rich tracks.
This game is very reminiscent of F-Zero X, if you loved the F-Zero franchise from Nintendo, or are into super fast and challenging futuristic racing games , I 10/10 recommend this for you! The learning curve is quite high, however I think the if you have experience with F-Zero or other games like Fast Racing NEO or Wipeout , and have the driving and drifting mechanics down-or can put up the patience to learn the game genre , you stand a chance at beating the game and getting all Gold cups in all the Leagues. Im 6 hours into the game currently, but have the beginner and standard cups all finished with gold throphies, but after some game-overs and practice, and a controller helps too!
F-Zero but underwhelming with okish track design, so wait for Aero GPX, Deathgrip or XF Extreme Formula and see if those 3 have what it takes (there's also galaxy;s extreme) You can also buy Extreme-G 2 om PC/N64, Star Wars Racer on PC/N64/Dreamcast/Switch/PS4-5, Ballistic NG on PC, Redout 1-2 on PC, Fast RMX on switch, Wipeout Omega Collection on PS4-5, Star Wars Racer Revenge on PS3-4-5, F-Zero+F-Zero X on Switch, F-Zero GX on Gamecube-Wii, Speedracer on PS2-Wii, Quantum Redshift on OG Xbox-360, Fast Racing League on Wii, Kinetica on PS4-5, Star Racer on PC or Wipeout 1 on PS3
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