F1 Pole Position for SNES

Review #167

F1 Pole Position

Simulation without an analog stick

SNES 1993 Ubisoft Racing Racing › Simulation
F1 Pole Position screenshot for SNES
Screenshot used for review/reference purposes.
1 / 5

Gameplay

Definitely in the "simulation" category of racing games. The physics feel grounded and weighty, so you have to be careful to approach turns at the right speed, not oversteer, and whatnot. The problem is that the draw distance is so short that you can't see even a second down the track so it's impossible to anticipate what is coming. The view is just too low to the ground. The best strategy is to get stay behind another racer and mimic their movements. There's a track map on screen but it's tiny so you can't watch it the whole time or see it at a glance. Color me unimpressed. I don't enjoy playing this game.

1 / 5

Level Design

Three modes, Battle (1v1 race), Grand Prix (career mode), and Test Run (time attack). Tons of configuration for altering your car. Way more than I know what to do with or would have interest in tweaking. Way more complex than I want.

2 / 5

Theme

No interest in F-1 racing. However, the presentation here is excellent, from the exciting open cutscene, the comprehensive garage options, the overloaded HUD with all kinds of info about your car, and the full pit crew. High production values all around.

1 / 5

Art Style

Ok sense of speed and nice looking artwork and sprites, but only 25% of the screen is used! It goes with a permanently 2-player view, ala SMK, but cuts the screen in half again to show a comprehensive HUD. Dang guys. Also, the draw distance makes this game nigh unplayable

2 / 5

Audio

Very nice sound design. The engine sounds great and menu music is decent as well. But like most games in this genre all you have to listen to is the loud whine of the engine.

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