What do you get when you take the first entry in one of Nintendo's most overlooked franchises and cram it with battle royale mechanics after nearly 20 years of dormancy? You might expect a shambling Frankenstein's monster of a game held together by nostalgia-baiting stagnancy. Instead, F-Zero 99 is a clever re-imagining that injects new life into a stone-cold classic while dodging many of the pitfalls found in Nintendo's other battle royale remixes like Mario 35 or PAC-MAN 99.
F-Zero is such an important–and impressive–game thanks in no small part to its presentation. As a launch game for the SNES, its vibey, sci-fi Mode 7 graphics helped plant Nintendo's flag in the 16-bit era as a graphical powerhouse. But F-Zero's more than just a tech demo; it's a high-adrenaline, white-knuckle racing game with some serious teeth. F-Zero 99 takes care to pay its respect to the original's tough-as-nails legacy while giving it new mechanics, to help it fit even better within the '-99' formula. After all, F-Zero has always been about speed and survival.
First, boosting has been completely reworked. Instead of getting one big speed boost per lap, you now have to dip into your energy bar in order to zoom ahead of the pack. That change brings some extra push-and-pull between simply surviving and actually winning that rewards skillful play and knowledge of each track. For example, if you're low on energy, you could conserve your power as you zip around the rough, slowdown-inducing corners on Mute City or boost through the rough patch and hope you don't bump into anyone during the home stretch to the pit area.
Marrying this new system with the familiar gameplay is an example of how F-Zero 99 cleverly streamlines and modernizes the original. It's a tactful change that makes sense in the context of the original game and adds a new layer of depth without overcomplicating what already works.
99 also introduces a Spin Attack, which lets you bump into other players with a chance to deal some extra damage. If you happen to KO another pilot (with or without the Spin Attack), your energy meter increases, meaning you have more to allocate to boosting without worrying about depleting your energy too quickly.
There are significantly more racers on the track during a normal race compared to the original. As its name suggests, there are 98 other competitors on the track, and, like in the original, there are extra NPC cars that function as obstacles for you to avoid. Beefing up the racer count all the way up to 99 is a cool change and the spin is necessary to make such a chaotic traffic jam work, considering how easy it already was to get fender bent into oblivion in the 26th century.
Bumping into other people and NPCs isn't just a consequence of F-Zero 99's congested raceways, either. Instead, it's been worked into a brand-new mechanic. Hitting other vehicles generates Super Sparks, which anyone riding behind the clash can pick up. There are even special golden NPCs that drop extra Super Sparks when you ram them, creating an extra point of conflict and upping the ante on getting those sweet sparks.
Picking up Super Sparks fills a separate meter. Once filled, hitting boost with 'A' ascends you to the elevated Skyway. You won't just move faster on the Skyway, boost pads will appear in specific spots for you to pick up even more speed. There are also no obstacles of any kind–excluding other players–on this elevated track, meaning it's not just a tool to get ahead of the competition. It's also a great Hail Mary that you can use to safely escort yourself across the finish line in case your energy's running so low that you can't risk running into other pilots.
The Skyway adds yet another point for metagaming and balancing risk and reward. In a game where one bump, error, or boost can send you back 20 places, it's a great trump card. Timing your ascension to the elevated track correctly can also let you skip over certain challenging parts of a track. Because the skyway also creates shortcuts over sections of non-track below, it won't return you to the ground until you're back over the track. That means that you can actually extend your boost time if you get the timing right, adding a welcome little skill check.
On top of competing for first place, you'll also be competing with four other races. These Rivals are decided upon based on your individual match history and in-game rank and outplacing even one of them will net you a few points to go towards ranking up. Beating none of them will cost you, though. This system accommodates F-Zero 99's challenging nature well and adds an opportunity to reward players who might be new to the series.
These new additions all infuse new depth and multiplayer sensibility into the previously single-player-only banger. They don't just feel at home as a part of its gameplay, though. They also look right at home in F-Zero's original art style. From the starting areas, which have been reworked to house 99 racers, to the Skyway, everything nails the game's 16-Bit Plus vibe. It even adds in cool touches like speed lines and extra flourishes to explosions and the like.
The only part that doesn't fit in is F-Zero 99's new in-game user interface. It smacks of that sterile Switch-era feel with squished, sans-serif fonts and soft edges. Considering the menus in other parts of 99 are studded with art from and inspired by F-Zero's original instruction manual and dripping in neon purples and yellows, it makes no sense that the UI is this bland for any other reason than readability.
You can earn skins for each of the four available racing machines, and new options for your player card. The player card displays your Switch username, the vehicle of your choice, and has some customizable pins and backgrounds. As with the skins, pins and backgrounds are unlocked by competing in races and completing various challenges.
Competing in races is, unfortunately, F-Zero 99's greatest pain point. While it's very easy to hop into a single 99-player race, Grand Prix mode isn't always available. It unlocks on a timer and requires tickets, which you earn from competing in other races, to enter. The time-based barrier of entry is frustrating but given how long Grand Prix races can be, keeping them available at all times could prove difficult for matchmaking after the launch period. That being said, Tetris 99 makes the same mistake in its Maximus mode and takes its sweet time in matchmaking before filling out over half of the average lobby with bots. Given its relative rarity, requiring tickets on top of the time constraints adds insult to injury.
In addition to Grand Prix modes, 99 cycles through other modes like Pro, which only features difficult circuits, and a team-based race. The latter splits the assembled players into two groups and tracks various stats throughout (position, number of KOs, etc.) before totting up the totals at the end of the race and awarding the win, Splatoon-style. These are nice make-goods, but it's frustrating that the original's main mode is gated behind a timer.
Thankfully, if you can play F-Zero 99, you can also play the SNES original since both are locked behind a Nintendo Switch Online subscription. So if you're itching to race in a Prix, you can revisit the original.
Conclusion
Despite its relatively unchanged look, F-Zero 99 is unexpectedly refreshing. Though it may not be the return for the franchise that fans hoped for, it's a triumphant and welcome look back at Captain Falcon's first game with a clever twist. F-Zero is simply suited for the -99 style structure in ways that Tetris, Mario, and Pac-Man aren't; it was already an elimination-style battle royale, just a small one. Adding more players doesn't just feel perfect for F-Zero, it feels natural. This isn't the definitive way to play F-Zero, but it is a brilliant take that supplements what worked so well in the original with thoughtful additions that make chasing victory utterly addictive.
Comments 114
This game is honestly the best use of the "99" format there has been.
Tetris 99 is very good, Super Mario 35 was fun. But F-Zero 99 just feels right.
It's a white knuckle blast, with a lot of "okay just one more round" energy. The only real issue I have with it, is not being able to queue up with friends.
I remember seeing this in the direct and going "Man, I feel sorry for f-zero fans. Finally getting a new game and it's a f2p battle Royale? That sounds horrible." Nice to hear it's good tho. Y'all have earned a new game at this point.
It's fantastic. I'm not a huge F Zero guy but I love it. I really hope they continue to support it.
not ONE mention of how it controls? for real?! ☹️
btw i mention it because it controls badly, especially compared to the original. is it just me?
I love this game! I just hope it's not de-listed like Mario was.
I'm not a huge fan of either racing games or battle royales, but I enjoy this game very much! "I'll just do one more race." I've told myself 1000 times.
As someone who's utterly fallen in love with F-Zero thanks to the entries available on NSO (X my beloved), 99 has been a wonderful take/twist on one of my favourite racing games ever made in the time I've spent with it so far. The gameplay of F-Zero (insanely chaotic speeds coupled with a high skill ceiling) lends itself wonderfully to a BR format, and I'd say it's probably the most beginner-friendly game in the entire series with the amount of affordances it gives to newcomers (e.g. Super Boost).
It won't be wrestling the crown off of X for my favourite in the series any time soon, but it's a damn good revival that I hope leads to Nintendo finally realising 'oh s*** people actually like F-Zero huh'
This reads like youve never played a sequel to fzero before, because both X and GX use this system.
"First, boosting has been completely reworked. Instead of getting one big speed boost per lap, you now have to dip into your energy bar in order to zoom ahead of the pack.
Marrying this new system with the familiar gameplay is an example of how F-Zero 99 cleverly streamlines and modernizes the original."
Also this.
"99 also introduces a Spin Attack, which lets you bump into other players with a chance to deal some extra damage. "
yeah that was introduced in X too. ✌️
Theres no shame in not having played these games (or any game lol) but if thats the case, you should probably mention that at the top, for context. Because this is misinformation.
If you have played X and GX, why would you want to erase their contribution from the series' evolution? its disinformation and i dont get it.
anyway. thanks for the review.
Looking forward to trying this even though I don't enjoy the original F-Zero.
@-wc- I suggest you use the buttons to control the ship instead of the stick
Am I the only one who doesn’t like the 4 lap structure? I haven’t really seen anyone talk about it, but I feel like it misses the point of other 99 games where the idea is that the last person standing wins.
9/10 for me too, it's a brilliant little game!
Runs great, feels great and is designed in such a way that (as many have pointed out) makes it enticing to return to again and again!
It's exhilerating as always and in the grand scheme of things: this is a pretty big step forward for the franchise.
Obviously not visually but for this to appear out of nowhere for the first time in 20 years to a generally positive reception...it's exciting!
Still waiting on that GX remaster though😉
I haven't played this yet although I plan to. I watched a streamer play it, and my first thought was "this looks like unfun chaos, just uncontrollable madness" but after watching a few races I think there really is fun to be had. I look forward to giving it a try.
MINI REVIEW
pros
cons
this is a bit personal, but in my imagination, there would be limited opportunities for energy recharge, and the race would go faster and faster until only one driver survived.
what we got is a bit more chaotic and less compelling in my opinion.
6/10, but if they fix the controls its an 8.
From the little I've played it so far it's great, as Gavin said F-Zero really lends itself to massive multiplayer in concept and luckily overall also in execution, really hope they won't retire it... or if they really have to, not before giving us a completely new F-Zero game that also has such a mode at least!
@-wc- "Misinformation"? "Disinformation"? Erasing the sequels' contributions??
This game is based on the SNES original and the comparison is quite clearly being drawn between that and this new reworking of it. That's the context here. Not listing off the features of the sequels hardly qualifies as 'misinformation' now.
@Paulo
thanks, i did that. the stick is not the problem. (they didnt even bother to utilize the stick properly anyway.)
like i said, maybe its my muscle memory working against me, but this is the worst controlling fzero game ive played, and i go all the way back.
it needs work. i think people here are in denial for now, i cant be the only one that feels this way.
✌️
@dartmonkey
nah.
it is incorrect to say this game "introduces" those features.
✌️
you wouldnt say Super Mario World "introduced" the overworld map to SMB without mentioning SMB3.
@-wc-
The reviewer is talking about how they have been introduced into the original F-Zero game so it is new here.
Also the game controls fine.
@-wc- Did you even play the original?
@SBandy1
that is not how we use those words.
the game is using features already introduced to this series by other games. its borrowing features from those games and adding them to this new one.
i cant believe im the only person here who thinks this context matters. cheers y'all. ✌️
@ikki5
"Did you even play the original?"
im interested, what did i say that would cause you to ask?
@-wc-
Everyone understands the context. You are the only one making an issue out of it.
It's weird.
@SBandy1
i understand the context. im suggesting that its not being conveyed well for some reason.
imagine if you did a review of Mario 3, and only compared it to OG arcade mario bros, saying it "introduced" Power Mushrooms and Fire Flowers, with no mention of SMB1.
is there something specifically offensive about what i said? im sensing a pile on here and i do not think im wrong, on this. but im here for it ✌️ lol
I got 99 problems but the switch ain’t one. The title writes itself.
I really do like this, especially the team races. However, while doing the training races, I felt the 50 racers event was much more balanced than 99. At 50, it's more about racing and less about attacking your way through the pack. I wish there was an option to choose the 50 racer option.
I didn't expect that much but I haven't been able to stop playing. Really fun and hopefully a sign that Nintendo is thinking about F Zero again.
That said I'm really glad you pointed out the bland UI. Getting pretty weary of flat and bland modern UI, especially in retro remasters etc. where it feels extra jarring. I really don't dig the new Mario RPG interface
Yup, I’d definitely give this a 8 or 9.
This was a real surprise to me after how frustrated I was at what this wasn’t upon the reveal in the Direct - but when you look past all that and focus on the product Nintendo made in itself… I can’t believe they pulled this off and how much fun this is.
@P-Man
Yeah, a 24 lap mode would be fire. If all the racers except one are killed before that, then you win. If not, then it's the one across the finish line.
@-wc- SMB Deluxe on the GBC "introduced" a map screen to the original SMB, even though many Mario other games between the original and Deluxe had used map screens. The map was new to the original SMB.
This is the same; this boost mechanic and spin attack were in subsequent releases but not in the original F Zero which is what this is based on. Hence, these mechanics are being introduced to the original.
The phrasing could have been clearer, yes, but I do think you're spending a lot of energy shaking your fist at a non-issue
This is a reaaaaaallly generous score for this game. It's fun for the first few hours but quickly falls off a cliff. Not enough track variety, even worse vehicle variety, I can't fathom how that gets a 9.
Don't get me wrong, it's a solid diversion especially for fans who are starving but it's an 8 at absolute best. Personally I'd give it a 7.5. I put about 6 hours into it and probably won't be going back for much more.
I've been having a blast. This game is exhilarating.
Been playing this a bunch, its addictive. Love my cool purple (blue) falcon, the skins are very nice.
@demacho
this game is not a remake of the original fzero.
it is a new game in the series that BORROWS elements of the prior games. it borrows the graphics and sound from OG, and the boost and combat mechanics from X and GX.
its weird to not put it that way. thats all i was trying to say.
and im only "putting alot of energy" into responding to the replies, it was just one comment to on this topic begin with ✌️
@-wc-
The reviewer is saying that 99 introduces certain features into the SNES original, not the franchise. I think that you misread the text. The reviewer is correct... 99 introduces the spin attack into the SNES original, for example. Nothing wrong with that, surely?
It may not be a new game in the most literal sense but it’s certainly making good on the sort of innovations one would expect to see in a fully fledged sequel.
@Ooyah
this is not the original, its a new game. it does not "introduce them into the original," and that would be a very strange way to use those words anyway.
all im saying is "the spin move from fzero X is back, and is a great addition to the gameplay and graphics of the original" or "despite the game looking like the 16 bit titale, some features such as boost mechanics have been borrowed from later titles in the series" is much better information and not misleading for newcomers who may not have played fzero before.
OKAY, it seems that ive touched a nerve somehow with the community. i think ive done all the damage i can do for now. enjoy the game, y'all, im not trying to take that away from you or anything 😅✌️
A really good, fun game that, while not necessarily what F-Zero fans asked for, is a real neat surprise regardless and the kind of game you want with your NSO subscription. I'm happy with it.
It's fun, but less so than either Tetris 99 or Pac-Man 99.
As a free inclusion with the basic NSO, it's fantastic, but I'm certainly glad I didn't have to pay for it.
EDIT: I'm liking it more and more, the more I play it.
@-wc- The originals controls were very slippery, you could often bounce off sides of the track, if you did not let go of the accelerator around the turns you would often not make the turns and hit the side or if you tried to drift and held too long, you would go flying to the side. It also can depend on the car you choose as some are more slippery than others.
@ikki5
that is true, but what does it have to do with this?
like i said, its likely muscle memory working against me, but 99 does not feel "right" after having mastered OG , X, and GX over the years. it doesnt control like the original that it aesthetically imitates, AND it doesnt give me joy in a new way.
just my opinion of course. it seems to be just me, but it is how i feel, and no one has more relevant fzero experience than i do (having played every console title since SNES launch when i was 5.)
✌️
I'd have preferred it if they had gone the whole hog and did Death Race online, but is good fun.
I appreciate competing with all of the other players on the same screen. It makes the battle royale feel much more alive than in Nintendo's previous offerings. F-Zero 99 is such a treat.
@-wc- I don’t agree with your opinion of the game, but I do agree that it’s odd that the review neglects to mention that some of the mechanics debuted in X and GX. I thought the same thing before seeing your comments; it reads as if they’re brand-new features to the series.
@Markiemania95
i feel like people didnt like my take on the game (which is fine! i prefer that people are enjoying it of course,) so they are attacking my comment about the article itself.
this makes me feel slightly less crazy, to the extent possible ✌️ thanks!
LOVE this game. So glad they made this for us F Zero fans. Hope they keep it around for a few years
Only thing this game needs is some sort of solo offline options, which I consider vital for portable games. It's the only way I really enjoyed playing Tetris 99.
I dunno about a 9 for me, personally. Sort of the most meh of the Switch 99 titles for me so far. It’s fun enough to play for a bit casually, but it just doesn’t pop to me the way Tetris or Pac-Man 99 did at launch. I suppose it’s one way to keep a dormant series going though.
Just want to address two things I've seen in the comments:
1. The only way this game gets shut down is if it suffers a catastrophic collapse in the playerbase. Super Mario Bros. 35 was always intended as a limited-time offer for the 35th anniversary of Mario. Pac-Man 99 is published by Bandai Namco, and it was their choice to shut it down. F-Zero 99, being a first-party release from a company that never shuts down an individual game's online (minus Super Mario Bros. 35), isn't going anywhere.
2. For those concerned about the lack of content, the other 99 games were pretty good about rolling out new modes. It's already been confirmed the missing 8 tracks will all be rolled out by mid-October, and datamining indicates new modes and tracks (which appear to either be brand-new to the series or may be tied to the Satellaview exclusive courses) are planned
I don't even like Fzero and I spent a good chunk of my weekend playing and replaying this. 9/10
Not being the biggest F-Zero fan, this game definitely has that "one more round" feeling for me.
@LadyCharlie I fully agree. The only way you can get into the same race with friends is by entering a lobby at the same time (have been trying this multiple times last night). Definitely feels like a missed opportunity, since you are also encouraged to defeat "rivals".
@-wc- The controls aren't slippery at all. You can take corners sharper by letting up on the accelerator completely while turning. Tapping the accelerator repeatedly along turns makes the vehicle not drift as much (this was a thing in the SNES original and Maximum Velocity).
It's only "slippery" if you're taking on turns and never letting go of the accelerator. Also, the D-pad is much better suited to this game than the analog stick. I've come in 1st with all vehicles and the Grand Prix and have had zero issues with the controls.
Was never able to get over how ugly and flat and samey racing games were on the snes... even as a kid, but I'm happy this exists I know a lot of people were asking for some f zero action for a long time hopefully they decide to make a new game in the series
I'm terrible at fzero so I won't download but i totally want to watch others play this.
If you having game problems I feel bad for you son, I got 99 problems but a switch ain't one.
...I'll let myself out now.
Fingers crossed they put this on a box and cartridge along with some extra single player modes.
My only con is that everyone will only vote for Mute Cuity or Big Blue - come on, people!
@-wc- Using the sticks on the Pro Controller wasn't working out for me, but the SNES controller works fantastic
Great game! Low skill requirements and still had a blast. The only thing I'd love to see added is a last-man-standing mode.
My review, as a huge fan of F-Zero and a GX 100% completionist:
From a mechanical and technical perspective, this is a whole new F-Zero game despite the usage of the SNES theming and tracks. It hews closer to the later GBA titles in game feel than the SNES original, which is for the best in the interest of modernizing the franchise. 99 almost feels like a modern take on X's Death Race.
The new Skyway mechanic is clever - it's effectively adding Wipeout's Autopilot ability to F-Zero. There's strategy to be had with timing it and it serves as a load balancer to keep everyone in the pack. Each vehicle has more distinct pros and cons this time around too (Golden Fox FTW)
Some of the badge unlocks are just so extraordinarily situational that I don't even want to bother with them. They're not difficult, just made exceedingly rare. Namely, the double KO one and "KO a rival" - I must have KO'ed like 3 human racers tops in ~12 hours of play, doing so against a rival in a 98 racer chaotic pack is a non-starter.
I'm also not a fan of the XP leveling/ranking systems tacked on to drip feed unlocks, but I realize I'm probably in the minority. It just feels hollow and only reflects time spent in the game, not necessarily player skill. I understand they do it to provide a sense of "accomplishment", but still.
99 is a great time overall. I do wish it had a dedicated multiplayer mode for pure racing instead of doubling down on the chaos. F-Zero's greatest strength has always been pushing the limits of pure arcade racing without diluting it with weapons or leveling systems, and I hope Nintendo doesn't lose sight of that if this is the catalyst that sparks a revival of the franchise.
@bozo thanks, im aware of feathering the acceleration 👍 its the actual turning behavior that feels wrong to me.
i know the OG game almost better than any other game in my life, and my heart sank when i felt the controls of my beloved blue falcon as foreign to me. ive 100%ed every fzero grand prix, im not a newbie with fzero. ✌️
im really glad you are liking it though, maybe ill get used to it yet! 🤞🤞
@BrianJL
i had the same issue! id prefer random selection, honestly.
I'm horrible at this game. The highest rank I've been able to pull off is around #65. Its so chaotic, and you can lose whatever lead you had in a blink of an eye.
Dont get me wrong... I'm having a blast playing it. Its a fantastic game.
I like F-Zero but I don't really get on with these live service games. There doesn't really seem to be a goal for me to aim for as playing over and over just to get to a level cap doesn't do it for me. It also feels wrong controlling it with the joy con "d-pad".
This has been my “before bed” game every night since it dropped. It’s a ton of fun to do a few races.
If not for Resident Evil 4 Remake on PS5 (which I’m also currently playing) I’d probably be completely cracked out on F-Zero 99.
Speaking of which, for those of you with a Series X or PS5 or a good PC, play RE4 remake. In my opinion so far it’s the best remake of a game ever made.
Removed - trolling/baiting
I really hope this game updates with remappable controls soon. The B button on the joycon is the last face button I would've chosen for acceleration. A would be better, but ZR would be best. I know that there's a spin move on ZR, but that'd be better suited for a face button. Holding down a trigger for racing games just feels better than a face button. I'm not super hopeful as MK8D still forces the A button for acceleration, but... I can still whine, damn it.
(and don't tell me about global remaps, that's a non-solution. you shouldn't have to dive into the main menu every time you want to play a different game in a way other than the default control scheme)
@Desrever
My highest rank so far is 18. Which was a complete fluke on my part. I couldn’t tell you how I did it. It was on Mute City.
And I still lost to one rival in that match. Of course once I saw his Katakana user name I knew immediately “oh Japanese player, no wonder I didn’t beat him.” He got 1st place.
@MedusaMadman77 who hurt you
@Bret
He never got out of Top 90 on Tetris 99.
Talk about my crack for a long time. I still play Tetris 99 once in a blue moon. I never did win a match though. Highest I ever got was 6th. In a match I’ll never forget.
I don't know, But what about the 2 locked Cups that aren't available yet? I sense a expansion incoming in about 1 year!
great game i love that its free for online members DD
@Bret Products like this hurt everyone. The 99 series are experiments conducted to streamline the addiction algorithm. Pavlov would be proud.
@jmvalone
I personally think map variety may be the games main issue for me. I’m loving it and it’s an easy 9 but for some reason only the same few tracks are rotating. The original game has more so I honestly can’t figure out why they aren’t all rotating for more variety.
@Deemo37 I think tracks from the Queen and King cup are being introduced in the near future.
I'd be interested to know though: How often do the cups cycle and if, (once the King tracks have been introduced) all 15 will be in rotation or if it will be a cup-by-cup cycle over a few weeks if that makes sense!
I'd love to play this but don't like that its online only.
if you like f zero music you will most likely enjoy my remix https://www.youtube.com/watch?v=dcWToPfxRww
@WhiteTrashGuy That was kind of what I had in mind when it was announced, but oh well.
Negative:
But of corse theres a lot of positive stuff to say about this, but I'll leave that to reviewers and comments
@-wc- i mean you've poured in hundreds and hundreds of words into standing on this very minor hill, so that's why i say you've been putting a lot of energy into this, but you do you.
@Bret Nintendo really doesn't like to give players remappable controls, so don't expect an update like that anytime soon. As for this game's controls, most of them were lifted straight out of the SNES original, and Nintendo's history implies they would rather not change as much about the original controls as possible to honor the original game.
All at the wonderful price of no additional dollars!!! (I’m assuming you probably pay for the basic nintendo online service since you’re here lol)
@-wc- My gosh, that comment sounded pretty nitpicky. If i didn't know any better, id say 20+ years of waiting and disappointment have begun to weigh on you! It's almost like you've had all that time to get veeeeery familiar with the 6 games you were given! Weird.
@demacho
when someone cant win an argument, they choose to attack the other personally.
i dont care what you think of how i spend my energy, friend. why dont you bug off if you dont wish to engage with me over this? ✌️
@P-Man Matches would take way to long. I think that was the main issue with Super Mario 35. Matches could drag on forever.
@epicgamner
HA you've got my number!
I will be (and indeed was) the first to admit that muscle memory informs my critique of the controls, but its real to me and it is how i feel.
(also, go back and play og fzero... this does mot play the same!)
the feedback has been... interesting. im surprised by how judgemental people can be on here! i mostly just try to call it as i see it, and get deep and nerdy with it! i thought that was what we were supposed to be doing here! 😀👍
@-wc-
F-Zero 99 is a modified version of the original F-Zero.
Mario 3 and Mario World are not modified versions of the original Super Mario Bros.
That's the difference.
@Nintoz
That is a good question. My other would be whether or not maps like Silence which are only at the end of a Grand Prix would be put into a normal rotation. That and maybe how often mini prix will be in because I really liked it for a more casual feel and then it disappeared.
@JCLKaytwo
"F-Zero 99 is a modified version of the original F-Zero."
no it's not. its a new game that borrows elements from multiple prior games in the series.
even if it were (like is it a romhack basically?) that proves what? that my supporting analogy is weak? ok 👍
@-wc- Time to master the new control scheme then, right? In the fzero world we got to take whatever we can get sadly. Im struggling a bit with the controls too. I missed the snes one at the time but played a lot of the gba games and x and gx. This doesn't quite feel how i remember but the gameplay loop has me hooked enough to try and master it. Also i bought a snes controller to try and summon snes energy.
@Pickettfury
"Time to master the new control scheme then, right? In the fzero world we got to take whatever we can get sadly."
i havent given up on it! and, despite the reaction ive gotten today, i really dont think my original comment was all that damning, personally.
thanks! ✌️
PS - you are the first person to agree with me about this, yet i KNOW im not wrong about the controls being different.
i can normally sling the falcon around big blue and mute city with my eyes closed. 😆 im struggling, but not in a "ohh this'll be fun to get to grips with" way, but more "oh no, they messed it up a bit."
@-wc-
I can understand exactly what you mean about how this game controls. I noticed it was different as soon as I booted the game, and I’ve only casually played F-Zero (and the Satellaview-exclusive) over the decades. But… I expected it to be different, to be honest. And while it’s not as close to the SNES original, at least it gets the job done without feeling alienated. Just takes some getting used to, that’s all.
It’s a similar experience to Super Mario Bros. 35, actually. That game didn’t feel 1:1 to the original Super Mario Bros., but it was at least much closer than the extremely sluggish Super Mario Maker imitation, so I could adjust much quicker. And while I’m speaking of Super Mario Bros.…
Don’t you DARE call a Super Mushroom a “Power Mushroom” again 😆
@Linker2A03
Hey that's a pretty mature way to look at it!
To be fair, I played a few more races and I'm coming to terms with what it is and what it isn't. And, the more I play, the more I can leave my expectations behind and just focus on the new game right in front of me. 👍
OTOH, as with alot of things Nintendo over the years, "what could have been" is always somewhere in my mind. 😕
I will keep hoping for that new series entry, and until then, keep grinding away on the 3 games I've been playing most of my life, and now this new one, for what it's worth, while it lasts 🙃
PS - "Power Mushroom." ...there are no words to accurately describe the shame that I feel. 😔
@JCLKaytwo "F-Zero 99 is a modified version of the original F-Zero."
It's entirely new from a technical perspective and is running on a modern game engine. It's not a romhack - the SNES Mode 7 elements are strictly aesthetic.
@BTB20 True, but just like Super Mario Bros. 35, it didn’t have to be a 99 game. They could have adjusted the player count or other things to make it work better.
@-wc- You are right. Yes, it's a new F-Zero with old 16-bit style, but it does not play like the original. There is a lack of speed, it controls a bit different and the chaotic gameplay elements (99 players filling a not so wide road) prevents a player from focusing on perfecting the drive style on tracks. It's more of an F-Zero carnival and should not be taken too seriously in my opinion.
I played it a bit, it's a fun game to pass time, but it's not absolutely a good F-Zero game. They could simply have made an F-Zero X (n64) with online multiplayer up to "n" concurrent players, but even in that case maybe "99" would have been too much.
@PikaPhantom Good point about which games of this kind shut down and good to know that there are officially confirmed upcoming tracks and so soon other than the datamined stuff!
@OrtadragoonX I've won more than a handful, but my best in Invictus was barely top 20, iirc. I don't know the T-spin meta and still just go for Tetrises, so modern competitive Tetris has unfortunately left me behind.
@MedusaMadman77 Dude what?? The 99 model is hardly a plague on gaming. How is it inherently any more "addictive" than any other game? It's not as if it has microtransactions or gacha mechanics. At worst F-Zero 99 is just an attempt to get more people to sign up for a Nintendo Online account, which is $20 a year and gets you actual games and, you know, the ability to play games online. There's absolutely nothing darker going on here.
@-wc- dude people hate fun, especially nintendo fans. There are so many grumpy people here specifically and i have no idea why! Im glad theres finally been some f-zero though. Its about time SOMETHING came out and ive been wanting a reason to become a fan, so this game works out for me!
@Bret The product employs fomo tactics and negative reinforcement psychology. It's exploits peoples addiction weaknesses for profit. It's the Candy Crushification of entertainment.
Microtransaction and gatcha mechanics were used in earlier experiments like 3ds pay to play and mobile titles. The more popular products like this become, the quicker we move towards all games just being Pavlov machines.
Companies want you to think addiction is a positive thing. Ask yourself this. Why are children not allowed to gamble?
@MedusaMadman77 Yes, those are all very negative and real things about games with microtransactions and gacha mechanics, which F-Zero 99 does not have. FZ99 doesn't have "fomo tactics", it doesn't even have events to miss out on so far, aside from this grand prix thing which is going every half hour. And you haven't explained how it's more addictive than any other games, you just keep pointing at it and saying it's addictive. And again, whether people play it or not Nintendo is not making extra money on it! It's not a monetized product! So what on earth are you on about?
@piecez great remix, thanks for posting
@gingerbeardman thank you
I'm counting down the days until PAC-MAN 99 goes offline... it's the only reason I keep a Switch Online subscription now. Even save data backup isn't enough to justify it.
@MedusaMadman77 ngl, there where microtransactions in PAC-MAN 99, but they weren't egregious. Paying $1.99 per skin, $15 for mode unlocks or $30 for Deluxe which unlocks all skins and game modes in what is otherwise a F2P game to paying subscribers isn't really that awful in the grand scheme of things (if anything, paying the money for the mode unlocks means I can play the offline modes when the game DOES die). Devs of F2P titles still have to make money, microtransactions facilitate that, but not all devs will be predatory about it.
Another thing too is you give no reason as to how or why what you're saying is addictive, then again EVERYTHING is addictive, that's why there is a saying... how's it go? Everything in moderation?
@Aiodensghost I can't help but wonder if the 99 series was originally intended to be mobile titles. There's less and less "game" with every new f2p entry.
Sorry. I didn't understand your second paragraph.
@Bret I never said it did have microTs or gatcha. You misread. It does have fomo tactics, you even state it in your post. I don't have to explain the specifics of why it's addicting. Just read any social discourse about it. The word addictive is used to define it by A LOT of players. It's not monetized because it's an experiment. It solely exists to provide metrics for future products. What's learned here will be implemented in future titles. They, like most companies, are looking to perfect the Pavlov machine. Low investment, with high profit. Press button to feel a moment of joy. If you actually like F-Zero and/or video games in general, please take a step back and look at it with a more critical eye.
@MedusaMadman77 I completely understand the worry of addicting games, I would even say that this game is addictive in how it makes me want to try one more time. But at this point you could just put a slug gun up against any successful multiplayer game and label it as "addicting".
Games have always implemented features to increase player satisfaction and retention, all the way down to the sound effects and points systems. F-Zero 99 has great game feel (personally) and immense catharsis that can be found in the barely controlled chaos of racing, that's why I like it. If a game is fun to engage with, I don't see a problem with it. It's not like I'm purposefully grinding to get to the fun part because the fun part is the game itself.
If you're talking about Grand Prix and such being "FOMO" tactics to test the waters then I could level Splatoon at you as another game that did it eight years ago, I think it's been tested. Heck, you could even say Animal Crossing on Gamecube locking away content only at night time is a FOMO tactic.
Having special modes on rotation is just a smart decision to make sure the variety of game modes get a decent amount of players trying it out. It's probably not always going to be easy to find 99 players to play games like battle mode with. I, and I imagine many others, like the team battle mode, but you'd be hard pressed to find people who would choose that over the other special modes if they were always available, then you just have a mode that's struggling to find players. This also makes the Prix extra special and gives people variety in their experience to engage with the mechanics of the game.
Plus this is a free game that comes with the online service. Nintendo's goal is keep you playing their system and the fact you comment on a Nintendo-centric site means you are equally as liable as everyone playing F-Zero 99. Surprisingly most of us just like to play a fun game every now and again. If you really want to make a difference, become a therapist. Now get off your soapbox and play the games you find stimulating.
Have put about 3 hours into F-Zero 99 and it's been mostly very enjoyable, even if my best finish so far is 6th and as i've been playing the original since 1992 (and finished X and got pretty far into Story and Master Mode in the very hard GX) I thought I'd be doing better than that.
After 19 years since the last game it's so cool to finally get a new F-Zero (of sorts), I just hope they bring out a physical version and an offline mode the same way they did with Tetris 99, which I put nearly 200 hours into.
Also big shout out to the original composers, Naoto Ishida and Yumiko Kanki; the F-Zero soundtrack is fantastic, I much prefer it to the hard rock stylings of X or the GX soundtrack.
Now to get back to working towards that elusive first victory.
@MedusaMadman77 I don't give a damn about F-Zero, this is the first one I've ever played. Good speedrun, though.
You're just making wild speculation based on extremely flimsy "evidence" and won't even explain your main point. I'm done with this until you do.
I'm personally enjoying 99 more than I did initially.
I never got over my uneasiness with the dpad controls (being close but not quite what my hands remember,) so ironically i ended up preferring the analog stick. 🙃 initially i thought that the controls were straight digital, and so dpad was the only real option. but, i have noticed that while the stick is unnaturally sensitive (lending to the "digital" feeling,) it actually is somewhat touch sensitive in the low range. more importantly, im able to let go of my expectations on some level, and more easily treat 99 as the new game that it is 👍
OTOH i still dont completely love racing around kinda slowly (in fzero terms) in a sort of rat-king of hovercraft, unable to carve a nice line or really employ tactics against any one competitor in particular due to the sheer congestion. its not really fzero to me.
BUT THAT'S OKAY! Tetris Attack isn't really Tetris, and I love it AND Tetris to pieces! ❤️✌️
7/10 Good
______________________
THE FOLLOWING IS AN OPINION 😅
this game suffers from something that ive noticed in a few recent switch games. i can best describe it as "unnatural tilt acceleration," where theres a sort of compression happening to the response of the analog stick. once youve tilted, say halfway left or right, the game kind of "takes it away" and goes ahead and ramps the input up to 100% left or right.
i noticed it in the otherwise excellent quake remaster, and somewhere else i cant recall. the overall feeling is really far from a 1:1 kind of response, like its "assisted" and not in a way that i prefer.
i mention it here because sometimes one or two people on here feel me, and nobody IRL wants for hear it from me atm haha 😅✌️
„ that sterile Switch-era feel“
Huh, I’ll never understand what people dislike about the Switch GUI. To date, whenever I boot up the Switch and navigate through the system, I find myself thinking “this is beautifully done”. So clean, fast, uncluttered, modern. None of that mess that gaming GUI’s are notorious for (tons of different pretentious baroque fonts and borders and embellishments, all at once).
I played this game so much last month. 6 race wins and a 3rd place finish in the Queen League Grand Prix already. You should play this.
@-wc- anything that controls better than that atrocity that was Maximum Velocity is a win in my book.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...