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Full Version: F-Zero 99 is Fantastic, Challenging Fun!
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So, recently rumors of a new F-Zero game surfaced.  I wasn't sure whether to believe them or not given how long it has been -- like 15 years since the last entry on the GBA -- but... it happened!  F-Zero has returned... as a multiplayer-only game in the "99" line of titles with graphics and tracks taken from the original Super Nintendo F-Zero game.  It's chaotic and intense but is pretty fantastic once you get used to it.  This is the fourth Switch 'battle royale' game, and the third from Nintendo itself.

Tetris 99 is outstanding and still is quite popular, but the big question is, how long will this game be available for?  Because while Tetris 99 is still available and supported, the other games in this category of sorts of Nintendo Battle Royale games are not.  Super Mario 35 was announced as a time-limited title and was indeed shut down as scheduled.  I have no idea why they made the game time limited, but I didn't like it all that much anyway; the physics were just a bit off, not quite NES Mario physics and very far from NSMB.  As for the other one, Pac-Man 99, the game is a Switch exclusive but is run by Namco.  The game is about to be shut down.  I have no idea why Namco is shutting it down now, and it's really unfortunate that they are because from what I played of it it's pretty good, but I do admit I was probably part of the problem, I wasn't playing it much.  I presume player numbers must not have been that high, unfortunately.  Too bad. 

So, the rocky history of these games leaves me skeptical about F-Zero 99's future.  I hope that this game is more Tetris 99 than Mario 35!  F-Zero 99 is really good, it'd be a shame if it vanishes for no reason at some time not that far in the future.  I recommend playing this game while you can, it's really worth it.

As for this game, as I said, F-Zero 99 is SNES F-Zero but with 99 racers and some new features.  The game controls a lot like the Super Nintendo game, so control is responsive and feels great.  The game feels designed to be played with a D-pad, though; analog controls exist but are incredibly twitchy, I hate the feel of this with analog.  So that Switch analog stick will sit there unused like usual... heh, with the kinds of games I mostly play on Switch I rarely use that thing.  This game works fine as it is, but better analog controls might have been nice.  I know Nintendo wanted to prioritize being able to play this game with a d-pad because they wanted the game to play well on the Switch Super Nintendo-style controller, and that was a good decision, but the analog controls need a bit of work.  The other thing that needs work is the options menu, which has some missing options that should exist.  Audio volume options are badly needed, for example; the music in this game is way too quiet, and you can't turn it up.  It's kind of annoying to have to turn my TV volume way up just for this one game, ten back down for anything else.  There also isn't an option to dis[play the speed in miles per hour, which is a bizarre oversight to make.  The speed in this game doesn't matter much, but it should not have shipped only in kilometers per hour, those numbers are somewhat meaningless to me.  But really, that's it for issues as far as controls and options go, everything else is good.

As far as the gameplay goes, F-Zero 99 starts with the Super Nintendo game, but builds off of it to fit its new genre and for new control and game features that have been added in.  This isn't just the Super Nintendo game with lots of cars, there are new game mechanics present.  First, the track designs, while extremely faithful to the original, have perhaps been expanded in width to fit the larger field.  Each track has an opening start area as well, a fan-shaped area where all the cars start before driving towards the games' starting line in the course.  This solves the starting-line issue with so many cars in a fair way.  But as far as game mechanics go, there are two major changes.  First, the boot system of the rest of the series has been put in this game, so boosting boosts away your health.  I really like that this mechanic is here, it adds a lot to the game.  Boosting, hitting a wall, or bumping other vehicles reduces your energy.  If you run out of energy or go off the track on a jump, you explode and that's it, you lose; there are no second chances in a race in this game.   Each track has a recharge pit area that heals some of your energy.

The second, and probably most important, new ability is about the superboosts to the Skyway.  This new super-boost ability has been added.  When you damage other vehicles with a spin attack -- another feature from later F-Zero games back-ported to the original here -- you build up a super meter.  You can also build up this meter by collecting yellow orbs which drop when other players do damage to eachother or touch a yellow AI vehicle.  Once the meter is filled, if you hit the boost button instead of doing a normal boost you will go up into the sky to the Skyway, a second path in the air above each track.  You stay on this more streamlined course for as long as your now-rapidly-depleting boost meter allows.  Timing your uses of the superboost is one of the most important skills you will need to learn in order to do better at this game, because where you start a superboost can have a large impact on how much ground you gain from it.  You will only get a couple of superboosts per race most of the time, since the meter takes a while to charge up, so you need to use them well.  This mechanic is not something any previous game in the series has any analog to, and I'm not sure if I like it all that much overall because it allows you to avoid the challenging parts of a track and sometimes gain a large advantage through just using a boost well instead of through good driving skill, but it is an interesting mechanic that is key to the game.

Beyond that, F-Zero 99 is mostly a lot like SNES F-Zero, just in modern resolution widescreen and with the insane, intense chaos of 99 human-controlled racers on the track, all driving around and whacking into eachother.  This is a wonderful game with solid rewards for play, as you level up your racer and unlock more car colors and titles for the current selection of four vehicles.  As for content though, right now that is the games' main problem.  F-Zero 99 just doesn't have much to offer.  So far, 7 of the 15 tracks from the original Super Nintendo game are playable.  The rest aren't in yet and apparently will be added later.  And of those seven, only four, the first four tracks from the Knight Cup, show up in the regular F-Zero 99 mode; the fifth, Silence, never does for whatever reason.  As great fun as this game is, playing Mute City I over and over and over gets old after a few hours, you know?  As for the other two tracks, one track from each of the other two cups is currently present, with White Land I from the second cup and Port Town II from the third.  Port Town II is definitely my favorite track in this game so far, and I hope that it's not too long of a wait until the other harder tracks are playable in F-Zero 99. 

Some more tracks beyond that would be nice, too, and more cars.  The easiest thing to add would be the 10 tracks and 4 cars from BS F-Zero 2, the Satellaview game.  I presume that Nintendo has copies of those tracks, because only half of them are currently available; the BS F-Zero 2 game we know is based on the Practice rom for BS F-Zero, which included the four new cars and five of the new tracks, while the other five new tracks were only in the main two week versions with Satellaview streaming audio, neither of which has a publicly available rom.  There are a few videos on Youtube of them being played with the original streamed Japanese voiced dialog, though, which is neat.  There are more SNES-style tracks from the GBA games of course, or they could make new courses, but it'd be pretty fantastic to finally see BS F-Zero return, and for everyone to be able to play the five lost tracks...

Overall, I love F-Zero 99.  It needs more tracks, but other than this this game is really good, very addictive stuff.  I've played a decent number of hours of the game so far since its release after the Direct last week and certainly will play more.
I'd rather not invest any time in this without any knowledge of how long it's going to last.  The rate at which these things evaporate is pretty embarrassing, or should be.
The game is really good, play it while you can.  If it's successful they probably will leave it up for some time, they didn't announce it with a discontinuation date after all like they did with Mario 35...
Here's the thing.  These games are FREE.  They make no money at all directly from them.  The money is made off the Nintendo online service instead.  In light of that, there's no excuse to take the games down even if they aren't as popular as they would like.  So long as they're still making money from the online service, just keep the dang games up.

With that in mind, I don't intend to reward this kind of FOMO behavior.  "Fear of missing out" won't motivate me here.  If it dies, it dies, but I'm not motivated to renew my Nintendo Online subscription just to play a game that may just vanish forever.  At some point, I'll just pirate it down the line on a hacked Switch and play on modded fan servers instead.
(18th September 2023, 5:59 PM)Dark Jaguar Wrote: [ -> ]Here's the thing.  These games are FREE.  They make no money at all directly from them.  The money is made off the Nintendo online service instead.  In light of that, there's no excuse to take the games down even if they aren't as popular as they would like.  So long as they're still making money from the online service, just keep the dang games up.

With that in mind, I don't intend to reward this kind of FOMO behavior.  "Fear of missing out" won't motivate me here.  If it dies, it dies, but I'm not motivated to renew my Nintendo Online subscription just to play a game that may just vanish forever.  At some point, I'll just pirate it down the line on a hacked Switch and play on modded fan servers instead.

Nintendo itself has only released two battle royale games, Tetris 99 and Mario 35.  One is st ill up.  The other was announced as a limited-time release and that is how it went.  With this game, no time limit was announced, so it hopefully should be available for a good long while  I'm not sure why you are so adamant to not play this game (or Tetris 99 I assume?) but it's mistaken.

One thing to remember is that this kind of game requires a large player base to work.  If you aren't constantly filling up 99 player lobbies the game dies.  Plenty of battle royale games not by Nintendo have gotten shut down, often after not very long, because it's a genre that requires a lot of players for the game to be fun and something that people will come back to instead of dropping.

Right now, F-Zero 99 has that playerbase.  It's fantastic and a lot of people have noticed and are playing it, lobbies fill up very quickly.  A bunch of the big Mario streamers I watch are playing it a lot too, and seem pretty addicted.  The big question is how long this player base will stick around.  I hope it's for a long time, but you never know, and I'd much rather enjoy this amazing game while it has that large playerbase than not play it because it probably won't have that forever.


Overall, (Jeff Minter's) Akka Arrh was my game of the year this year so far, but F-Zero 99 gives it some pretty strong competition.  This game is amazing.
Just because you tell me you're going to pull the rug out from under me before hand doesn't mean I have to smile and accept it.
So you'll never play an online game because it might get shut down, then?  That's a questionable decision.  Online games get shut down all the time when unsuccessful.  So far this one seems to be successful, I hope that continues.

Quote:Just because you tell me you're going to pull the rug out from under me before hand doesn't mean I have to smile and accept it.
Super Mario 35 wasn't all that good anyway, I honestly barely cared when they shut it down because I didn't play it much.
So Nintendo released the first update to this game a few days ago which, interestingly, did not require an update to the game, so it's just unlocking stuff already in the game.  Five tracks were added -- the remaining four from the Queen Cup and one more from the King Cup, Death Wind II.  This leaves only three more King Cup tracks to go... except one track has been removed for now, Silence, due to game design reasons that I don't think are very good.

So, in order to keep player counts up in the modes I presume, F-Zero 99 has two modes available at a time -- F-Zero 99 mode and a rotating other mode.  F-Zero 99 mode randomly selects two tracks from a selection of now seven, the first four tracks of Knight Cup and the first three of Queen Cup, then the players vote on which one of the two they want to race on.  That means that in this mode you may race on Mute City I or II, Death Wind I, Big Blue, Red Canyon, Sand Ocean, and Port Town I.  Once the last three tracks are added Mute City III is likely to join this mode, I'd guess.  That would make this games' biggest weakness, that if often feels like Mute City 99 instead of F-Zero 99 because most people seem to choose Mute City every time it appears, even worse, but at least each of the three Mute City variants is slightly different...

There are four modes that rotate through the second slot.  They include:

- Team Battle - This mode races on the same tracks as F-Zero 99 does, except here the players are broken up into two teams which compete with eachother for points.  The two most important sources of points are which team is in the lead during the race and the finishing positions of team members at the end and damage done to members of the other team done with spin attacks during the race.  There are also less points handed out for two other categories, including how many members of the other team your team destroyed.  This mode is okay but it's definitely my least favorite in the game because the results feel extremely arbitrary, these races aren't really long enough for team tactics.  Also, due to the long wait timer you need to wait through between each spin attack, it's not like races are filled with action, it's really about the same as a regular race.  This mode would be more interesting if they dramatically reduced the spin attack wait timer for this mode only, I wish they'd do that.  As it is though I usually don't play it.

- Mini Prix - A Mini Prix costs one ticket.  You earn tickets through play in the modes which don't cost tickets.  This three-race championship has preset tracks, you can't choose.  It will consist of two randomly selected tracks from the ones F-Zero 99 mode chooses between followed by one final track from the ones in Pro Tracks mode (below).  You get points based on your finishing position in each race and the winner is the person with the most points at the end of all three tracks.  These are pretty fun.

- Pro Tracks - This mode is the harder tracks that are not the fifth track in a circuit.  It currently includes three tracks, which it will select two of to offer the players to choose between.  The three tracks here are Port Town II, White Land I, and Death Wind II.  Once they add the remaining three tracks Red Canyon II is sure to join this mode.  This mode's great and it would be nice if it was available more as opposed to boring Team Battle mode.  These are the most interesting tracks the game regularly lets you play on.

- Grand Prix-  This mode costs three tickets, so you will need to play for a while to be able to play it.  A timer on the main menu tells you how long it is until the next Grand Prix starts; they are every two hours on weekdays and every 20 minutes on weekends.  After each race the bottom 20 people are eliminated, so getting to each next course gets more difficult.  So, only the top 20 from track 4 of the circuit can challenge the final track.  For the first few weeks after the game released, this mode was the Knight Cup Grand Prix, and went through the five tracks of Knight Cup, finishing with a track you can't play in any of the other multiplayer modes, Silence.  Silence starts you from a starting grid instead of having a big fan-shaped starting area like the other tracks do because as track 5 of the circuit only 20 vehicles are in the race.  Now, however, the Grand Prix mode plays Queen Cup, going through those five tracks and finishing with White Land II. 

So, since Silence has not been added to the F-Zero 99 or Pro Tracks modes, it is now inaccessible anywhere other than in the single player practice mode for those of us who raced on it and unlocked it there.  This decision, to lock what will be three of the fifteen tracks to only appear as the final track of a Grand Prix, does make those tracks feel more special but it also locks some of the most interesting tracks in the game to barely ever appear or, in the case of the Grand Prix cups not currently in the rotation, to be totally unavailable in multiplayer.  I understand why only one cup is available at a time here since the mode modes you offer the greater the likeliness that games won't fill with 99 racers, but the final tracks really should have versions in the regular modes too.  I get the idea of making them special, but I'd rather have more tracks to race on all of the time, I think that would be better.

Anyway, though, that's the modes in F-Zero 99.  This game is really really amazing and addictive and I'm looking forward to its future updates.  I really hope that they don't stop with the 15 tracks from the original game and also add the courses from BS F-Zero Grand Prix, that would be amazing...
I expanded what I've written here into a review on my site: https://blackfalcongames.net/?p=1518

It's like, I kind of want to post it here too but most of my posts in this thread are there too, so it'd be like half new and half repeated stuff, so... hmm.  Maybe I should use the previously unused Switch reviews forum here...