F-Zero 99 - Graphics Comparison Queen League (Switch vs. SNES)

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  • čas přidán 8. 09. 2024
  • This is a graphics comparison between F-Zero 99 for Nintendo Switch and F-Zero for Super Nintendo (SNES). This video compares the 5 new tracks added in the Queen League update. The SNES footage is the Nintendo Switch Online version.
    Each track will start with the SNES version, then transition to the Switch version, and then finish off with a side-by-side comparison. SNES is on the left and Switch is on the right.
    Some changes were made to these tracks beyond just graphics and being wider. The biggest change is that the massive jump in White Land II has shrunk. In the SNES version, if you didn't know to hold down on the D-pad when jumping into the air, you would never survive that jump. However, in F-Zero 99, holding down is no longer required.
    0:16 - Mute City II
    0:58 - Port Town I
    1:45 - Red Canyon I
    2:28 - White Land II
    3:49 - Death Wind II

Komentáře • 163

  • @ModernXP_
    @ModernXP_  Před 11 měsíci +26

    How do you feel about them shortening the jump?
    EDIT: Some people pointed out that I was going faster in F-Zero 99 than in the SNES version. So I've posted an update video showing both versions at the same speed.
    czcams.com/video/-SpfhTYODvk/video.htmlsi=Dg1WXlj3Zm3LJBDp

    • @ConcavePgons
      @ConcavePgons Před 11 měsíci +11

      I guess it's for the same reason for the other changes done in 99: they did it to make the game more mainstream for their general audience. I imagine the challenging nature of the F Zero is why the series was historically more niche than say...Mario Kart.

    • @FzeroVaporeon
      @FzeroVaporeon Před 11 měsíci +16

      ​@@ConcavePgonsI don't think that part is necessarily harder, death wind II is in f zero 99, it's just that it forces you to use a mechanic that isn't obvious

    • @solarstorm5242
      @solarstorm5242 Před 11 měsíci +16

      It’s a shame that they shortened it for one reason only: It would be funny to see 10/20 people wipe out there because of a lack of speed or because they didn’t know how to extend their jump. But as some mentioned, it’s only available in GP, so players who race on it will be experienced. So… Why shorten it in the first place then? I suppose just to make it easier than the original, which is overall what they did with all tracks as well by making them wider.
      It honestly fits with their redesign philosophy so I’m not too miffed about it. Still a shame in my opinion. Now I wonder how much easier Fire Field will be… I want it to be still tough!

    • @Yipper64
      @Yipper64 Před 11 měsíci +14

      that's fair. I was playing the queen league on the snes version to prepare for it coming to 99 and noticed that jump is *really* rough, you basically cant get over it unless youre at full speed.
      Which if theres 98 other racers on the track bumping you around, its going to be very unlikely you have enough speed.
      That's probably why it was changed.

    • @VanStolin
      @VanStolin Před 11 měsíci +1

      @@solarstorm5242 It is possible that the jump was shortened to give the possibility of the shortcut. By jumping more to the right with a boost, it is possible to cut the corner completely. Where on the SNES, that was only possible by doing a slight turn and landing on the opposite sides jump pad. This makes it more of a consideration for people and a nice way to slip into a better position in the race. White Land 2 has very little opportunity otherwise of making this kind of move, as most of the turns are fairly straightforward, with only the ice to consider as an obstacle. Still, I think it would have been more interesting if the jump was long and trying to score a KO on the jump was a greater possibility. Though I can see most designers being concerned about the possibility of losing the whole GP because of a lucky bump on a jump. Getting rid of frustration is obviously going to be at the forefront of design, especially on a multiplayer game.

  • @Powerate
    @Powerate Před 11 měsíci +70

    I'm glad they made the tracks wider than the default game to be able to create some space to fit 99 players racing

    • @cube2fox
      @cube2fox Před 11 měsíci +1

      They could just have used fewer players instead. But 99 sounds nicer.

    • @Aereto
      @Aereto Před 11 měsíci

      Widen the track, but keep the jump length. I want that 99 go down to 50

  • @CrizzzCra
    @CrizzzCra Před 11 měsíci +188

    It's so sad they shortened that part. I wanted to see half of the players who didn't know you can press up and down crashing on that part :(

    • @Megapig9001
      @Megapig9001 Před 11 měsíci +24

      It’s okay I still crashed my first go lol

    • @Teknanam
      @Teknanam Před 11 měsíci +27

      Its still long enough to kill some people if they aren't going fast enough+don't know about holding down. Also, its only available on GP. Most players who reach White Land II will be familiar with the game mechanics so most won't die in the gap.

    • @excalibur493
      @excalibur493 Před 11 měsíci +15

      Honestly, same. It'd be so funny to see a massive line of smoke and ash. But also, it's better to reel in new fans. Maybe have an optional difficulty mode later on that increases the bullshit and rewards more tickets.

    • @gurvmlk
      @gurvmlk Před 11 měsíci +3

      How would they not know that though when it's explained in the game's own instructions?

    • @michaelvelez6699
      @michaelvelez6699 Před 11 měsíci +2

      Ehh i think still the same, rememver the POV in F-Zero 99 is different than OG from Snes

  • @Teknanam
    @Teknanam Před 11 měsíci +55

    I should note that in the SNES game, you had a slower speed (around 360) going into the jump compared to F-Zero 99 (where you were in the 390 range before the jump). That would definitely make a difference, but how much I don't know.
    EDIT: Just did some testing myself. If Falcon is in the 360-369 range when he hits the jump in F-Z 99, it basically becomes a crapshoot on whether you'll make it. And if you do make it, you land on the other jump pad which if you're not prepared for, could bounce you into the OOB area on the other side of the track.
    EDIT2: Did a little more testing. On the SNES game, being in the 390-399 range is enough to clear the gap without holding down. But getting to that speed lap 1 with the Blue Falcon is hard thanks to no lap 1 boost. And just like with F-Zero 99's 360 jump, you are barely clearing it. You still have a high chance of either failing or landing on the jump pad on the other side which can still screw you over.
    In conclusion, I still don't know if the gap jump was truly shortened, but F-Zero 99 definitely makes it much easier to reach the high speeds necessary to easily clear the jump without holding down.

    • @anyapeanutlover
      @anyapeanutlover Před 11 měsíci +3

      Another thing to add:
      - The Mini-map where the jumps are located are consistent with the SNES version. There aren't any obvious differences between both 99 and SNES, aside from a slightly angled perspective/field of view where you can see the rest of the map from afar.
      - The speed isn't modified, both SNES and 99 matches the same without boosting at all.
      - This "shortened" jump shares the same to Port Town 1 and 2 respectively, which could link up to the same field of view I mentioned above.
      - I have this strongest gut feeling that they _slightly_ increased the air time in 99, because the SNES version falls a bit sooner than the 99 version (In 3:00, they hit the jump pad at the exact same time).
      - If the tracks were shorter, then the 99 version would've had a slight lead via the comparison.

    • @Manavine
      @Manavine Před 11 měsíci

      ​@@anyapeanutloverconfirming, somewhere at 3:02 you can see snes hit ground slightly quicker than 99.

    • @NYPATRIOTBX
      @NYPATRIOTBX Před 11 měsíci

      All you have to do is hold down on the d-pad to stay in the air longer and make a soft landing. Never had a problem with that jump when I played Fzero on the snes

    • @Teknanam
      @Teknanam Před 11 měsíci

      @@NYPATRIOTBX
      The game doesn't teach you that. If you got the original SNES game without a manual, you'd have to figure that out on your own. And you're not required to take advantage of holding up until you reach White Land II. Many players simply lost all their lives in the Queen League and were left confused and angry. This is why White Land II has such a fearsome reputation despite the simple solution to clearing the track.
      Glad you never had a problem with WLII, but that isn't the story everyone had with that track.

    • @NYPATRIOTBX
      @NYPATRIOTBX Před 11 měsíci

      @@Teknanam we figured it out real quick when there was no internet 😁

  • @zarrg5611
    @zarrg5611 Před 11 měsíci +21

    The illusion that the track is rased above the city is certainly more effective in the original. I guess for 99 they played into the abstraction, plus they would not be able to release the game at the original's resolution.

    • @cube2fox
      @cube2fox Před 11 měsíci +4

      In the GBA games, track and city were actually on separate planes. The SNES couldn't do that due to hardware limitations, and I guess there was no incentive to change it for the Switch version.

  • @BeardBear
    @BeardBear Před 11 měsíci +13

    I still haven't played the game, but your comparison videos were fun to watch. Great work!

  • @AlejandroChannel
    @AlejandroChannel Před 11 měsíci +31

    In the SNES game, Bumpers/Snails naturally can't make the jump in Beginner difficulty because they are too slow, so my theory is they shortened it so CPUs wouldn't fall off, assuming their speed is the same as in SNES.
    At least, that's what I like to believe.

    • @nikosquared4123
      @nikosquared4123 Před 11 měsíci +8

      Most likely meant for players who don’t know you can hold up and down

    • @BeretBay
      @BeretBay Před 11 měsíci +2

      Unlikely, considering that the bumpers just spawn in. It's most likely to suit a more casual audience, so that nobody would fall off the track from something that is not directly player related. Not reasonable, if you ask me. I would have preferred the extra challenge.

    • @AlejandroChannel
      @AlejandroChannel Před 11 měsíci +6

      @@nikosquared4123 FZ99 has a loading screen explaining how to make long jumps, so if they made it so players could make the jump without holding down I think that's quite counter intuitive...

    • @Quantris
      @Quantris Před 11 měsíci +1

      @@BeretBay lucky bumpers

  • @naejimba
    @naejimba Před 11 měsíci +23

    I think one of the most interesting effects is how the clean HD graphics of the tracks makes it feel as if you are going slightly slower. I HAVE to figure out why that is...

    • @yeetlejuice7181
      @yeetlejuice7181 Před 11 měsíci +17

      tbh i think it's a perspective + draw distance thing. like, if you look closely at the texture that makes up the track, snes f-zero's perspective feels slightly 'stretched' forwards compared to 99. plus the camera is angled slightly more upwards in 99 as well. because of this i'm like 90% sure that you're technically crossing the same amount of distance most of the time, it just LOOKS slower
      (also take this all with a grain of salt LOL)

    • @colbyboucher6391
      @colbyboucher6391 Před 11 měsíci +9

      It's because you can see much farther ahead.

    • @lefcandy
      @lefcandy Před 11 měsíci +1

      You actually go slower on 99, notice how the scale of the tracks is much smaller than on the SNES, this is more noticable during turns in sequence.

    • @naejimba
      @naejimba Před 11 měsíci +1

      So I've read though your comments and I think ALL of you have a good point and it is likely the combination of these things. Thanks everyone! =D

    • @jjstarrprod
      @jjstarrprod Před 11 měsíci +5

      Also, all the maps have been enlarged to better fit 99 players, which probably plays a role in how fast we see it scroll. And lastly, one big thing missing in 99 compared to the original is the atmospheric effect on the horizon line, that really helped sell the distance. It's simply gone in 99, making the whole map look a big deal flatter. Not sure if it has an impact on the speed, but it sure has an impact on the graphic aspect of the game.

  • @agustinhernandezrivas-jp7jk
    @agustinhernandezrivas-jp7jk Před 11 měsíci +9

    0:06
    Original: Why that gap is so long?
    F-Zero 99: Why the shortened that jump?

  • @paperluigi6132
    @paperluigi6132 Před 11 měsíci +2

    3:16
    Original jump was taken at about 360 km/h
    99 jump was taken at practically 400km/h

  • @TheCooterpuppet
    @TheCooterpuppet Před 11 měsíci +3

    If they do Silence II, the jump walls chicane part is going to be pure carnage

  • @scettzvill
    @scettzvill Před 11 měsíci +2

    they didn't shorten it.
    they just widened the track and the 99 version renders stuff further away, making it seem shorter.
    also, on the narrower SNES version it's more difficult to hold your speed through that last corner, making it more common to drop you below the minimum required speed to make the jump.
    so the jump isn't shorter, but it is easier to make.

  • @matthewmangan6251
    @matthewmangan6251 Před 11 měsíci +5

    While I do think the grainier look of the original has charm,! I love how 99 is both true to the original but also overhauls the visuals as needed

    • @cube2fox
      @cube2fox Před 11 měsíci

      You can play both the SNES game and the GBA games in high resolution widescreen using the bsnes and mgba emulators.

  • @mrdrybonestv
    @mrdrybonestv Před 11 měsíci +14

    It was a smart choice to shorten it. The fundamentals of the game are different in 99.

  • @markg5480
    @markg5480 Před 11 měsíci +2

    I forgot just how rapid the SNES version moved at. I don't know whether it's due to the angle and draw distance, but 99 feels and looks pretty slow. You never do get that same sensation of speed as you do in the SNES version. It's certainly frantic with 98 other ships pinballing about, but the pace of the ships feels more timid.

    • @jjstarrprod
      @jjstarrprod Před 11 měsíci

      I also felt that 99 felt it dragged to a slog. I never felt quite as fast as in the SNES version. I'm guessing it's for accomodating the 99 multiplayers aspect.

    • @hihigocat
      @hihigocat Před 11 měsíci +2

      draw distance, you move at the same speed on the tracks

    • @justicegaming1412
      @justicegaming1412 Před 11 měsíci +1

      Wide track makes it feel slower.

  • @PhilipMurphyExtra
    @PhilipMurphyExtra Před 11 měsíci +7

    Queens League is actually more of a pro track then the normal pro tracks

    • @OmegaVideoGameGod
      @OmegaVideoGameGod Před 11 měsíci +4

      Wait until they add fire field

    • @TheJonTendo
      @TheJonTendo Před 11 měsíci +4

      Queens League is for Pros?
      wait for Kings League
      Mute City III at the start
      Port Town 2 next
      2 other tracks
      and finally Fire Field

    • @BeretBay
      @BeretBay Před 11 měsíci +1

      You ain't seen nothing yet.

    • @BeretBay
      @BeretBay Před 11 měsíci +2

      ​@@TheJonTendoPT2 is already in

    • @killerb255
      @killerb255 Před 11 měsíci

      @@TheJonTendoDeath Wind 2 is the second track of King League and Red Canyon 2 is the fourth track.
      The other three tracks you’re right about.

  • @justinwiengarn7876
    @justinwiengarn7876 Před 11 měsíci

    I play F Zero for Like 25 years now and i never found out to get over that jump

  • @Dremag_Gaming
    @Dremag_Gaming Před 11 měsíci +2

    Nice about making the track wider but I kinda still like the SNES's land graphics. The Switch make it kinda look plain.

  • @gamagama69
    @gamagama69 Před 11 měsíci

    you know what, im happy they didnt force the resolution down. i feel like upscaling mode 7 style games is just the better way to play

    • @90sNath
      @90sNath Před 11 měsíci

      Sonic CD had it high, so why would F-Zero be low for its new verison?

  • @wesnohathas1993
    @wesnohathas1993 Před 10 měsíci

    Okay, so the jump isn't actually shorter, but there a number of factors at play making it seem like it is.
    Namely, the depth of field on SNES makes all distances look longer.
    Second, 99 widened all the tracks, which makes the distance look shorter comparatively.
    On top of that, the wider track actually makes the White Land jump easier since you don't have to lose speed on a sharp turn. Watch the speeds closely in each clip and you'll notice SNES hit the ramp at almost 370 while 99 hit the ramp going 400.
    The one change I do find to be an odd decision here is the newly added dirt patch in the corner of Death Wind.

    • @ModernXP_
      @ModernXP_  Před 10 měsíci

      Check the pinned comment. I linked a follow-up video where I test both versions at the same speed.

  • @not_kjb
    @not_kjb Před 11 měsíci +1

    Not only is the jump shorter but you can't jump from WL2 to WL1

  • @iamkakashi20
    @iamkakashi20 Před 11 měsíci +1

    yeah thats to bad they jump in white land 2 is shorter. when this track was releeseing i was hyped to go online and see like lot of ppl fail the jump. i hope red canyon 2 will still have the big jump the same as snes and not shorter.

  • @Phantoon
    @Phantoon Před 11 měsíci

    Looks to me that all of the maps are smaller, but the craft travel at an exactly proportional lower speed. In the comparisons the ships reach the corners at the same times, but if you look the corners start way further away in the SNES version

  • @BryantheArchivist
    @BryantheArchivist Před 11 měsíci +1

    F-Zero 99 would be an easy buy if they added an offline grand prix or at least optional cpu in practice mode.

    • @ModernXP_
      @ModernXP_  Před 11 měsíci

      You don't really buy it. Rather, it comes with Nintendo Switch Online basic subscription. I agree that it should have an offline mode. When servers are undergoing matienence, you can't even get past the title screen.

  • @Axel-Pikarizard
    @Axel-Pikarizard Před 11 měsíci

    Spanish:
    ¿Cómo haces para saltar eso son caerte al vacío en la primera pista del video?

  • @backup368
    @backup368 Před 10 měsíci

    I think it's more of a depth of field thing rather than they made the jump shorter.

  • @colinmcnally4743
    @colinmcnally4743 Před 11 měsíci

    God I hope this is a prelude to a new f-zero game. I’ve been waiting 20 years.

    • @ModernXP_
      @ModernXP_  Před 11 měsíci

      I believe it is a "testing the waters" game. And so far, it seems pretty successful. I think a new F-Zero game will come out in a few years on the Switch successor.

  • @daveincognito
    @daveincognito Před 11 měsíci

    I can't get the feel for Red Canyon I, and I don't know why it's so popular (almost always gets chosen when I play). I've practiced the track enough times, and I can hypothetically shave a sliver of time from using the jump pads, but when I start racing I tend to crash out there.

  • @FusionArmorX
    @FusionArmorX Před 11 měsíci +1

    I just hopped into Practice Mode myself, and I don't think the jump was changed at all. F-Zero 99 just has more mechanics to help you manage both your speed and hangtime better.

    • @FireSonicYT
      @FireSonicYT Před 11 měsíci

      it was still made easier even if the jump is not actually shortened, since you can make it without holding down at only around 360 or so speed, while the SNES version needs like 400.

    • @FusionArmorX
      @FusionArmorX Před 11 měsíci

      ​@@FireSonicYT Not really?
      In my Practice runs in FZ99, I maintained the speed that the video shows in the SNES version, which is in the range of 360 km/h before hitting the ramp with Blue Falcon. The launch from the ramp takes you up to (and locks you at) around 400 km/h at that speed, and that isn't enough to make the jump. I got a consistent Crash Out every single time I tried it, and that was with no inputs to adjust hangtime.

    • @FireSonicYT
      @FireSonicYT Před 11 měsíci

      @@FusionArmorX i've been able to consistently make it across with 360 in F-zero 99 just fine when i test it in practice mode with the blue falcon without adjusting hangtime, though...

    • @FusionArmorX
      @FusionArmorX Před 11 měsíci

      @@FireSonicYT Are you sure you 're not holding down after hitting the ramp? I think that extends hangtime, too.

    • @FireSonicYT
      @FireSonicYT Před 11 měsíci

      @@FusionArmorX no, i don't hold down at all.

  • @Mage_Nichlas_
    @Mage_Nichlas_ Před 11 měsíci +2

    While it is the correct business decision to shorten the jump the new players will never know our suffering.
    Although F Zero 99 does actually tell you about holding back for jumps so maybe this change is unnecessary. Regardless, braindead players somehow getting on White Land II are safe.

    • @90sNath
      @90sNath Před 11 měsíci

      Well I mean it's not really a shortened jump, but rather a buffed air distance

  • @TheTrueBro
    @TheTrueBro Před 11 měsíci +1

    People were already dying in Death Wind 1.
    I don't want to imagine all the salt caused by Death Wind 2 lol

    • @killerb255
      @killerb255 Před 11 měsíci

      Death Wind 2 is in the game now.

  • @nachgemacht_975
    @nachgemacht_975 Před 11 měsíci

    I remember losing lot of times because i bumped into someone richt before the ramp and couldnt reach the speed or i touvhed something not havin enough speed. Sometimes even as 1st place. Damn without that video i forgot about that part of my past fzero experience. I nearly ate my controller cuz of frustration back than.

  • @mistorbear
    @mistorbear Před 11 měsíci

    i would say that the courses look better without the anti-aliasing and high definition, it just it looks less like a flat plane that way
    edit: i do like the new hd gui though

  • @ittybittyshinystar
    @ittybittyshinystar Před 11 měsíci

    The tracks in 99 are wider and also shorter, and you also feel slower than in the SNES version

  • @J-Wolf17FTW
    @J-Wolf17FTW Před 11 měsíci +2

    In my opinion, the jump was never THAT hard to begin with.

    • @ModernXP_
      @ModernXP_  Před 11 měsíci +1

      It wasn't, you just needed to know to hold down.

  • @Wotvr
    @Wotvr Před 11 měsíci

    My only complaint is they changed the sound of the pit crew ship that heals you. :(

  • @gurvmlk
    @gurvmlk Před 11 měsíci

    If you really want to compare the tracks, you should see if you can find a way to be controlling both games simultaneously from the same controller. Of course, I have no idea what would be required to orchestrate something like that, but it would really show how the tracks compare when they're both being played exactly the same.

    • @90sNath
      @90sNath Před 11 měsíci

      If someone can find a way to get into practice mode on F-Zero 99 via Yuzu, that could be a good test for a single controller deal.

    • @ModernXP_
      @ModernXP_  Před 11 měsíci

      @@90sNath Yeah, controlling two emulators on one PC might work. Definitely not possible on Switch.

    • @gurvmlk
      @gurvmlk Před 11 měsíci

      @@ModernXP_ I was thinking more along the lines of some way to rig up the Switch SNES controller to two Switch consoles simultaneously. Then have one playing F-Zero 99, while the other is running F-Zero on the SNES library. Like some sort of splitter cable, or something.

  • @FennorVirastar
    @FennorVirastar Před 11 měsíci

    I think it is a bit exaggerated in this video. In 99 you are ~20 kph faster at the jump. You can make the jump in the original game at 390 kph without holding down.

    • @ModernXP_
      @ModernXP_  Před 11 měsíci

      The speed difference was a mistake on my part. However, I went back and tested it in F-Zero 99 again, and it's possible to make the jump at around 360-365 kph without holding down. So the speed requirement is definitely lower in F-Zero 99.

  • @TheTiltblazin
    @TheTiltblazin Před 11 měsíci

    @6:49, Where ModernXP gave "Zero F**ks" and veered off from everyone! 🤣☠️🤣☠️🤣☠️

  • @alfredsartwell5659
    @alfredsartwell5659 Před 10 měsíci

    Would rather have a multiplayer original version (4p) with the thinner tracks that required skill

  • @johanneshaukanes4531
    @johanneshaukanes4531 Před 11 měsíci

    I love 99. But for some reason the first feels mutch faster.

  • @Mr.PlatanoMAN970
    @Mr.PlatanoMAN970 Před 11 měsíci +2

    i cant wait for Fire Field to be released everyone is going to get KOed 🤣🤣🤣🤣

  • @mikaelrivacov5705
    @mikaelrivacov5705 Před 11 měsíci +4

    Indeed they did. That jump on the snes version made me quit the game back then😂 so very punishing 😅
    However I keep falling down to my death on the new one every now and then losing my rank in the grand prix 😭
    Wich makes me think on the good ol days😂

  • @remalemadingdong
    @remalemadingdong Před 11 měsíci

    i still failed that jump the first two (2) times i encountered it

  • @jjstarrprod
    @jjstarrprod Před 11 měsíci

    Thanks to your side by side comparisons, I just realized that the atmospheric effect on the horizon in the SNES version is gone in 99.
    No wonder I felt the game looked flat, compared to the original ! Not only did they enlarged the maps to fit the 99 players and fit the newer 16/9 screens (as opposed to 4/3 before), but they also forgot to put back the atmospheric effect, which reallyhelped selling the illusion of distance in the OG. I'm wondering if they can bring it back in future updates of the game.

    • @VegaPhil
      @VegaPhil Před 11 měsíci

      What are you talking about, there is no atmospheric effect on the horizon? The track disappears at a certain point because the draw distance isn’t as far on the SNES due to technical limitations and on the Switch it is higher so you can see further ahead but there’s no fog effect. This is something you’ve created in your mind

    • @90sNath
      @90sNath Před 11 měsíci

      ​@VegaPhil no he's right. If you really thought your TV had a burn in problem when playing the Super NES game, check it again, it's probably fine. This horizon effect is just the game brightening a certain portion of the screen.

    • @90sNath
      @90sNath Před 11 měsíci +1

      The effect would have to be recreated in a different way cause LCDs show the original effect in a way that wasn't intended, which probably explains why it was axed to begin with

    • @jjstarrprod
      @jjstarrprod Před 11 měsíci

      @@VegaPhil Rewatch the footage in the video. In tracks that happen during daytime, there is a very apparent fog on the SNES version, and on night tracks (like Port Town), it's a darker horizon, like what you'd get when you drive by night irl. None of it happens in the Switch version.

    • @jjstarrprod
      @jjstarrprod Před 11 měsíci

      @@90sNath Probably, although wasn't the track now in actual 3D instead of regular mode7 ? Surely they could find a way to add it somehow (I'm no 3D expert, but I dabbled in it enough to know that atmospheric fogs are definitely an option to meddle with in 3D game engines).

  • @Famicomnoobation
    @Famicomnoobation Před 11 měsíci

    Different perspective, not the same height

  • @BeretBay
    @BeretBay Před 11 měsíci

    Call me crazy, but I think they shortened the jump.

    • @90sNath
      @90sNath Před 11 měsíci +1

      I'm leaning more towards they buffed air distance

  • @adrenaliner91
    @adrenaliner91 Před 11 měsíci

    Finally I can enjoy the level without exploding every 2 laps because some rubber banding cpu f*cks me up even on the "lowest" difficulty. F-Zero is fun but it is really too hard. I need a very easy mode on every game. Besides GP Legend. This is the only one that seems to have reasonable difficulty.

  • @SoulCrusherEx
    @SoulCrusherEx Před 11 měsíci +8

    Why did they shorten the jump? For the lazy bumms not holding down on jumps? That jump is a skill check in a way. Also as final track with only 20 people it shouldn't be a problem

    • @dtradr
      @dtradr Před 11 měsíci +4

      Guess they did it for newer players

    • @zbf85297b
      @zbf85297b Před 11 měsíci +1

      I thought Nintendo would release Red Cannyon II first, then White Land II.

    • @ModernXP_
      @ModernXP_  Před 11 měsíci +5

      I was thinking the same thing. If you don't know to hold down while jumping, you probably wouldn't make it to the top 20 anyway.

    • @macaroniboi5637
      @macaroniboi5637 Před 11 měsíci +1

      @@ModernXP_ i never knew pressing up or down did anything, so my queen league runs always ended there

    • @oxob3333
      @oxob3333 Před 11 měsíci

      @@macaroniboi5637 and if you hold up you do the inverse i believe

  • @victorjavier8978
    @victorjavier8978 Před 11 měsíci +1

    They short it :(

  • @PandaXs1
    @PandaXs1 Před 11 měsíci +1

    shouldn't have shortened it, then we could see all the experienced players complain about how much harder it is to make that jump with 98 other players and how they should make it shorter since fzero 99 is a different game and nintendo are stupid lol

    • @FireSonicYT
      @FireSonicYT Před 11 měsíci +1

      theres only 19 other players, though. not 98.

    • @PandaXs1
      @PandaXs1 Před 11 měsíci

      @@FireSonicYT yeah for now, also that's still 19 more than before

  • @Elmalab
    @Elmalab Před 11 měsíci

    original feels faster.

  • @justanotherlikeyou
    @justanotherlikeyou Před 11 měsíci

    They probably shortened the jump because F-Zero 99 runs slower than F-Zero and you wouldn't be able to make the jump if it was the original's length. At least, that's my guess.
    Edit: The tracks are also shorter in 99 than their counterparts in F-Zero

    • @josemanoeltavaresfilho3693
      @josemanoeltavaresfilho3693 Před 11 měsíci +2

      Nah, same speed, wide fov makes racing games feel slower than they are, try F-Zero GX with the far camera, even that game will feel slow.

    • @90sNath
      @90sNath Před 11 měsíci +2

      It's the same distance. The tracks have just been stretched wider on the left and right but that's it.

  • @Rokabur
    @Rokabur Před 11 měsíci +1

    It has to be dumbed down and casualized for the modern audience.

  • @partack1
    @partack1 Před 11 měsíci

    yeh i was really disappointed

  • @oesr350
    @oesr350 Před 11 měsíci +1

    It can be understood, apart from F zero has a problem that has been getting worse with each game, which has been getting worse, which is a casual manual scary and maybe also mid-level players especially F zero X and GX.

    • @Redskies453
      @Redskies453 Před 11 měsíci +3

      What is a 'casual manual scary'?

    • @oesr350
      @oesr350 Před 11 měsíci +1

      @@Redskies453 I mean a casual scary because their gameplay is too difficult even for the average player mainly GX.

  • @darkwalkervisiondominguez1691
    @darkwalkervisiondominguez1691 Před 11 měsíci

    Nintendo is for little babys that’s why everything is made more easy

    • @Raspse7en
      @Raspse7en Před 11 měsíci +2

      And those who who keep saying "Nintendo is for little babies" are those who are always compensating for something since they themselves lack maturity and always need to prove themselve to their peers out of insecurity.

    • @VegaPhil
      @VegaPhil Před 11 měsíci +3

      Yeah but the original was Nintendo too so your point doesn’t make any sense

  • @phypesmash6154
    @phypesmash6154 Před 11 měsíci

    Fun fact: gatekeeping is good.
    They should let people learn it the hard way instead of serving it to them on a silver plate