Can a new F-Zero regain the franchise it's former glory? | |||
| Yes! Million Seller on Wii U! | 58 | 67.44% | |
| Yes! Million Seller on 3DS! | 11 | 12.79% | |
| No, flop on Wii U... | 11 | 12.79% | |
| No, flop on 3DS... | 1 | 1.16% | |
| What's F-Zero? | 2 | 2.33% | |
| Total: | 83 | ||
I would love to get another game in the franchise. Doubt it will ever happen but you never know, Nintendo revived Kid Icarus so I can see it getting another installment.
"I've Underestimated the Horse Power from Mario Kart 8, I'll Never Doubt the WiiU's Engine Again"
| RolStoppable said: I think Nintendo isn't making another F-Zero on home consoles, because so many people insist that GX was great, thus sending the message to Nintendo that GX was perfect and that there's simply not a big enough audience to make a sequel worthwhile. Wake up, people. GX was truly disappointing. I spit on the game and so should you. Middle finger to Amusement Vision. |
Um, okay. Why should we "spit on the game". We are entitled to our opinions.
GX is tied with Sonic All-Stars Racing Transformed as my favourite racing game.
1doesnotsimply
RolStoppable said:
Style over substance. Course design wasn't good on top of being too long. Physics were abysmal, especially in the air. Boosts were changed from maintainance to bursts, so it wasn't about good driving anymore. Everytime I tried to replay the game in the last eight years or so, I shut it down after playing a few tracks, because I was reminded of how poor and boring almost everything is. There are so many stinkers in the track selection. Lightning (Half Pipe), Cosmo Terminal (Trident), Port Town (Long Pipe), Casino (long version), Lightning (long version), Green Plant (long version). And Phantom Road has infuriating AI; those cheap bastards can go full speed in the final section whereas the player is sent off the track. |
IMO most tracks were great, but the AI was severely over skilled (after Novice Level).



RolStoppable said:
Style over substance. Course design wasn't good on top of being too long. Physics were abysmal, especially in the air. Boosts were changed from maintainance to bursts, so it wasn't about good driving anymore. Everytime I tried to replay the game in the last eight years or so, I shut it down after playing a few tracks, because I was reminded of how poor and boring almost everything is. There are so many stinkers in the track selection. Lightning (Half Pipe), Cosmo Terminal (Trident), Port Town (Long Pipe), Casino (long version), Lightning (long version), Green Plant (long version). And Phantom Road has infuriating AI; those cheap bastards can go full speed in the final section whereas the player is sent off the track. |
How were boosts not burst in the SNES and N64 games?


RolStoppable said:
On the SNES the boosts lasted for several seconds, but that's not really what I was refering to. They improved the boost system for X and that's what GX should have built upon instead of changing it for the worse. In X each boost gives you a push after which your speed slowly decreases, unlike in GX where it evaporates much quicker. Additionally, you are vulnerable to losing control over your vehicle while you travel above regular speed; if you press the stick too far to the side, all your speed is going to be gone and more. In GX it doesn't matter, if you are a clutz; you can't lose control, even if you have stacked several boosts on top of each other. If you combine that with the track design of each game, X shows its strengths even better. If you can handle the boost speed, then you will be going at high speed almost all the time from lap 2 onwards on almost all courses; you have that constant intensity. In GX you get a lot of downtime, because the boosts don't last long and because the tracks are too long. Some courses try to rectify the problem by having two or more recharge sections, but it doesn't work out all the time. Courses like Sand Ocean (first cup), Lightning (first cup) and Port Town (both in the second cup) are clearly missing a second recharge section. (Speaking of Port Town, the last version of it (the Cylinder) is absolutely awful; forgot to mention it in the previous post.) |
You can lose control at high speed in GX; you don't skid as easily, (an improvement in my view) but the higher simulated speed means it tests your reflexes more; that's the tradeoff and why a clutz can't get away with it.
I really don't see the appeal of fzero. Its just too fast, i can't control it. Maybe i'm wrong, but i don't see why i should buy the game if i'm just no interessted. I just can't see this kind of game can excite a large number of people
"Hardware design isn’t about making the most powerful thing you can.
Today most hardware design is left to other companies, but when you make hardware without taking into account the needs of the eventual software developers, you end up with bloated hardware full of pointless excess. From the outset one must consider design from both a hardware and software perspective."
Gunpei Yoko
| justiceiro said: I really don't see the appeal of fzero. Its just too fast, i can't control it. Maybe i'm wrong, but i don't see why i should buy the game if i'm just no interessted. I just can't see this kind of game can excite a large number of people. |
Yeah, people these days can't handle a fast paced game like F-Zero, how sad.

Not too sure if it would sell well but the wiiU could use any help it could get, a full blown f-zero game made by nintendo ead with all the resources will even get a not so much f-zero fan like me interested. . That being said nintendo currently believes that games like star fox, f-zero and metroid are not worth the development cost.
Yes I just said that the wiiU will be lucky to get a metroid game.
My 3ds friendcode: 5413-0232-9676 (G-cyber)



RolStoppable said:
You can lose control, but that's due to the surface. It happens in sections where a track is not entirely flat. Green Plant (Moebius Ring) is notorious for it due to its very design (that stripe in the middle that goes from start to finish). Other tracks have such irregularities too, but it's not blatantly obvious to see. "Higher simulated speed" hits the nail on the head. If your brain blends out the excessive use of horizontal lines on the surface of most tracks (as well as other tricks), then the game doesn't appear even half as fast anymore. I'd say Port Town (first version) is the best example of those lines; you should try it. |
I'd still say that driving flat out and spamming boost in GX you reach velocities that require a level of reflexes that F Zero X never demands of its players.