Follow TV Tropes

Following

History VideoGame / FZero99

Go To

OR

Added: 1615

Changed: 46

Is there an issue? Send a MessageReason:
Added descriptions of the Mirror King League tracks to Remixed Level.


*** Port Town features different magnet locations.

to:

*** Port Town I features different magnet locations.



*** White Land I adds spinners at the jump plate segment and relocates some ice floors.

to:

*** White Land I adds spinners at the jump plate segment segment, adds a boost arrow before the jump plates, and relocates some ice floors.


Added DiffLines:

*** Mute City III adds a narrow lane with two boost arrows at the starting line (separated from the right lane with the recharge strip by a line of spinners), adds a series of jumps over the S-curve, and replaces the land mines on the S-curve with Super Spark dispensers.
*** Death Wind II adds jump plates in front of the dirt patches on the first stretch, adds side bumpers to the 90-degree turns, and replaces the boost arrows on the curves with jump plates.
*** Port Town II adds side bumpers on the first set of winding turns and at the end of the hairpin section, and adds spinners on the short stretches in between the hairpins. Also, a jump plate has been added in front of the final chicane.
*** Red Canyon II adds a jump at the beginning before the first turn, adds a jump over some land mines with magnets on both sides after the second 135-degree turn, replaces the jump plates in the zigzag section with walls of land mines, replaces the land mines on the main track next to the arrow jump with Super Spark dispensers, splits the arrow itself into two halves, and adds a small jump plate on the final S-curve sandwiched between two land mines.
*** Fire Field replaces the land mines on the opening stretch with spinners, adds a boost arrow after the first hairpin, replaces the dirt patches after the first double hairpin with walls of mines, adds a line of spinners to the middle of the turn immediately following the second double hairpin as well as the turn at the end of the S-curves, and replaces the magnetic median on the final stretch before the recharge strip with a massive minefield of spinners.
Is there an issue? Send a MessageReason:
None


** Hilariously, Mirror Red Canyon II has an added Jump Plate near the start of the lap adjacent to a sharp turn. Typically, seeing a jump right before a sharp turn will indicate to some players that they should try skipping the turn by launching high, such as in Red Canyon I. However, this specific turn has magnets immediately adjacent to the plate such that attempting to skip the turn by jumping will cause the magnets to pull you down and kill you instantly by causing you to land out of bounds, catching many players off-guard.

to:

** Hilariously, Mirror Red Canyon II has an added Jump Plate near the start of the lap adjacent to a sharp turn. chichane. Typically, seeing a jump right before a sharp turn chichane will indicate to some players that they should try skipping the turn by launching high, high and making a hard turn in midair, such as in Red Canyon I. However, this specific turn has magnets immediately adjacent to the plate such that attempting to skip the turn by jumping will cause the magnets to pull you down and kill you instantly by causing you to land out of bounds, catching many players off-guard.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Hilariously, Mirror Red Canyon II has an added Jump Plate near the start of the lap adjacent to a sharp turn. Typically, seeing a jump right before a sharp turn will indicate to some players that they should try skipping the turn by launching high, such as in Red Canyon I. However, this specific turn has magnets immediately adjacent to the plate such that attempting to skip the turn by jumping will cause the magnets to pull you down and kill you instantly by causing you to land out of bounds, catching many players off-guard.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AntiIdling: If you trail too much in last place, you will be instantly disqualified and marked as a Rank Out.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Mute City II adds a jump plate at the roundabout, with spark plates on the two sides, as well as some spinners on the S-curve and the straight just before the last turn.
*** Port Town features different magnet locations.
*** Red Canyon I adds a jump plate that bypasses the 135-degree turns, but adds spark plates to that segment as an incentive to still take those turns. The other jump plates and floor magnets have been removed.
*** White Land I adds spinners at the jump plate segment and relocates some ice floors.
*** White Land II adds spark plates at the hairpin section, as well as a new gimmick: Side bumpers that act similar to the spinners, but don't disrupt the player's speed as much.
Is there an issue? Send a MessageReason:
None


* ColourCodedMultiplayer: In a Team Race, players are split into Green Team or Pink Team, with the color of their vehicle automatically changing to their team's color regardless of their set color scheme.

to:

* ColourCodedMultiplayer: ColorCodedMultiplayer: In a Team Race, players are split into Green Team or Pink Team, with the color of their vehicle automatically changing to their team's color regardless of their set color scheme.
Is there an issue? Send a MessageReason:
More precise trope


** In a Team Race, players are split into Green Team or Pink Team, with the color of their vehicle automatically changing to their team's color regardless of their set color scheme.

to:

** * ColourCodedMultiplayer: In a Team Race, players are split into Green Team or Pink Team, with the color of their vehicle automatically changing to their team's color regardless of their set color scheme.
Is there an issue? Send a MessageReason:
None


* SnowySleighBells: When starting up one of the "Frozen Knight League" tracks during the December 19, 2023 to January 16, 2024 event, sleigh bells can be heard jingling as the Skyway appears during the opening pan.

to:

* SnowySleighBells: When starting up one of the "Frozen Knight League" tracks during the December 19, 2023 to January 16, 2024 event, sleigh bells can be heard jingling as the Skyway appears during the opening pan. The March 27, 2024 update made it where your spin attack reward from the Frozen Knight League event makes the sound whenever you use it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GiantMook: Golden Bumpers appear on the track periodically to [[HelpfulMook dispense Super Sparks and release a large cache of them when hit]]. To facilitate the latter purpose, they are larger than other Bumpers.
Is there an issue? Send a MessageReason:
None


** When you are in Power Down status, pressing the Boost button will cause you to accelerate to boost speed momentarily before decelerating back to Power Down speed, typically referred to by fans as a "dry-boost". There is no cooldown on using Boost while in Power Down, and using Boost while in Power Down does not consume Energy (as you are out of Energy and are thus are on your LastChanceHitPoint). The result is that, [[DifficultButAwesome assuming you are skilled enough to avoid hitting anything]], it is possible to maintain a lead in Power Down by spamming the Boost button, as you can maintain a higher average speed than usual, and some players have won races by deliberately knocking their health down to win this way.

to:

** When In pre-1.3.0 versions of the game, when you are were in Power Down status, pressing the Boost button will would cause you to accelerate to boost speed momentarily before decelerating back to Power Down speed, typically referred to by fans as a "dry-boost". There is was no cooldown on using Boost while in Power Down, and using Boost while in Power Down does not consume Energy (as you are out of Energy and are thus are on your LastChanceHitPoint). The result is was that, [[DifficultButAwesome assuming you are skilled enough to avoid hitting anything]], it is was possible to maintain a lead in Power Down by spamming the Boost button, as you can could maintain a higher average speed than usual, and some players have won races by deliberately knocking their health down to win this way.way. Version 1.3.0 prevents players from spamming boost with no energy left, putting an end to this tactic.
Is there an issue? Send a MessageReason:
None


* StoneWall: The Wild Goose's advantage is that it's much more durable than the other machines due to taking less chip damage from collisions and being less susceptible to knockback while also being able to shove around other cars easier. This makes it viable for sitting in the middle of the pack for much of the race and hoarding resources to expend on one big push in the final lap.

to:

* StoneWall: The Wild Goose's advantage is that it's much more durable than the other machines due to taking less chip damage from collisions and being less susceptible to knockback while also being able to shove around other cars easier. This makes it viable for sitting in the middle of the pack for much of the race and hoarding resources to expend on one big push in the final lap. As drawbacks, it has the second slowest acceleration and the worst Energy regeneration of the four machines.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The version 1.3.0 update in March 2024 introduces Mirror courses, which not only [[LevelInReverse flip all the courses so that what was left is now right and vice versa]], but even introduce elements not present in the original versions:
*** Mute City I is quite similar to its "???" counterpart, but extends the length of the jump pad strech so that there is no longer a gap at the end of it.
*** Big Blue is a lot like the "???" version, but removes the mines and adds a new element: yellow spots that release Super Sparks when touched and also give a small speed boost.
*** Sand Ocean adds some of the Super Spark dispensers and boost arrows after two of the sharpest corners in the course.
*** Death Wind I puts boost arrows in pairs and adds some Super Spark dispensers as well.
*** Silence replaces the mines with persistent Spinners that don't damage the player's machine but still bounce it off, adds an extra jump strip, and adds one more set of Spinners on the penultimate stretch.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The March 27th, 2024 update notably applied a few nerfs to overall gameplay to make things more fair. In addition to toning down the Golden Fox, some exploitative strategies were removed, such as "dry boosting" (spamming Boost with no Energy) and trying to skip turns by casting Super Boost while driving directly into a wall.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Blue Falcon, Wild Goose and Fire Stingray all received slight buffs to their overall durability and boost efficiency in the March 27th, 2024 update to make them more even against the nerfed Golden Fox.
Is there an issue? Send a MessageReason:
None


The game launched with seven courses from the SNES original, those being the Knight League courses (Mute City I, Big Blue, Sand Ocean, Death Wind I, Silence), White Land I from the Queen League, and Port Town II from the King League. On September 29, the game received its first update, which added the remaining Queen League courses (Mute City II, Port Town I, Red Canyon I and White Land II) and Death Wind II from the King League. On October 18, the remaining tracks from the King League (Mute City III, Red Canyon II, and Fire Field) were added. On November 28, "Classic Race" mode was added, which essentially functions as a more faithful remake of the original game, removing mechanics like the spin attack and Skyway. On January 25, the game introduced "???" tracks: [[SecretLevel secret tracks]] that have a small chance of appearing during the 99 Race and Mini Prix modes, which are essentially fusions and remixes of existing tracks in the game. In March 27th, the game received a huge update which introduced a weekly challenge, mirrored version of all the tracks, rebalanced machine stats, practice mode that includes mirror and classic mode version of all tracks, extra customization features, and a steer assist toggle that prevents players from hitting barriers, rough patches, and prevents flying off the course when jumping.

to:

The game launched with seven courses from the SNES original, those being the Knight League courses (Mute City I, Big Blue, Sand Ocean, Death Wind I, Silence), White Land I from the Queen League, and Port Town II from the King League. On September 29, the game received its first update, which added the remaining Queen League courses (Mute City II, Port Town I, Red Canyon I and White Land II) and Death Wind II from the King League. On October 18, the remaining tracks from the King League (Mute City III, Red Canyon II, and Fire Field) were added. On November 28, "Classic Race" mode was added, which essentially functions as a more faithful remake of the original game, removing mechanics like the spin attack and Skyway. On January 25, the game introduced "???" tracks: [[SecretLevel secret tracks]] that have a small chance of appearing during the 99 Race and Mini Prix modes, which are essentially fusions and remixes of existing tracks in the game. In On March 27th, the game received a huge update which introduced a weekly challenge, several new track hazards, a mirrored version of all the tracks, rebalanced machine stats, practice mode that includes mirror and classic mode version versions of all tracks, extra customization features, and a steer assist toggle that prevents players from hitting barriers, rough patches, and prevents flying off the course when jumping.
Is there an issue? Send a MessageReason:
None


The game launched with seven courses from the SNES original, those being the Knight League courses (Mute City I, Big Blue, Sand Ocean, Death Wind I, Silence), White Land I from the Queen League, and Port Town II from the King League. On September 29, the game received its first update, which added the remaining Queen League courses (Mute City II, Port Town I, Red Canyon I and White Land II) and Death Wind II from the King League. On October 18, the remaining tracks from the King League (Mute City III, Red Canyon II, and Fire Field) were added. On November 28, "Classic Race" mode was added, which essentially functions as a more faithful remake of the original game, removing mechanics like the spin attack and Skyway. On January 25, the game introduced "???" tracks: [[SecretLevel secret tracks]] that have a small chance of appearing during the 99 Race and Mini Prix modes, which are essentially fusions and remixes of existing tracks in the game.

to:

The game launched with seven courses from the SNES original, those being the Knight League courses (Mute City I, Big Blue, Sand Ocean, Death Wind I, Silence), White Land I from the Queen League, and Port Town II from the King League. On September 29, the game received its first update, which added the remaining Queen League courses (Mute City II, Port Town I, Red Canyon I and White Land II) and Death Wind II from the King League. On October 18, the remaining tracks from the King League (Mute City III, Red Canyon II, and Fire Field) were added. On November 28, "Classic Race" mode was added, which essentially functions as a more faithful remake of the original game, removing mechanics like the spin attack and Skyway. On January 25, the game introduced "???" tracks: [[SecretLevel secret tracks]] that have a small chance of appearing during the 99 Race and Mini Prix modes, which are essentially fusions and remixes of existing tracks in the game. In March 27th, the game received a huge update which introduced a weekly challenge, mirrored version of all the tracks, rebalanced machine stats, practice mode that includes mirror and classic mode version of all tracks, extra customization features, and a steer assist toggle that prevents players from hitting barriers, rough patches, and prevents flying off the course when jumping.



** The March 2024 update adding steering assist to the mechanics, an optional toggle mode that prevents players from crashing into walls. This is an accessibility option to make the game easier for children and players with lower skill at racing games.

to:

** The March 2024 update adding steering assist to the mechanics, an optional toggle mode that prevents players from crashing into walls.walls and going off-course when jumping. This is an accessibility option to make the game easier for children and players with lower skill at racing games.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The March 2024 update adding steering assist to the mechanics, an optional toggle mode that prevents players from crashing into walls. This is an accessibility option to make the game easier for children and players with lower skill at racing games.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Another Secret Track does the same thing with Big Blue, mirroring it horizontally and littering the inside of the wide open turns with land mines.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DesperationAttack: If in Power Down state, it is possible to fire a weaker boost in a do-or-die ploy to get to the pits or the finish line on the final lap.
Is there an issue? Send a MessageReason:
None


Like the previous games in the ''99'' series, ''F-Zero 99'' takes a classic video game and puts a massive online multiplayer spin on it, this time being ''F-Zero'' for the Platform/SuperNintendoEntertainmentSystem. Players compete in 4-lap races around tracks from the original game against up to 98 simultaneous opponents using one of four machines from the original game: the Blue Falcon, the Golden Fox, the Fire Stingray, or the Wild Goose. Whoever makes it to the end first is declared the winner, of course, but to survive to the end, keeping tabs on your LifeMeter is critical, as it will deplete when coming into contact with foes or barriers or [[CastFromHitPoints used as fuel for your]] NitroBoost. To fight back and defeat opponents, you can use your trusty SpinAttack to repel opponents on contact, instantly destroying anyone at low health. Opponents that collide with each other will also produce Super Sparks; collect enough of them, and you can activate your Super Boost to ride on the Skyway and gain a massive lead.

to:

Like the previous games in the ''99'' series, ''F-Zero 99'' takes a classic video game and puts a massive online multiplayer spin on it, this time being ''F-Zero'' ''VideoGame/FZero1990'' for the Platform/SuperNintendoEntertainmentSystem. Players compete in 4-lap races around tracks from the original game against up to 98 simultaneous opponents using one of four machines from the original game: the Blue Falcon, the Golden Fox, the Fire Stingray, or the Wild Goose. Whoever makes it to the end first is declared the winner, of course, but to survive to the end, keeping tabs on your LifeMeter is critical, as it will deplete when coming into contact with foes or barriers or [[CastFromHitPoints used as fuel for your]] NitroBoost. To fight back and defeat opponents, you can use your trusty SpinAttack to repel opponents on contact, instantly destroying anyone at low health. Opponents that collide with each other will also produce Super Sparks; collect enough of them, and you can activate your Super Boost to ride on the Skyway and gain a massive lead.
Is there an issue? Send a MessageReason:
None


* AdaptationExpansion: This game is more or less a fully fledged version of the Death Race from ''X''.

to:

* AdaptationExpansion: This game is more or less a fully fledged version of the Death Race from ''X''.''VideoGame/FZeroX''.
Is there an issue? Send a MessageReason:
Better wording since all machines have same HP amounts. The durability stat and recovery stat oppose each other.


** The Blue Falcon is the MasterOfNone, possessing average Durability, Recovery and Grip with above average Acceleration. Compared to the other machines, the Blue Falcon is completely unremarkable in every way, lacking any particular strengths, but giving it a glaring weakness of having no strengths to exploit.
** The Golden Fox is the GlassCannon FragileSpeedster. With the highest Recovery and Acceleration and second highest Boost efficiency, the Golden Fox is capable of staying ahead of the competition with relative ease of access to Boosts as long as it can find pit areas or knock other vehicles out to keep its small hit point pool topped up, but is the easiest for opponents to either KO or knock around due to its small amount of HitPoints and its poor grip. However, its highest turn speed allows it to take tight turns that other vehicles can't take if the pilot is skilled with blast turns.
** The Wild Goose is the StoneWall. With the highest Durability, the Wild Goose excels at combat, using its superior tanking ability and knockback resistance to punch competing machines around and take [=KOs=] to pad health extensions. Beyond this, however, the machine is otherwise mediocre and relies on aggressive play to build up a lead that can be used to push for advantage in the late-game -- and its rock-bottom Recovery rating means it'll struggle to keep its Power topped up ''unless'' it scores [=KOs=].

to:

** The Blue Falcon is the MasterOfNone, possessing average Durability, Recovery Recovery, and Grip with above average Acceleration. Compared to the other machines, the Blue Falcon is completely unremarkable in every way, lacking any particular strengths, but giving it a glaring weakness of having no strengths to exploit.
** The Golden Fox is the GlassCannon FragileSpeedster. With the highest Recovery and Acceleration and second highest Boost efficiency, the Golden Fox is capable of staying ahead of the competition with relative ease of access to Boosts as long as it can find pit areas or knock other vehicles out to keep its small hit point pool topped up, but is the easiest for opponents to either KO or knock around due to its small amount of HitPoints weak armor and its poor grip. However, its highest turn speed allows it to take tight turns that other vehicles can't take if the pilot is skilled with blast turns.
** The Wild Goose is the StoneWall. With the highest Durability, the Wild Goose excels at combat, using its superior tanking ability and knockback resistance to punch competing machines around and take [=KOs=] kill other machines to pad health extensions. Beyond this, however, the machine is otherwise mediocre and relies on aggressive play to build up a lead that can be used to push for advantage in the late-game -- and its rock-bottom Recovery rating means it'll struggle to keep its Power topped up ''unless'' it scores [=KOs=].

Added: 787

Changed: 782

Is there an issue? Send a MessageReason:
These seem like two separate examples


* DoWellButNotPerfect: One Badge requires you to pass the starting line while being at the exact placement for the elimination cutoff. This is extraordinarily difficult to get on purpose since this is generally not something you want to be doing if you're trying to win, and even if you are trying to do so intentionally you have to compete with a bunch of other players that ''aren't''. It is actually much easier to get the Badge for being the first vehicle to pass the starting line at the start of a race by entering the final race of a Grand Prix at or close to the minimum qualifying rank, as due to the unique quirk of Grand Prix final races, you will be placed right next to the line. At that point, any successful Rocket Start will push you past the line before anyone else, giving you the Badge.

to:

* DoWellButNotPerfect: DoWellButNotPerfect:
**
One Badge requires you to pass the starting line while being at the exact placement for the elimination cutoff. This is extraordinarily difficult to get on purpose since this is generally not something you want to be doing if you're trying to win, and even if you are trying to do so intentionally you have to compete with a bunch of other players that ''aren't''.
**
It is actually much easier to get the Badge for being the first vehicle to pass the starting line at the start of a race by entering the final race of a Grand Prix at or close to the minimum qualifying rank, as due to the unique quirk of Grand Prix final races, you will be placed right next to the line. At that point, any successful Rocket Start will push you past the line before anyone else, giving you the Badge.
Is there an issue? Send a MessageReason:
None


** The infamous gap jump in White Land II was shortened considerably, making it much easier to clear at a lower speed requirement and without needing to tilt your machine upwards to get enough height. A similar gap in Red Canyon II was also shortened to make it easier to hit the arrow made of jump pads (if anything, making the shortcut while in a boosted state may make you liable to overshoot and crash out).

to:

** The infamous gap jump in White Land II was shortened considerably, making it much easier to clear at a lower speed requirement and without needing to tilt your machine upwards to get enough height. A similar gap in Red Canyon II was also shortened to make it easier to hit the arrow made of jump pads (if anything, making the shortcut while in a boosted state and holding Down may make you liable to overshoot and crash out).
Is there an issue? Send a MessageReason:
None


** The infamous gap jump in White Land II was shortened considerably, making it much easier to clear at a lower speed requirement and without needing to tilt your machine upwards to get enough height.
** "Ultra" shortcuts (where you skip enough of the track that getting pulled back by the UFO still gives a meaningful time advantage) were nerfed in the 1.1.0 update by increasing the amount of time it takes for the UFO to appear, making all of them virtually unviable for saving time.

to:

** The infamous gap jump in White Land II was shortened considerably, making it much easier to clear at a lower speed requirement and without needing to tilt your machine upwards to get enough height.
height. A similar gap in Red Canyon II was also shortened to make it easier to hit the arrow made of jump pads (if anything, making the shortcut while in a boosted state may make you liable to overshoot and crash out).
** "Ultra" shortcuts (where you skip enough of the track that getting pulled back by the UFO still gives a meaningful time advantage) were nerfed in the 1.1.0 update by increasing the amount of time it takes for the UFO to appear, making all of them virtually unviable for saving time.
Is there an issue? Send a MessageReason:
None


** The Golden Fox's high Recovery and Boost efficiency make it the best craft to Boost persistently with, making up for its low top speed in spades. However, the craft's heavy reliance on Boosting also makes it very risky to pilot since it demands so much Power to stay ahead, greatly increasing the risk of Crashing Out if you fail to manage your resources properly and take a bad hit. Not helping matters is that the craft also happens to be a GlassCannon due to having rather middling durability, making its fragility an even bigger liability if you wind up stuck in the middle of the pack with some 50-odd other racers or get shoved out of the way by an extremely aggressive tailgater - and even if you do survive, your ability to Boost back toward the front is going to be crippled until your next pit stop, your low top speed greatly increasing your likelihood of a Rank Out. Finally its poor Grip means that advanced techniques are required to keep it in control when turning for more than a split-second, lest you spin out and lose precious momentum.

to:

** The Golden Fox's high Recovery and Boost efficiency make it the best craft to Boost persistently with, making up for its low top speed in spades. However, the craft's heavy reliance on Boosting also makes it very risky to pilot since it demands so much Power to stay ahead, greatly increasing the risk of Crashing Out if you fail to manage your resources properly and take a bad hit. Not helping matters is that the craft also happens to be a GlassCannon due to having rather middling durability, making its fragility an even bigger liability if you wind up stuck in the middle of the pack with some 50-odd other racers or get shoved out of the way by an extremely aggressive tailgater - and even if you do survive, your ability to Boost back toward the front is going to be crippled until your next pit stop, your low top speed greatly increasing your likelihood of a Rank Out. Finally its poor Grip means that advanced techniques are required to keep it in control when turning for more than a split-second, lest you spin out and lose precious momentum.momentum, but skilled use turns it into a beast on more technical courses thanks to its incredibly tight turning radius.
Is there an issue? Send a MessageReason:
None


* AdaptationDeviation: Compared to the tracks in the original ''F-Zero'', the tracks in ''99'' are much wider to adjust for the larger number of players and the frequent spin attacks that can send racers careening. This is made more obvious when jumping into the "Classic Race" mode, where the tracks are as narrow as they were for the SNES original.

to:

* AdaptationDeviation: Compared to the tracks in the original ''F-Zero'', the tracks in ''99'' are much wider to adjust for the larger number of players and the frequent spin attacks that can send racers careening. careening, and the draw distance is increased significantly. This is made more obvious when jumping into the "Classic Race" mode, where the tracks are as narrow as they were for the SNES original.original and the draw distance is also shortened to match.

Top