Like that the tracks got some much needed adjustments for this. Changing the size and width to work with 99 racers, adding a separate starting area for the 99 racers to get going before entering the main track, the wind animations for the Death Wind tracks and having a quick tutorial to learn how to play. I hope more tracks and more vehicles become available later. I just hope this doesn't get the "Mario 35 treatment".
The game's practice mode menu confirms all missing tracks from F-Zero SNES will return. Some people also think they might bring over the Japan exclusive BS F-Zero Grand Prix tracks, as well as some missing tracks that have been lost, but that's all speculation.
Super Mario 35 had it's official reason to get delisted due to the game being available to play for a limited time for the Super Mario Bros 35th anniversary.
@@ModernXPGames I hope this means the upgraded versions of the original 4 vehicles return too! Those ones look pretty cool. Perhaps add them as a reward for finishing all Grand Prix for that particular vehicle.
Something I didn't like visually from F-Zero 99 compared to the original F-Zero, is the lost of some parallax effects in the backgrounds. Take Silence for example, and you will see what I'm talking about. The planets, the structures..., in 99 it's just a flat background, but in the original was different layers giving a more complex sense of deep to the environement. Really that SNES game still has some tricks in his sleeve after more than three decades.
Something that isn't taken in account in this comparison is that the original on SNES used to be played on old CRT screens, which smoothes A LOT all the "noises" that you see in the distance, making it looks much smoother to the eye. Played raw like this on a modern HDMI screen, of course it's gonna be at its disadvantage because of the increased sharpness. I would say F-Zero99 does a great job at emulating this look while smoothing it for newer screens. It's also pretty noticeable that the tracks are now quite wider, for accomodating more vehicles, which makes it look more empty than the SNES version, but once all the 99 players are in, you don't even see it anymore.
But the parallax effect it's lost. Now it's a flat background, the original SNES game had different layers in tracks like Big Blue, Death Wind, Silence... and was so cool, gave a lot more deep sense to the background.
@@JoshCell_GameplaysYes it has gone but the background turns a lot faster now so the effect is not missed as much as it might be. Also there are now added details in the backgrounds such as ships flying in mute city, the clouds now move in big blue and the setting sun actually looks like a sunset in silence. Not to mention all the added effects like the wind in death wind, magnets in port town and the ice effect in white land. So there’s a lot added in
@@JoshCell_Gameplaysto be fair, since we're turning in circles, the objects that are further back should have been moving faster than the foreground when we turn. The "flat" background is honestly more realistic, considering the distance
I could've sworn that SNES F-Zero plays slightly faster, but maybe it's just the draw distance on the track due to the limitations of SNES software during it's time. F-Zero 99 now has a much further draw distance, natively displayed in 16;9 and wider courses to manage 99 players on the tracks.
Let's not forget that Port Town and Devil's/Death Wind both have to different pathways. The SNES variant has it's closed off path, while F-Zero 99's closed off paths are not there (Red Canyon could also be mentioned, but F-Zero 99 doesn't have the Red Canyon courses yet). White Land has 2 completely separate tracks in 1 course in SNES F-Zero, but F-Zero 99 only has White Land I while White Land II is not available yet.
It's fascinating how the SNES version _feels_ faster, but that's largely due to the lower FOV and thinner tracks; you reach every notable landmark in the same amount of time if you're using the same machine on both version.
call me crazy but I'm confident that the driving speed in f-zero 99 actually _is_ slower, and they made the tracks smaller in scale to compensate, which is why the footage still matches up. compare how the finish line zips into view at 1:18 in both versions, or the zig zags at 2:15. it's not just the greater draw distance and the wider track widths that make 99 seem slower. it really is.
They did an amazing job of doing what I've always wished for so many classic games. Completely faithful to the original, plays and feels exactly like the original - but high def, larger field of view, with the maps subtly, and the mechanics cleverly, tweaked to take advantage of the online possibilities available now. If they were to go ahead and fit in the cars and tracks from all the other 2D F-Zero games over time, then it truly would be the fantasy "ultimate" old school F-Zero game. Perhaps modders could do that anyway on emulators or whatever someday.
I'm not gonna lie, there's a certain charm to F-Zero 1990's... how can I put this? Crustiness? haha I didn't grow up with nostalgia for the original (F-Zero X was the first game I remember receiving for my N64, which itself was a family hand-me-down, my first game console) but somewhat fatefully and conveniently just a couple months prior to 99's surprise launch, I got really into short sessions in SNES and kinda fell in love with it again. By comparison, the backgrounds and overall atmosphere have received the best upgrades in 99, but there's obviously changes to the tracks themselves for size and visibility purposes. Honestly it works and I couldn't be happier with how the new games looks and also plays! Thanks for the comparison video. I hope you make more as the rest of the tracks roll out.
I genuinely think the OG looks better. The crustyness of mode 7 graphics really helps sell the idea that you're high above a city. By using true 3D, you're just peeking at the man behind the curtains and showing "yeah this is literally just a flat texture with some animations"
As far as the music goes, Original SNES all the way. It doesn't sound muffled. The rendering is a double edge sword. The higer rend, I think, is because you're up against 98 other people! They want to make you aware of your surroundings. But i will agree that the original gives you a sense of going faster.
One thing I noticed not about the tracks themselves but the music tracks is that they are insanely muffled in 99 compared to the original on SNES. I definitely prefer the audio from the SNES version
Can anyone confirm that they toned down the wind on Death Wind I ? It looks much easier to manage, which is smart because that map used to wreck new players, never mind when Death Wind II is released.
The visual artifacts of the original add a really cool element to the game but its understandable why they clean it away, with 98 additional players plus gray and red cars it would be too much
The original is more punishing when it comes to speed - less overall acceleration, and more speed loss during coasting and landing from jumps. Ut made White Land 2 a harder beast than Fire Field. Players who started playing from the remake should try the original at least once.
Nintendo really went all out on this one!! I can't even see a difference between the graphics OR gameplay!! If anything, the music does sound slightly altered.
Graphics obviously look better now do a control and game mechanics comparison. The original game has better controls and drifts imo. 99 softened the handlings which makes the opportunity to win mute city and big blue nearly random. Once i get into anything beyond sand ocean in 99 i can usually break from the crowd since most ppl playing that game cant cut corners like i do bc i have played the original one for countless hours as an adult not as a kid
The original SNES version better hides the flatness of the out-of-bounds areas of certain tracks, and the gradients are a really nice touch on the original But I can’t deny that the remastered backgrounds, full 1080p output, and ultra-smooth map rotation really give 99 the edge in overall presentation
Ola gente jogava muito f zero no super Nintendo percebi esse f zero 99 e muito lento speed no snes e mais rapido sim a nave o fogo que sai e mais forte ele vermelha forte quando voce pisa no acelerador de novo esse f zero 99 nao tem isso pouca baixa velocidade mesma e muito mais fraco que outro f zero snes esta correndo mais acho que o novo f zero esta um erro mesmo speed 478kmh e no snes 478kmh e mais rapido sim e iqual parece mais f zero99 esta lentidão snes esta sendo melhor sim e outro e so gráficos
Like that the tracks got some much needed adjustments for this. Changing the size and width to work with 99 racers, adding a separate starting area for the 99 racers to get going before entering the main track, the wind animations for the Death Wind tracks and having a quick tutorial to learn how to play. I hope more tracks and more vehicles become available later. I just hope this doesn't get the "Mario 35 treatment".
The game's practice mode menu confirms all missing tracks from F-Zero SNES will return. Some people also think they might bring over the Japan exclusive BS F-Zero Grand Prix tracks, as well as some missing tracks that have been lost, but that's all speculation.
Super Mario 35 had it's official reason to get delisted due to the game being available to play for a limited time for the Super Mario Bros 35th anniversary.
@@maverickhuntermeta4954 And it's no less stupid now than it was back then
@@ModernXPGames I hope this means the upgraded versions of the original 4 vehicles return too! Those ones look pretty cool. Perhaps add them as a reward for finishing all Grand Prix for that particular vehicle.
@@ModernXPGamesI have good news for you
Also a nice touch that they started with the 7 tracks that were available in Practice Mode on the SNES
Never realized how poor the render distance was in the original. Really cool.
What do you mean by render distance?
@@Alex861697
Like how much of the track you can see ahead of you.
@@tjlnintendothat's not render distance, it's the angle of the plane
I personally never liked the ridiculously close vanishing point in the SNES version
F-Zero 99 looks like how you REMEMBER the original looked, which is what a good update should do
Everything is actual 3D now emulating/using the sprite work. Pretty neat!
Something I didn't like visually from F-Zero 99 compared to the original F-Zero, is the lost of some parallax effects in the backgrounds. Take Silence for example, and you will see what I'm talking about. The planets, the structures..., in 99 it's just a flat background, but in the original was different layers giving a more complex sense of deep to the environement. Really that SNES game still has some tricks in his sleeve after more than three decades.
Something that isn't taken in account in this comparison is that the original on SNES used to be played on old CRT screens, which smoothes A LOT all the "noises" that you see in the distance, making it looks much smoother to the eye. Played raw like this on a modern HDMI screen, of course it's gonna be at its disadvantage because of the increased sharpness. I would say F-Zero99 does a great job at emulating this look while smoothing it for newer screens. It's also pretty noticeable that the tracks are now quite wider, for accomodating more vehicles, which makes it look more empty than the SNES version, but once all the 99 players are in, you don't even see it anymore.
This is basically how the Final Fantasy Pixel Remasters were done. This game is basically F-Zero Pixel Remaster with a massive multiplayer component.
I like how they added in the wind in Death Wind so that you can actually see which way the wind is blowing
I like the fact that they re-did the backgrounds at a higher resolution.
The sense of speed is way better on the original
But the parallax effect it's lost. Now it's a flat background, the original SNES game had different layers in tracks like Big Blue, Death Wind, Silence... and was so cool, gave a lot more deep sense to the background.
@@JoshCell_GameplaysYes it has gone but the background turns a lot faster now so the effect is not missed as much as it might be. Also there are now added details in the backgrounds such as ships flying in mute city, the clouds now move in big blue and the setting sun actually looks like a sunset in silence. Not to mention all the added effects like the wind in death wind, magnets in port town and the ice effect in white land. So there’s a lot added in
@@JoshCell_Gameplaysto be fair, since we're turning in circles, the objects that are further back should have been moving faster than the foreground when we turn. The "flat" background is honestly more realistic, considering the distance
Can't wait to see the F-Zero 99 Fire Field.
I could've sworn that SNES F-Zero plays slightly faster, but maybe it's just the draw distance on the track due to the limitations of SNES software during it's time. F-Zero 99 now has a much further draw distance, natively displayed in 16;9 and wider courses to manage 99 players on the tracks.
Let's not forget that Port Town and Devil's/Death Wind both have to different pathways. The SNES variant has it's closed off path, while F-Zero 99's closed off paths are not there (Red Canyon could also be mentioned, but F-Zero 99 doesn't have the Red Canyon courses yet). White Land has 2 completely separate tracks in 1 course in SNES F-Zero, but F-Zero 99 only has White Land I while White Land II is not available yet.
It's fascinating how the SNES version _feels_ faster, but that's largely due to the lower FOV and thinner tracks; you reach every notable landmark in the same amount of time if you're using the same machine on both version.
call me crazy but I'm confident that the driving speed in f-zero 99 actually _is_ slower, and they made the tracks smaller in scale to compensate, which is why the footage still matches up. compare how the finish line zips into view at 1:18 in both versions, or the zig zags at 2:15. it's not just the greater draw distance and the wider track widths that make 99 seem slower. it really is.
I think that's mostly FOV@@jclkaytwo
@@jclkaytwo Wow you're completely right.
Someone at Nintendo clearly love playing the first F-ZERO game and made this happen; The attention to detail is so good!
Funny thing that the render distance makes the Fzero99 look slower xD
Did anyone else notice some of the SFX in the 99 version sound muffled?
They did an amazing job of doing what I've always wished for so many classic games. Completely faithful to the original, plays and feels exactly like the original - but high def, larger field of view, with the maps subtly, and the mechanics cleverly, tweaked to take advantage of the online possibilities available now. If they were to go ahead and fit in the cars and tracks from all the other 2D F-Zero games over time, then it truly would be the fantasy "ultimate" old school F-Zero game. Perhaps modders could do that anyway on emulators or whatever someday.
Imagine if they were to add the Satellaview courses at some point. It’s be cool to see more courses in this game than the original.
I'm not gonna lie, there's a certain charm to F-Zero 1990's... how can I put this? Crustiness? haha
I didn't grow up with nostalgia for the original (F-Zero X was the first game I remember receiving for my N64, which itself was a family hand-me-down, my first game console) but somewhat fatefully and conveniently just a couple months prior to 99's surprise launch, I got really into short sessions in SNES and kinda fell in love with it again.
By comparison, the backgrounds and overall atmosphere have received the best upgrades in 99, but there's obviously changes to the tracks themselves for size and visibility purposes. Honestly it works and I couldn't be happier with how the new games looks and also plays! Thanks for the comparison video. I hope you make more as the rest of the tracks roll out.
I genuinely think the OG looks better. The crustyness of mode 7 graphics really helps sell the idea that you're high above a city. By using true 3D, you're just peeking at the man behind the curtains and showing "yeah this is literally just a flat texture with some animations"
As far as the music goes, Original SNES all the way. It doesn't sound muffled. The rendering is a double edge sword. The higer rend, I think, is because you're up against 98 other people! They want to make you aware of your surroundings. But i will agree that the original gives you a sense of going faster.
One thing I noticed not about the tracks themselves but the music tracks is that they are insanely muffled in 99 compared to the original on SNES. I definitely prefer the audio from the SNES version
It really sounds like someone downloaded a soundtrack rip from a fan website. Some older F-Zero MP3 rips sounded like this.
I noticed that too. Very odd that they screwed up the sound.
The engine sounds were toned down thank god. All you hear on the SNES version is that loud hiss.
@@denimchicken104 The sound mix sounds great with a good amp and speakers.
Red Canyon is the only track that doesn't have muffled music, likely due to different sample rate
Man I never played a f zero game but this 99 looks so fun I’m gonna try a month of nso for this game
Have you tried it yet.
Damn it looks so much faster on snes
The FOV, camera angle and render distance of F-Zero 99 kinda makes the game feel slower than the original.
I really didn't expect them to use the exact same Sprites
Can anyone confirm that they toned down the wind on Death Wind I ? It looks much easier to manage, which is smart because that map used to wreck new players, never mind when Death Wind II is released.
I think they did it slightly, but cannot confirm. It would make sense since the number of players already makes it harder to manoeuvrr on the track.
I wish 99 had like that fade that some tracks like silence or white land have, although it's better to see ahead than to see nothing
Somehow the lower framerate, 4:3 ratio and tighter track on the original makes the game feel a lot faster
The visual artifacts of the original add a really cool element to the game but its understandable why they clean it away, with 98 additional players plus gray and red cars it would be too much
big blue is my DNA at this rate
I kinda wish their was a comparison made for the Classic tracks now.
are the tracks actually wider? or is the lense/eye view of the track horizon different(adjusted for widescreen)?
Yeah, they're wider so they can fit all 99 players.
Many of the imperfections of the original are not visible on a CRT.
Has it been that long ago what a difference 😮😊❤
Is it just me or does the mixing on each song sound just a *bit* different? I swear something sounds different between the snes and the 99 version
I do miss the spinny weird graphics of the "cities" below the track in the SNES version. They're too detailed now to be able to see those animations.
Tracks are a bit wider in 99 and sound of the cars in the SNES version is a bit meatier
The SNES graphics look "crunchy" compared to 99's more softer look.
Would have been cool if they elevated the track layer into the sky. They could do that with the SNES due to limitations.
The original is more punishing when it comes to speed - less overall acceleration, and more speed loss during coasting and landing from jumps. Ut made White Land 2 a harder beast than Fire Field.
Players who started playing from the remake should try the original at least once.
99 looks better visually
But it feels so SLOOOOOOOOW
So in short
Video quality better
Audio quality worse
porque no hicieron HD los sprites o sea que les costaba
Nintendo really went all out on this one!! I can't even see a difference between the graphics OR gameplay!! If anything, the music does sound slightly altered.
1:39
nice
Graphics obviously look better now do a control and game mechanics comparison. The original game has better controls and drifts imo. 99 softened the handlings which makes the opportunity to win mute city and big blue nearly random. Once i get into anything beyond sand ocean in 99 i can usually break from the crowd since most ppl playing that game cant cut corners like i do bc i have played the original one for countless hours as an adult not as a kid
No sé si se dieron cuenta pero la versión de Switch corre más lento que el SNES, se nota al ver los frames en el piso de las pistas 🤔🤔🤔
I always imagined we'd get a sequel based from GX, but this is still legit...at least while the servers are up
The original SNES version better hides the flatness of the out-of-bounds areas of certain tracks, and the gradients are a really nice touch on the original
But I can’t deny that the remastered backgrounds, full 1080p output, and ultra-smooth map rotation really give 99 the edge in overall presentation
The way the road stripes looked in the original made it seem like you were going faster. F-Zero 99 seems slower oddly.
Nao vou mentir f zero 99 e mais devagar sim percebi isso
Same games, but with update graphics.
Low res mode 7 graphix every day of the week plus twice on Tuesday.
Ola gente jogava muito f zero no super Nintendo percebi esse f zero 99 e muito lento speed no snes e mais rapido sim a nave o fogo que sai e mais forte ele vermelha forte quando voce pisa no acelerador de novo esse f zero 99 nao tem isso pouca baixa velocidade mesma e muito mais fraco que outro f zero snes esta correndo mais acho que o novo f zero esta um erro mesmo speed 478kmh e no snes 478kmh e mais rapido sim e iqual parece mais f zero99 esta lentidão snes esta sendo melhor sim e outro e so gráficos
Wide screen plse Nkntendo
😂
What do you mean? The 99 version is widescreen.
Actually nothing beats the original on SNES. The "remake" looks way slower and the graphics are not that much better to be honest.
The original is unwatchable in comparison
1:47