Evil F-Zero Tracks
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- เผยแพร่เมื่อ 24 ส.ค. 2024
- A video discussing some of the F-Zero tracks that tend to receive ire or just happen to be in fact, straight up evil to players. There's bound to be a few that's been missed, but there's quite a few in this video showing off a few tracks that tend to be not-so-nice to players (and AI racers in some cases).
#fzero
#fzerox
#fzerogplegend
#fzeroclimax
#PlayFZero
Hey! Currently playing this series on GBA. Glad someone is keeping it alive.
Love how none of the tracks in F zero X are considered evil
F-zero X saw a return of that first track.
I'm glad you mentioned Death Wind both 1 and 2 because compared to most of the tracks on the SNES, their theme is upbeat and energetic while Death Wind is "Objective: survive at all costs." and if I were to make it much more evil, I'd just remove the walls and make it straight up "you fell off the track" because I'm surprised that Nintendo had that level of mercy on them.
Since Nintendo recently released F-Zero 99, this makes me wonder how awfully chaotic all of these evil stages will be with 29 other human players. It will be a total blast.
Other evil tracks that come to mind:
In SNES:
Fire Field
In X:
White Land 2
Mute City 3
Big Hand
Basically every Expansion Kit track, especially Silence 3, Sand Ocean 3, Big Blue 3, Mute City 4, and Big Foot
Uchiha's Hex F custom track
(Oh yeah, custom tracks... Those can get quite sadistic.)
In MV:
Land Mine Circuit
In GX:
Mute City Serial Gaps for new or beginner players
Chapter 5, 6, and 7 in Story Mode
In GPL:
Lightning Volute 2 with a heavy ship (it took me several dozen attempts to finish 5 laps in GP mode with Black Bull, near impossible! I dare you to try it)
In Climax:
Illusion Lost Way 3
I dared - I wouldn't call it pleasant, but getting 1st with Black Bull is perfectly doable. The first lap is the hardest, one of the few times you really need to slow down before a turn (to get enough speed for the jump)
In GX:
*Mute City Serial Gaps for new or beginner players*
This!
I wouldn't really consider Land Mine Circuit to be an evil track. It's got a lot of landmines all over the place but those can actually help you sometimes. Honestly, I'm hard-pressed to say that MV has any evil tracks.
@@emishimaru-sama6449 underrated evil track for GX is port town 3: Cylinder Wave from the AX cup
Pits you right against the physics of the game and a massive threat of going into orbit
Serial gaps is hard definitly, but it feels like a fair kind of hard.
Mute City 1 and 2 in GX respectively say "This is F-zero", and "THIS IS F-ZERO"
Just like Big Blue has the attitude of "Earn It." by making it very short for big blue 1 (aka challenge yourself with a track that actually encourages high accel and very high aggression), and big blue 2 which is intentionally long and is sort of a mountain to get to and finish alive
Honestly, I find Empyrean Colony Twist Circuit much more evil than Land Mine Circuit
11:08 If there was a Super F-Zero Maker that track s a perfect example of a level someone will make. I didn't know F-Zero had e-reader cards. I have the Gameboy Advance e-reader.
Now here's the hard part of the e-reader with F-Zero: Special cards were required, but at the time, those cards were only available in Japan.
Also, seeing as F-Zero Climax is around, one can create a near similar track in that fashion.
There's more about the e-reader patch here: www.pressthebuttons.com/2020/09/lost-f-zero-gp-legend-e-reader-tracks-recovered.html
Also, speaking of Super F-Zero Maker, Super Pilot is a game to check out.
This went from a video centered on GP Legend, to including tracks in other F-Zero games as well.
White Land 2 In F-Zero SNES Is Evil. THAT JUMP.
Twist circuit Is awesome, I wish more tracks were like that adding chaos. Phantom road GX I believe took me a bit too get used to but haven’t played in a while so rusty again
7:55 To me Maximum Velocity tracks are pretty nasty but this is the vain of my existence.
Funny it never took GP Legend tracks as evil, even more I never knew it was e-reader compatible (I feel great pain not knowing this) which is why this track right here made my jaw drop pretty hard 11:08
As soon as I saw the direction of those dash plates I was stunned.
Idk what's wrong w/ the text on both vids, is it cuz of low reception..? Ergh, we can't forget the evil courses in the ORIGINAL King League!! They're the worst!! Also u should highlight the Fire Field track more, maybe why it was called the Horrific Accident.
Oh yeah, maybe you should highlight the known F-Zero lore..?
Thinking of that Illusion: Evil Hand track, I can see why it's called that. If you don't want to work your fingers out, start last and watch the AI kill themselves so you can win without much effort. 👍😊
Cosmo terminal trident is tedious (for me at least)
I Can make death wind II work, sure i'll tap a wall here and there, i've been able to hit the dash plates with relatively no issue. sometimes bumpers can be a pain on the last U bend but the thing that will always get me in SNES F-zero is the horrific stunlock when you collide, and being comboed from other vehicles passing after that first hit
Well, back when I could play GX fast, I had trouble on a few tracks.
Surface Slide was a minor pain, because the last energy recharge zone is too far from the finish. Made winning on Master with Blue Falcon difficult.
Drift Highway is worse because you have to get through that chicane and hit the recharge zone just right. Serial Gaps is a just a hassle. The track that ended my career, or should I say, made me realize I can't race fast anymore.
Slim-Line Slits is just a nightmare. It's too narrow, has cheating AI, and some machines just can't or won't fly off the track at the first big dip.
Story 1 is annoying. Why should I have to collect stuff while racing? Useless. I never did beat it on Very Hard.
Story 4 is hard, because of the gang, not the track. Only beat it once on Very Hard.
Story 5 is brutal on Very Hard. Only did it once.
Story 6 is a hassle. Only did that one once on Very Hard.
Story 7 is IMPOSSIBLE. I never beat it on Very Hard.
Story 8 is a pain. I beat it once on Very Hard.
Story 9 is also IMPOSSIBLE. If it had rails, even fake ones, I could've probably beat it on Very Hard. You learn to avoid the rails on normal tracks no problem, but I would've liked to see them, even if they were fake. Not the same as Trident.
So I'll never get Pink Spider, Groovy Taxi, or Rainbow Phoenix. Sad, isn't it?
I don't think the Side Attack in GP Legend helps at all. Too often, it has a tendency to effectively throw you in the _opposite_ direction, which is especially bad if you're desperately trying to stay on the track.
As for Slim-Line Slits, the finished GX version has nothing on the (buried) prototype AX version. In fairness, the physics being so odd can be attributed to the Monkey Ball franchise.
Depends on how sharp the turn is, and with what machine you're using. While all machines can be thrown out of place with side attacks, it's machines like Green Panther and Crazy Bear that suffer the most for it. Especially on Abyss Drop 2.
In addition, side attacks are actually essential for some machines, if you want to set very high times with them in time attack. Faizer has gained a lot of usage out of side attacks. th-cam.com/video/mAP6AnT1RhA/w-d-xo.html
Further more, the gold times in Zero Test absolutely require side attacks. Some of them are downright impossible without using Side Attacks to either drag the machine further ahead or to assist in necessary course skips.
It slows you down in climax so it’s EVEN WORSE in climax
@@skemes47 You say that as if that's exclusive to Climax.
10:45 And you were lucky you were able to recover from that.
I have an old experience regarding this same thing happening to me. I believe It's In the second Mute City stage, and It always happened In the third and final lap, precisely on the last ramp, where there are 2 floors you can land Into, with the higher being the best. For some reason I always used to lose balance and ended up landing In the fence of the lower floor, and by default, crashing to death cuz the fence Is a wall, ofc.
7:22 more like RACING GAME history this track is actual hockey sticks
What was your best run in phantom road?
Getting third without killing other racers in master difficulty
Hm, I think 5th. I did kill a lot of racers though.
4th if memory serves, with my custom machine, Garnet Phantom cockpit, Optical Wing body, and Devilfish RX booster.
Also e-Reader Track 4
You know what's evil? Long texts in a really short time on screen.
True, but pause button.
Did nintendo and sega hired the literal devil to make these tracks?
Sega had nothing to do with the GBA games. That was more on Suzak, who has since closed their doors.
Although, a good chunk of GX's tracks still terrify players thanks to Sega's physics.
@@custom-r fair enough
is this game full of remixes of f zero x tracks?
F-zero GX's Slim-line Slits is a horrible track to race on. as said in this video, the bots will always cheat on the final bend, and the narrow corridors, make it really hard to pass other bots.