F-Zero X rules!

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louisg
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F-Zero X rules!

Post by louisg »

I finally bought this for the Wii. Now, I don't know that I can recommend specifically the Wii version- the framerate jitters a bit, which the original didn't do. And apparently it won't save ghost data.

But even though the emulation isn't perfect, the gameplay is absolutely fantastic so far. I've beaten 3 cups on easy and 1 on normal. Compared to GX, even though the graphics are a bit bland, I'm noticing fewer gameplay flaws: No boring inside-tube races. And one big issue I had with GX that I haven't seen here is that it seemed like an enemy could send you flying with little notice, which could be very frustrating.

There are a couple things I do miss. For instance, the crazier courses and richer graphics. But overall, this seems to have almost everything I like about F-Zero in it. It also has the best sounding chip-based rock music I've ever heard.

If only they had released the 64DD expansion on VC!
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Re: F-Zero X rules!

Post by linko9 »

Yeah, it's good.... but GX blows it away in every way possible. That's by far my favorite racing game of all time. I can't really go back to X now.
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Re: F-Zero X rules!

Post by Obiwanshinobi »

Interestingly, GX should be on its way to me as I type this and I just played some Climax during the lunchbreak at work.
As a matter of fact, just when I bought a GBA, you started a thread about Mode 7 F-Zeros, and just when I bought a Wii, there's this.
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Re: F-Zero X rules!

Post by szycag »

I wish it had the classy feel to the interface and music that the SNES one had and not... whatever the hell is going on. The title theme and announcer are just too fucking much, that really dated it looking back at it again. But it's still a good game.
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Re: F-Zero X rules!

Post by Gus »

linko9 wrote:Yeah, it's good.... but GX blows it away in every way possible. That's by far my favorite racing game of all time. I can't really go back to X now.
GX is too good. After I played it I just couldn't get into any other racing game.
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Re: F-Zero X rules!

Post by ChainsawGuitarSP »

GX doesn't have the death race or X cup. (Or track builder if you got 64DD.) GX is the inferior sequel with inferior music. Even ignoring cut features, I will never forgive Sega for nerfing the Night Thunder!
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Re: F-Zero X rules!

Post by null1024 »

GX is certainly far prettier, but I like X's music and tracks more.
I'm wondering if that's sampled/tracked or if they have some awesome music compression routine, it sounds miles ahead of any sample-based rock music I've ever heard.

Also, the lack of slick UI design is annoying in all of them, barring the first F-Zero. GX particularly bothers me, X at least looked like it was designed like something in a comic book.

And yeah, the Wii stuttering is a bit annoying, but since I never was able to get the game for the 64, it'll have to suffice.
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Re: F-Zero X rules!

Post by beatsgo »

Real N64 Hardware FTW 8)

I still prefer X over GX because of the music and none of that stupid snaking, just pure sliding. GX has a really steep difficulty curve if you want to unlock everything, which would shoo away any new gamer to the series.
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Re: F-Zero X rules!

Post by Jockel »

I prefer GX, but X is mighty fine, too.
Just recently started playing it again, for the first time with NTSC timing.
Makes worlds of a difference.
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Re: F-Zero X rules!

Post by NZA »

For some strange reason I prefer GX, but I am far better at playing X.
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Re: F-Zero X rules!

Post by Ghegs »

I want to like GX (and I did, I played it a lot years ago when I had it) but uuuurrrggghhhh snaking. So dumb.
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Re: F-Zero X rules!

Post by Mortificator »

Give me a seat on the X > GX bandwagon.
beatsgo wrote:GX has a really steep difficulty curve if you want to unlock everything
Also, due to Sega's encryption of the save file, it doesn't seem possible to import a downloaded save. Playing for many hours to unlock the complete multiplayer game isn't very appealing.
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Re: F-Zero X rules!

Post by Drum »

It really does rule.
The only thing GX really has on it is graphical presentation and this http://youtu.be/5qpQveC97WQ, which counts for a lot, but probably doesn't justify the near-unanimous preference of GX. I guess the gulf is pretty wide because X is a really ugly game.
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Re: F-Zero X rules!

Post by louisg »

Ghegs wrote:I want to like GX (and I did, I played it a lot years ago when I had it) but uuuurrrggghhhh snaking. So dumb.
I'm pretty sure it's beatable without snaking. I never did it, and IIRC I nearly beat all the cups on master. The thing that bugged me about GX is that I think the arcade tracks are some of the best in the game, and they are nearly impossible to unlock. I would have rather had those substituted into the cups in place of some of the more lackluster tracks.
Drum wrote:It really does rule.
The only thing GX really has on it is graphical presentation and this http://youtu.be/5qpQveC97WQ, which counts for a lot, but probably doesn't justify the near-unanimous preference of GX. I guess the gulf is pretty wide because X is a really ugly game.
I dunno, I wouldn't call X really ugly. Low on detail, sure, but the polygons are solid and artistically there's not much wrong with it. That is, if you can stand the corny superhero art :)
null1024 wrote:I'm wondering if that's sampled/tracked or if they have some awesome music compression routine, it sounds miles ahead of any sample-based rock music I've ever heard.
It sounds sample-based to my ears. I think they played some of the guitar leads and snipped out a lot of usable tones and transitions.
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Re: F-Zero X rules!

Post by Ghegs »

louisg wrote:I'm pretty sure it's beatable without snaking.
Oh, I don't doubt that. But sooner or later I'd want to do time attack and then I'd have to deal with snaking. I still see it as a legitimate, advanced tactic...just not one I'm willing to do. I understand it was put in intentionally, which really boggles the mind.
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Re: F-Zero X rules!

Post by cools »

Unlocking sucks, hence GX isn't as great as it could've been.

X is still the best.
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Re: F-Zero X rules!

Post by Gus »

What's wrong with snaking?
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Re: F-Zero X rules!

Post by MrMonkeyMan »

Ghegs wrote:
louisg wrote:I'm pretty sure it's beatable without snaking.
Oh, I don't doubt that. But sooner or later I'd want to do time attack and then I'd have to deal with snaking. I still see it as a legitimate, advanced tactic...just not one I'm willing to do. I understand it was put in intentionally, which really boggles the mind.
There's no reason to snake. There are plenty of people who played time trials without snaking.

http://www.mrfixitonline.com/f0/viewlad ... cupless=no

There are a lot of other crazy techniques you'd have to learn though, and it looks like a lot more was discovered after I stopped playing.
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Re: F-Zero X rules!

Post by beatsgo »

louisg wrote:
null1024 wrote:I'm wondering if that's sampled/tracked or if they have some awesome music compression routine, it sounds miles ahead of any sample-based rock music I've ever heard.
It sounds sample-based to my ears. I think they played some of the guitar leads and snipped out a lot of usable tones and transitions.
Definitely synth base music. To give an definitive difference between MIDI base music and acoustic base music, here's the original song for Big Blue (Decide in the Eyes) and arranged.
MrMonkeyMan wrote:There are a lot of other crazy techniques you'd have to learn though, and it looks like a lot more was discovered after I stopped playing.
Just to support MrMonkeyMan's claim: http://www.mrfixitonline.com/viewtopic.php?t=463

Momentum and Suicide Finishes are my 2 top techniques I want to master for GX.
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Re: F-Zero X rules!

Post by Gus »

beatsgo wrote: Just to support MrMonkeyMan's claim: http://www.mrfixitonline.com/viewtopic.php?t=463

Momentum and Suicide Finishes are my 2 top techniques I want to master for GX.
I'd say that page is the most convincing argument of all in favor of GX. Depth like that is what separates a good work from a masterpiece.
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Re: F-Zero X rules!

Post by WarpZone »

I also prefer X. The physics feel more stable, the tracks tend to be terser with more variety and fun cornering (Multiplex in GX was pretty good, though), and the minimalistic visual design is also stronger. GX has way too much ugly glitz that can be distracting while you play and feels more like a mishmash than a coherent style. And unusually for a N64 game, X runs at 60 fps, aging far better than other racers of the time.
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Re: F-Zero X rules!

Post by Ghegs »

beatsgo wrote:
MrMonkeyMan wrote:There are a lot of other crazy techniques you'd have to learn though, and it looks like a lot more was discovered after I stopped playing.
Just to support MrMonkeyMan's claim: http://www.mrfixitonline.com/viewtopic.php?t=463
Hmm, alright. Some of those rules on Max Speed and and Snaking ladders sound a bit weird, though. "You can't use these techniques, even though the game would allow you to!" Are they bugs or glitches or what's the reason for those, and is that just working on an honor system, then.
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Re: F-Zero X rules!

Post by beatsgo »

Ghegs wrote:
beatsgo wrote:
MrMonkeyMan wrote:There are a lot of other crazy techniques you'd have to learn though, and it looks like a lot more was discovered after I stopped playing.
Just to support MrMonkeyMan's claim: http://www.mrfixitonline.com/viewtopic.php?t=463
Hmm, alright. Some of those rules on Max Speed and and Snaking ladders sound a bit weird, though. "You can't use these techniques, even though the game would allow you to!" Are they bugs or glitches or what's the reason for those, and is that just working on an honor system, then.
Quick explaination on the rules
Settings: the vehicles can be set from 0% (max acceleration) all the way to 100%(max speed). Snaking requires the vehicle to be set at 0% while max speed is self explanatory. Snaking overall can give you faster lap times, which requires a separate time attack bracket.
Spaceflying: certain vehicles have the ability to fly through stages when a jump pad is applicable. This only works stages with checkpoints, but definitely a no-no since it literally skips all of the course.

Of course there's the Open Bracket where any technique is viable.

A visual explanation on more of these advance techniques. Take note of the speed when doing the techniques, these are the reasons why these techniques are used for WRs.
https://www.youtube.com/watch?v=qApU5nQmvr0
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Re: F-Zero X rules!

Post by louisg »

Gus wrote:I'd say that page is the most convincing argument of all in favor of GX. Depth like that is what separates a good work from a masterpiece.
I'm not sure if I count exploits in GX as depth. Not that they aren't clever and don't take skill- I sure as hell can't pull them off very well!

F-Zero X seems to have a decent amount of depth as well: I've beaten all the courses except for Joker on easy and normal. But, on hard, I'm having trouble getting my time down enough to do anything but come out in the middle of the pack! Obviously I'm not taking full advantage of the controls since I never use drift.

So, does anyone know what a good situation for drift is? It seems to really hurt your speed, so it's not like it enables you to accelerate through the turn. Or maybe that means I'm overdoing it..?
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Re: F-Zero X rules!

Post by Deca »

I really didn't care for X when it was new because it was so different from the original. However, I revisited the game just last year and was totally blown away by it. Approaching it not expecting the SNES handling I was able to appreciate it for what it is, and the game is goddamn fantastic. GX is definitely pretty but I don't feel it has anything on X when you get right down to it. Track design feels sloppier and less focused...which is surprising considering it was produced by Toshihiro Nagoshi, the man responsible for Daytona USA.

We should get some time attack leaderboards going here or something :p
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Re: F-Zero X rules!

Post by D »

For me the greatest feature of X (outside DD track creation) is that the normal cart has a random track option. this is a great feature. Missing from all other racing games. Theb est way to tell who´s the best driver in multiplayer!.
And for those that like X better than GX and vice versa. I believe it will be a little more or a little less love. Meaning that both games are awesome.
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Re: F-Zero X rules!

Post by beatsgo »

louisg wrote:
Gus wrote:I'd say that page is the most convincing argument of all in favor of GX. Depth like that is what separates a good work from a masterpiece.
I'm not sure if I count exploits in GX as depth. Not that they aren't clever and don't take skill- I sure as hell can't pull them off very well!

F-Zero X seems to have a decent amount of depth as well: I've beaten all the courses except for Joker on easy and normal. But, on hard, I'm having trouble getting my time down enough to do anything but come out in the middle of the pack! Obviously I'm not taking full advantage of the controls since I never use drift.

So, does anyone know what a good situation for drift is? It seems to really hurt your speed, so it's not like it enables you to accelerate through the turn. Or maybe that means I'm overdoing it..?
Let me iterate drifting: when a vehicle with E-C grip rating is set to max acceleration (engine setting set to far left), it will go faster around the corner when sliding. There's another technique called "wall drifting" where you angle the car at a certain position to go into a drift while grinding the wall without loosing speed. This technique is perfect for straight aways (with walls mind you), which will give you at least 160+ kph gain. To get some idea what I'm talking about watch this video of Piccolo Cube who's one of the top tier players for F-Zero X. You'll understand what I'm mean. That air technique he's using is a "side attack dive" where you lift the vechile at a certain angle then dive while side attack to literally increase speed.
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Re: F-Zero X rules!

Post by MrMonkeyMan »

If you're not using a slider in F-Zero X you may be amazed at how useful side attacks can be for taking corners.
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Re: F-Zero X rules!

Post by Obiwanshinobi »

My copy of GX has arrived and I played some yesterday. Luckily it works with the Magic Path II adapter and my 128 MB memory card.
The game seems to be yet another case of Sega getting out of control at the time - some stuff they made having just given up on Dreamcast is incredible, if not immediately accessible. On the other hand, I don't think much of games developed by Sega in 8-bit and 16-bit times (all my favourite stuff they published appears to be made by second parties). Well, seems like Amusement Vision was technically a second party dev whilst making GX, but they had reunited soon.
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Re: F-Zero X rules!

Post by Zeether »

X is cool. I really, really like GX, but X is just as good if not a little better.

Snaking is way too painful on your hands to be of any use if you ask me. I can't beat the story mode in GX though (and you need to beat it on SUPER HARD for the AX stuff to unlock)
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