@@Triangulum598F-Zero 99 really exemplifies this. Since you’ll almost always be hitting other racers, and there’s a good chance you’ll be getting personal with some barriers, you have to save your boost for when you see an opening to move up the pack. And you can’t just hang back to farm Skyway access since ranking out is still a thing, and you’ll never even reach top 10 that way. Just keep moving, know when to boost and when to hold off so you have some health, and time your spins so you take as little damage as possible.
@@paperluigi6132and you won't get collide damage while boosting in fzero99 Which mean you need to pay attention on when and where to boost to avoid damage and go faster. Makes the game more fun.
Separating the health and boost meters into their own separate things might help differentiate it from F-Zero, but I feel this might be a mistake. The two being shared is what helped make a lot of the racing as intense as it was
Yeah. Knowing that every boost you make counts to your own demise yet at the same time counting towards your own success is what made F-Zero feel so difficult and rewarding at the same time. The adrenaline kick you get from knowing every boost forces you to have progressively tighter execution down to borderline surgical precision in just about every aspect of the race is just something I don't get from this video.
After playing it, it has a different feel. Both meters can be used to build up speed. You can spin-grind on walls to convert HP to speed. And this change helps make combat vehicles more viable. Then there's also the recharge stations. Often you have to choose between getting boost or HP.
It looks like separating them mainly punishes those in middle to last place. Once you're alone in first, there no reason to bother with the health refill.
F-Zero is it you? :O 30 vehicles in race, the style of the track, the yellow turbo dashes, the movement, the spinning to destroy rivals.... It's like a cel shaded version of F-Zero X with some GX style. I fucking love it :O
Not really new as it’s the snes version of F-Zero with multiplayer elimination mode. This shouldn’t be claimed as it’s not using assets from the F-zero games so no copyright infringement here. Like Mile High Taxi is Crazy Taxi or Bombfunk Rush is the new Jet Set Radio, these are games that use the ideas but not take directly from the games.
@@jammin2575 You are correct this game doesn't infringe on F-zero but infringement is broader than direct copying of assets. Video games are a combination of several different categories of works protected by copyright. They contain animations/drawings/models, sound and music, story elements, and gameplay elements. Except gameplay elements, all of these categories have a copyright doctrine established over many years, many of which go far beyond direct copying. For stories like Harry Potter the whole setting of the world is protected and all the characters as well, not just the literal text of the books. Protection of expression for music and drawings is also broader than direct copying. Substantial similarity is the norm (for all copyright protection) and for each category different guidelines have formed in case law to govern when two things are substantially similar. For gameplay elements (the interactive part of video games) as such, this hasn't been done. It's a very young medium in copyright terms and most of the US case law has treated them as computer programs first and foremost instead of works of art. A case that makes a step in that direction is Tetris Holding v. Xio Interactive where a Tetris clone was deemed to be infringing. I'm rusty on the specifics of it but it's definitely an instance where no assets were copied but it was still considered infringement TL;DR In Tetris Holdings v. Xio Interactive Xio's game was found to be infringing despite no direct copying of assets. Copyright protection in general is broader than direct copying and all facets of games that fall under other categories of works protected under copyright receive that same protection
Major props to the developer of this which I think is just one guy. He actually GETS what makes F-Zero tick. There's been many racing games since GX that have clamed to be like or similar to F-Zero and imho not one of them has gotten even close to being like F-Zero. Finally, a noble soul has set forth to make a TRUE spiritual successor to F-Zero GX. Sure, it won't have a Nintendo budget with insane graphics but as far as gameplay is concerned it seems nearly perfect so far. I backed the game on kickstarter and eagerly await its release.
Eh, not sure about gameplay being perfect--but it is *VERY* good. That cylinder had *FAR* too much of a grip. Considering the speeds, I was hoping to see the machine at least get some loss of grip and lift off the cylinder at various turning points. I know that when I'm on places like Big Blue in Jack Cup in FZX or Space Plant that it's possible to actually get some separation if you go too fast. The design of the machines, the graphics, and the music need a great deal of work to get to prime time, but agreed with *most* of the spirit of your comment.
@@Ilyak1986 idk if you seen the trailer shown on steam but the vehicles do come off the track at high speed, it is quite a bit more grippy but separation can be achieved
Thanks for this dude! This is the first I saw this; its out now and just got it. Hope you did too to show some support for these devs that truly care about gaming 😁
It looks solid, perhaps the closest thing I've seen to true spiritual successor. But, I have one criticism: the separation of boost and health. Having Boost and Health be the same thing is essential to making it feel like F-Zero, particularly X and GX. The risk/reward element of literally trading away your life to go faster is crucial to those moments that F-Zero were it comes to down to the wire, and it a huge part of what makes F-Zero feel unique to me. There's nothing like spamming the boost on the final stretch, hearing the alarms blaring louder as I'm screaming down the track with my rival right behind me like a missile, crossing the finish line as I'm burning the very last of my energy to secure the victory by a hairline.
The game still retains a little bit of that as you have separate areas to recharge your boost or health. So in this game the strategy is to decide whether to prioritize your boost gauge or your health gauge.
How about a hybrid approach? Halve the Boost bar, and make it non-refillable. When you run out of boost, start siphoning off health. You could even put in cues like the jet exhaust changing color and the boost sound changing pitch. It keeps the standard boost as a low-risk, but strategic element, while adding the high-risk of trading health for longer bursts of speed.
I love how the music synchs up with the car hitting the boosters at 1:34. This game looks awesome, reminds me of F-Zero X and F-Zero GX. I guess it's like the sequel we never got after F-Zero GX and F-Zero Climax. I hope it comes out physically on Nintendo Switch. Also, you're good at this game. It looks hard, but you make it look less difficult then it probably is.
it immediately turned on that part of my brain that only turns on for f zero its beautiful but it needs music to go with it. cant enjoy anything without that the visuals also need a but of work but they still look legendary and easy on the eyes rn ... not too flashy but not meh either
My couple of gripes (apart from HP./Boost bars that many other have commented) is; 1) the kinda 'deadness' that the audio provides - there's little-to-no engine hum or pitch change at speeds, no surface noises or echo like tunnels in X or GX, the engine is so much quieter than boost and they're not combined as well as FZero did... and 2) the anime speed lines are really cheesy and slightly distracting compared to the more blended ones of GX for example. A combo of some of these problems is the satisfaction and jeopardy of being low HP with the alarm going off, only to get to the next refill pad and boost your way back to danger again. The perfection of the HP/Boost shared bar was that the one countered the other; If you boost a lot, you end up on low HP but you can get far ahead of danger/If you go aggressive a lot, you lack boost power to speed up but can take the knocks. The game let you decide with a learning curve that favoured speed over aggression, where skill allowed you to switch between them on the fly as it's sometimes required, like on some missions in GX (Very Hard Chapter 7, for example - unless you are a true pilot). With separate bars the HP bar basically becomes obsolete, once you get far enough ahead having 10% hp or 100% hp doesn't matter. I've seen other comments suggest something similar to how I imagine it could function if they want to keep Boost and HP bars, but here's my take; Boost bar is same as of now, however the HP bar is not just HP but also accesses a less powerful boost that you can eat into when your boost bar is gone. When you refill you choose between HP and small boost, or pure boost but stay on low HP. This keeps some of the same feeling of FZero without combining the two bars (though I think combo bar would be the better step anyway, it just makes more sense and is proven to work).
Looking at this game I'm assuming the main reason why there are two health bars is because they wanted to create interesting decisions with which racing lines you take, but has the downside of minimizing the risk/reward of the original system. I think a compromise here is possible, where boosting and health are seperate, but boosting still drains health (just not as much as it does boost).
sometimes you just have to keep playing the game and see how it is, as the meta shapes. snaking is not part of the fzero design but became a part of the meta in its own way. i mean, it can be just made into a mode either way the health/boost bar combined@@nemo2803
In what way is it genius? It’s a really dull misunderstanding of the original mechanic imo In F-Zero you _already_ choose between health and boost by balancing the bar, and it’s a more engaging choice because you HAVE to choose one or the other on a moment-to-moment basis. Getting to do both irrespective of each other untangles a really brilliant mechanic and removes the strategy and white-knuckle tension that makes F-Zero so fun
I was mostly talking about there being different bars for machine health and boost and how it affects your strategy of whether you should drive over the refill zone for one of the other, which no F-Zero game had. I know the SNES F-Zero and Maximum Velocity had the boost gauge separate from your health while all the others integrated the boost power with your machine's health bar, but in those two games, you earn one boost per lap instead of refilling it with a zone. @@IanZWhite00
@@IanZWhite00You think it's dull, I think it'll be a lot more enjoyable and beginner-friendly. Cast-from-HP as a concept is something I think few games do well, and those that do it in a way that doesn't become irritating and unfun within minutes typically have frequent access to HP recovery to allow for both experimentation and room for error. F-Zero's health recovery isn't frequent enough relative to its pace to strike that balance well for me personally, especially when you consider that it's primarily a combat racer game any time you're not frontrunning. Combining the meters seems fun then because there's less strain on resources, but that's not the entirety of the experience.
Maybe they should upgrade the 'Sonic Adventure' light rock it feels out of place. I think a nice idea to set it apart from F-Zero would be some futuristic sponsors, give it the real feel of a futuristic sport.. like the anime film Redline
I'll buy it as long as there's no snaking exploit. Glad someone finally took it upon themselves to give us more of what we've been asking for since almost two decades ago.
The road texture is so wobbly... at high speeds it just makes it look like a bumpy road, but i think it's a smooth track? Aside from that, it looks rather nice
This looks amazing! This is the most F-Zero looking fan game of indi project I’ve ever seen. Some seem to not like the split health and boost bars, and I understand the reasons for both arguments, so maybe in the final version, make both an option you can toggle? One bar and two bar variants? Really great work here!
Aaronmac (the lone developer of the game) said that only a PC version is planned, but he might make console ports if the game is popular when it releases. It’s currently planned to release March 2024.
@@bobmalibaliyahmarley1551I'm gonna blow your mind right now /s Plug your laptop into the TV and connect your controller to the laptop I know, still not the same as the console OS being fully compatible with the controller
Fast Racing Neo/ Fast RMX feel more like Wipeout clones and both games you mentioned don't feature the combat of F-Zero with is also a huge part of the series since X
@@Selnathorn The main difference between Wipeout and F-Zero to me is the handling because I can't play Wipeout without constantly hitting walls every time I turn. I never use spin attacks regularly while playing GX so for these two reasons Fast Racing is an F-Zero clone to me.
@@AgentBurgers yeah it is very bland after 15 minutes. GX is a masterpiece and the only reason Nintendo won't make a sequel is because they see no money in it.
Soundtrack is in a great starting place but it doesn’t match the frenetic nature of the game… yet. It’s close. I like that the composer is clearly trying to stay thematic because the tune is hummable and I fucking love that. From my subjective perspective the synth really should continue backing during the main lines instead of cutting it entirely. Just hop in here and there about every 2nd or every 4th measure to punch up against the guitar riff to emphasize to the player “are you paying attention to how badass this all is?!” An excellent soundtrack that can stand on its own can make an already promising game into one of the greats. A dynamic soundtrack that would layer in at each lap would be pretty sweet too, more instrumentation as more laps pass.
Looks like it has almost everything perfect, better than any of these futuristic racers have in ages. But I definitely would be more interested if there was a mode where health and boost were the same meter. But I'll keep my eye on it nonetheless.
this ain't a F-zero game but a game alike, if you wanna look out for the game of the same franchise, look for f-zero X or f-zero GX or f-zero max velocity.
I’ve never played F-zero or anything like it. And i’m really not into racing games. But the sheer sense of speed that has made me very intrigued indeed.
I'd say you might be in for a treat, because F-Zero GX on the good old GameCube actually went faster than this. If AeroGPX can turn up the heat a little more, it'll get there.
What an *attempt*. The graphics (I really don't think that cel shading is the way to go for a game as metal as F-Zero), music (I seriously hope the dev gets n touch with GaMetal, Stone McKnuckle, or one of the other many game metal artists on UA-cam or elsewhere--I'm sure some of them would jump at the chance to contribute to the OST of a spiritual successor for F-Zero), and machine design (this one looks like kind of a blob? But then again, so does Octoman's, among others?), IMO need a fair bit of work. However, for the work of ONE PERSON? Just **WOW**. You can definitely see the love in here. I certainly hope this game goes places.
I love how close it feels to the n64 but something tells me they should add something to it to make it their own. If they insist on having multiple bars I'd have the hull integrity (hp) on one side and a shield and boost on the other. Hull integerity doesn't regen and is exposed when you use up all your shield/boost. They could add suppercharging shields or boost on eliminations or something of the sort to add a bit of complexity to the game instead of straight up re-skinning f-zero x.
The separation of boost and health takes away a lot of decision making, once you're in first place, the health meter essentially becomes obsolete - so the strat is to just dash to the front as fast as possible, avoiding or ignoring damage as you go and then just ignore the health meter entirely. If they were combined you'd really have to pay way more attention to ramming into opponents or stay at higher health to avoid getting killed by stage obstacles, but also run the risk of losing your position in a race, which in my opinion makes for much more interesting split second decision making. Also, the boost lacks a little bit of "oomph", but maybe that's just a me thing. Other than that it looks promising, everything else seems rock solid.
...I wonder on the feasibility of Lap 2 giving you access to boost...for a limited time. You'll get more though! ...during Lap 4, which is when the boost meter disappears ("SAFETIES OFF") and *THEN* you can boost from health, X/GX style.
The thing I don't like about the game is you're super stuck to the track. In the other games if you were travelling a steep angle on a pipe and you were on the apex of that angle, you would fly off unless you pushed the stick forward. This made the game more challenging. Also boost + health being the same resource is better as it adds risk vs reward. 2 different bars makes it less threatening.
if you watched the steam trailer it takes a lot of speed to separate from the track, it can be done but not easily, maybe that will change in the final release
tbf, it's now more of a matter of choosing which bar to refill over the course of the race. If you're good and can stay well ahead of the pack, you might choose to prioritize boost, but as the pack catches up, you're forced to make a choice: fix up the machine, or take that extra juice to try and steal a lead. I think maybe it could still be better optimized for risk/reward, but it's not really a bad thing here. I certainly agree that the single bar is the easiest fix for that tho.
Agreed, that will-I-won’t-I come flying off level anxiety is such a key element of the high-speed sensation. Knowing that risk isn’t there somehow lessens the thrill.
The main issue is that if you are in first its optimal to go for boost. If you are getting beat up by being middle of the pack then the guys who are far ahead just get a bigger lead since health is not a factor.
I hope health and boost share the same meter when the game finally releases. It's one of the things that made f-zero tight af
yeah, it adds to the risk/reward of using your boost. if you use it too much you'll crash out
@@Triangulum598F-Zero 99 really exemplifies this. Since you’ll almost always be hitting other racers, and there’s a good chance you’ll be getting personal with some barriers, you have to save your boost for when you see an opening to move up the pack. And you can’t just hang back to farm Skyway access since ranking out is still a thing, and you’ll never even reach top 10 that way. Just keep moving, know when to boost and when to hold off so you have some health, and time your spins so you take as little damage as possible.
@@paperluigi6132and you won't get collide damage while boosting in fzero99
Which mean you need to pay attention on when and where to boost to avoid damage and go faster. Makes the game more fun.
Yea, even Fast RMX had “Hero Mode” which was basically an F-Zero mode
@@CrasherX2000I have a love/hate relationship with Hero Mode lol
Separating the health and boost meters into their own separate things might help differentiate it from F-Zero, but I feel this might be a mistake. The two being shared is what helped make a lot of the racing as intense as it was
I guess trying to make it more casual friendly?
Yeah. Knowing that every boost you make counts to your own demise yet at the same time counting towards your own success is what made F-Zero feel so difficult and rewarding at the same time. The adrenaline kick you get from knowing every boost forces you to have progressively tighter execution down to borderline surgical precision in just about every aspect of the race is just something I don't get from this video.
Ok im not the only one who thinks this?
After playing it, it has a different feel. Both meters can be used to build up speed. You can spin-grind on walls to convert HP to speed. And this change helps make combat vehicles more viable. Then there's also the recharge stations. Often you have to choose between getting boost or HP.
It looks like separating them mainly punishes those in middle to last place.
Once you're alone in first, there no reason to bother with the health refill.
F-Zero is it you? :O 30 vehicles in race, the style of the track, the yellow turbo dashes, the movement, the spinning to destroy rivals.... It's like a cel shaded version of F-Zero X with some GX style. I fucking love it :O
I always called the dashes “zippers” cuz in X they looked like the Diddy Kong Racing boosters called “zippers”
The guy who did the music for this also worked on Cobra Kai.
No... must... not...
YEAH, THE FINAL LAP!
Guy who made this game said fuckit its been 20 years i'm making a new damn fzero game fuck nintendo. boi this man nailed it.
lol they made a new one this is probably gunna get claimed
Not really new as it’s the snes version of F-Zero with multiplayer elimination mode. This shouldn’t be claimed as it’s not using assets from the F-zero games so no copyright infringement here. Like Mile High Taxi is Crazy Taxi or Bombfunk Rush is the new Jet Set Radio, these are games that use the ideas but not take directly from the games.
What is the name of this game
@@jammin2575 You are correct this game doesn't infringe on F-zero but infringement is broader than direct copying of assets.
Video games are a combination of several different categories of works protected by copyright. They contain animations/drawings/models, sound and music, story elements, and gameplay elements. Except gameplay elements, all of these categories have a copyright doctrine established over many years, many of which go far beyond direct copying. For stories like Harry Potter the whole setting of the world is protected and all the characters as well, not just the literal text of the books. Protection of expression for music and drawings is also broader than direct copying. Substantial similarity is the norm (for all copyright protection) and for each category different guidelines have formed in case law to govern when two things are substantially similar.
For gameplay elements (the interactive part of video games) as such, this hasn't been done. It's a very young medium in copyright terms and most of the US case law has treated them as computer programs first and foremost instead of works of art.
A case that makes a step in that direction is Tetris Holding v. Xio Interactive where a Tetris clone was deemed to be infringing. I'm rusty on the specifics of it but it's definitely an instance where no assets were copied but it was still considered infringement
TL;DR In Tetris Holdings v. Xio Interactive Xio's game was found to be infringing despite no direct copying of assets. Copyright protection in general is broader than direct copying and all facets of games that fall under other categories of works protected under copyright receive that same protection
@@Timic83tcit's Aero GPX
Major props to the developer of this which I think is just one guy. He actually GETS what makes F-Zero tick.
There's been many racing games since GX that have clamed to be like or similar to F-Zero and imho not one of them has gotten even close to being like F-Zero.
Finally, a noble soul has set forth to make a TRUE spiritual successor to F-Zero GX. Sure, it won't have a Nintendo budget with insane graphics but as far as gameplay is concerned it seems nearly perfect so far. I backed the game on kickstarter and eagerly await its release.
most of them are more like wipeout
Eh, not sure about gameplay being perfect--but it is *VERY* good.
That cylinder had *FAR* too much of a grip. Considering the speeds, I was hoping to see the machine at least get some loss of grip and lift off the cylinder at various turning points. I know that when I'm on places like Big Blue in Jack Cup in FZX or Space Plant that it's possible to actually get some separation if you go too fast.
The design of the machines, the graphics, and the music need a great deal of work to get to prime time, but agreed with *most* of the spirit of your comment.
@@Ilyak1986 That's called floor hugger physics. BallisticNG has that kind of physics for F-Zero mods.
@@Ilyak1986 idk if you seen the trailer shown on steam but the vehicles do come off the track at high speed, it is quite a bit more grippy but separation can be achieved
Thanks for this dude! This is the first I saw this; its out now and just got it. Hope you did too to show some support for these devs that truly care about gaming 😁
He captured the essence of F-Zero
This is the kind of experience that made me love the Extreme G games. Racing so well that your speed leaves everyone else behind.
Thanks for wearing the Captain Falcon helmet and creating this game, Aaron the game dev
It looks solid, perhaps the closest thing I've seen to true spiritual successor.
But, I have one criticism: the separation of boost and health.
Having Boost and Health be the same thing is essential to making it feel like F-Zero, particularly X and GX. The risk/reward element of literally trading away your life to go faster is crucial to those moments that F-Zero were it comes to down to the wire, and it a huge part of what makes F-Zero feel unique to me. There's nothing like spamming the boost on the final stretch, hearing the alarms blaring louder as I'm screaming down the track with my rival right behind me like a missile, crossing the finish line as I'm burning the very last of my energy to secure the victory by a hairline.
The game still retains a little bit of that as you have separate areas to recharge your boost or health. So in this game the strategy is to decide whether to prioritize your boost gauge or your health gauge.
@@SecretlyStarscream Which the answer will always be 'boost'. The health recovery zones are effectively pointless to have.
@@SecretlyStarscream also a nice idea, but still, fzero is always about speed. So it should be the same bar
How about a hybrid approach?
Halve the Boost bar, and make it non-refillable.
When you run out of boost, start siphoning off health. You could even put in cues like the jet exhaust changing color and the boost sound changing pitch.
It keeps the standard boost as a low-risk, but strategic element, while adding the high-risk of trading health for longer bursts of speed.
@@Draekmus That's a neat twist, could work.
I love how the music synchs up with the car hitting the boosters at 1:34.
This game looks awesome, reminds me of F-Zero X and F-Zero GX. I guess it's like the sequel we never got after F-Zero GX and F-Zero Climax. I hope it comes out physically on Nintendo Switch.
Also, you're good at this game. It looks hard, but you make it look less difficult then it probably is.
it immediately turned on that part of my brain that only turns on for f zero
its beautiful but it needs music to go with it. cant enjoy anything without that
the visuals also need a but of work but they still look legendary and easy on the eyes rn ... not too flashy but not meh either
This is the "We have F-Zero at home" game that everyone actually wish to have at home 😢
not me wondering how
1. he didn't fly off the track
2. he didn't lap anyone going that fast
this was like a nostalgia bomb for F-Zero X, and I'm dying for more.
My couple of gripes (apart from HP./Boost bars that many other have commented) is; 1) the kinda 'deadness' that the audio provides - there's little-to-no engine hum or pitch change at speeds, no surface noises or echo like tunnels in X or GX, the engine is so much quieter than boost and they're not combined as well as FZero did... and 2) the anime speed lines are really cheesy and slightly distracting compared to the more blended ones of GX for example.
A combo of some of these problems is the satisfaction and jeopardy of being low HP with the alarm going off, only to get to the next refill pad and boost your way back to danger again. The perfection of the HP/Boost shared bar was that the one countered the other; If you boost a lot, you end up on low HP but you can get far ahead of danger/If you go aggressive a lot, you lack boost power to speed up but can take the knocks. The game let you decide with a learning curve that favoured speed over aggression, where skill allowed you to switch between them on the fly as it's sometimes required, like on some missions in GX (Very Hard Chapter 7, for example - unless you are a true pilot). With separate bars the HP bar basically becomes obsolete, once you get far enough ahead having 10% hp or 100% hp doesn't matter.
I've seen other comments suggest something similar to how I imagine it could function if they want to keep Boost and HP bars, but here's my take; Boost bar is same as of now, however the HP bar is not just HP but also accesses a less powerful boost that you can eat into when your boost bar is gone. When you refill you choose between HP and small boost, or pure boost but stay on low HP. This keeps some of the same feeling of FZero without combining the two bars (though I think combo bar would be the better step anyway, it just makes more sense and is proven to work).
Thanks for the complaints
Looking at this game I'm assuming the main reason why there are two health bars is because they wanted to create interesting decisions with which racing lines you take, but has the downside of minimizing the risk/reward of the original system. I think a compromise here is possible, where boosting and health are seperate, but boosting still drains health (just not as much as it does boost).
sometimes you just have to keep playing the game and see how it is, as the meta shapes. snaking is not part of the fzero design but became a part of the meta in its own way. i mean, it can be just made into a mode either way the health/boost bar combined@@nemo2803
The fact you can choose between individual health and boost is genius, and the fact that there are refill areas for each of them.
In what way is it genius? It’s a really dull misunderstanding of the original mechanic imo
In F-Zero you _already_ choose between health and boost by balancing the bar, and it’s a more engaging choice because you HAVE to choose one or the other on a moment-to-moment basis. Getting to do both irrespective of each other untangles a really brilliant mechanic and removes the strategy and white-knuckle tension that makes F-Zero so fun
I was mostly talking about there being different bars for machine health and boost and how it affects your strategy of whether you should drive over the refill zone for one of the other, which no F-Zero game had. I know the SNES F-Zero and Maximum Velocity had the boost gauge separate from your health while all the others integrated the boost power with your machine's health bar, but in those two games, you earn one boost per lap instead of refilling it with a zone. @@IanZWhite00
@@IanZWhite00You think it's dull, I think it'll be a lot more enjoyable and beginner-friendly. Cast-from-HP as a concept is something I think few games do well, and those that do it in a way that doesn't become irritating and unfun within minutes typically have frequent access to HP recovery to allow for both experimentation and room for error. F-Zero's health recovery isn't frequent enough relative to its pace to strike that balance well for me personally, especially when you consider that it's primarily a combat racer game any time you're not frontrunning. Combining the meters seems fun then because there's less strain on resources, but that's not the entirety of the experience.
Just not quite fast enough, i really wanna not have a single clue what I’m looking at for half the race
Maybe they should upgrade the 'Sonic Adventure' light rock it feels out of place. I think a nice idea to set it apart from F-Zero would be some futuristic sponsors, give it the real feel of a futuristic sport.. like the anime film Redline
With this video, I knew Aero GPX. This is really a great project; it has the spirit of F-Zero X.
Great track design! And the moves reminded me of GX! I love it!
Damn, that soundtrack is pretty good!
Ahhh what really did it for me is watching that position number starry thinning out as racers inevitably crashed and burned.
Lmao I tell people: if I ever have kids, they'll come out of the womb knowing how to play F-Zero
doesnt seem bad, will gladly wait until it releases :3
I'll buy it as long as there's no snaking exploit. Glad someone finally took it upon themselves to give us more of what we've been asking for since almost two decades ago.
My only critisism is you need a sick announcer. Its that little cherry on top that makes you feel the race is part of something big.
I was making the sounds in my head
This game’s music and gameplay just screams F-Zero X
The music, the cel shaded graphics, it's all great!
The road texture is so wobbly... at high speeds it just makes it look like a bumpy road, but i think it's a smooth track? Aside from that, it looks rather nice
This looks amazing! This is the most F-Zero looking fan game of indi project I’ve ever seen. Some seem to not like the split health and boost bars, and I understand the reasons for both arguments, so maybe in the final version, make both an option you can toggle? One bar and two bar variants? Really great work here!
Looks sick! I already wished this, still waitin.'
oh this gives me 100% F-zero X vibes. Such a good game for a N-64
It will be such a missed oppertunity if this game doesn't release for console.
PC master race
@@ZA-7 Okay? Don't care, already have a decent gaming laptop, but I prefer playing games on my Xbox Series X or PS5.
Aaronmac (the lone developer of the game) said that only a PC version is planned, but he might make console ports if the game is popular when it releases. It’s currently planned to release March 2024.
@@bobmalibaliyahmarley1551I'm gonna blow your mind right now /s
Plug your laptop into the TV and connect your controller to the laptop
I know, still not the same as the console OS being fully compatible with the controller
Listening to the F-Zero anime OP made this an eye-watering experience
absolute heat coming from the soundtrack
Other racing games you can play to satisfy the lack of a new F-Zero is Fast Racing Neo and indie game Super Pilot.
Fast Racing Neo/ Fast RMX feel more like Wipeout clones and both games you mentioned don't feature the combat of F-Zero with is also a huge part of the series since X
Super pilot doesn't scratch the itch, it can be fun but it's too bootleg lol
@@Selnathorn The main difference between Wipeout and F-Zero to me is the handling because I can't play Wipeout without constantly hitting walls every time I turn. I never use spin attacks regularly while playing GX so for these two reasons Fast Racing is an F-Zero clone to me.
@@AgentBurgers yeah it is very bland after 15 minutes. GX is a masterpiece and the only reason Nintendo won't make a sequel is because they see no money in it.
I've been playing Redout. Which is like a hybrid of Wipeout and F-Zero in the terms of its inspirations.
Seems cool, I hope they fiddle with the sound font a bit, something about the drums doesn’t sound right
makes me nostalgic for ripping through Sewer Speedway in Crash Team Racing
The top 3 comments are all about how health and boost should be the same thing
And they're right
Soundtrack is in a great starting place but it doesn’t match the frenetic nature of the game… yet. It’s close. I like that the composer is clearly trying to stay thematic because the tune is hummable and I fucking love that. From my subjective perspective the synth really should continue backing during the main lines instead of cutting it entirely. Just hop in here and there about every 2nd or every 4th measure to punch up against the guitar riff to emphasize to the player “are you paying attention to how badass this all is?!” An excellent soundtrack that can stand on its own can make an already promising game into one of the greats.
A dynamic soundtrack that would layer in at each lap would be pretty sweet too, more instrumentation as more laps pass.
Looks like it has almost everything perfect, better than any of these futuristic racers have in ages. But I definitely would be more interested if there was a mode where health and boost were the same meter. But I'll keep my eye on it nonetheless.
The ancient art of "gotta go fast".
F-zero 99 got me finally knowing what ive missed out on. This looks so fun
this ain't a F-zero game but a game alike, if you wanna look out for the game of the same franchise, look for f-zero X or f-zero GX or f-zero max velocity.
Very similar to F-Zero X. I like it.
Nice Circuit, and nice race.
i absolutely can't wait to buy this game
And I thought FAST Racing NEO was the spiritual successor. This title sure feels more like F-ZERO here.
I’ve never played F-zero or anything like it. And i’m really not into racing games.
But the sheer sense of speed that has made me very intrigued indeed.
I'd say you might be in for a treat, because F-Zero GX on the good old GameCube actually went faster than this. If AeroGPX can turn up the heat a little more, it'll get there.
Oh god the nostalgia I feel like a kid again.
What an *attempt*. The graphics (I really don't think that cel shading is the way to go for a game as metal as F-Zero), music (I seriously hope the dev gets n touch with GaMetal, Stone McKnuckle, or one of the other many game metal artists on UA-cam or elsewhere--I'm sure some of them would jump at the chance to contribute to the OST of a spiritual successor for F-Zero), and machine design (this one looks like kind of a blob? But then again, so does Octoman's, among others?), IMO need a fair bit of work.
However, for the work of ONE PERSON? Just **WOW**.
You can definitely see the love in here. I certainly hope this game goes places.
'what an "attempt"' holy fuck youtube sure is filled with insufferable know it alls who havent done anything.
@@calebr908 you didn't read the full comment, did you?
My ancient F-Zero genetics:
Floor it
Rear end someone
Pinball around the track until I “retire”
I do love these games, though.
WOAH! YOU'RE WAY OUT IN FRONT!
.....WHY AM I ONLY DISCOVERING THIS GAME NOW??!?!?!?!
I’m intrigued. I miss my f-zero gx!
Is that Captain Falcon from smash bros?
thanks for making me aware of this game
Anything that feels like the snes f-zero
im watching this and im like this is so fucking rad this is nothing like mario kart
i feel like i missed out a bit
Little did they know
Just rename the game to f-zero and we now have a new f-zero game after 18 years.
and watch a cease and desist coming its way XD
We now have F-Zero 99.
I remember playing a game simular to this on the wii once, I forget it's name though.
I still have my F Zero for Gamecube good times I just suck at turns.
I love how close it feels to the n64 but something tells me they should add something to it to make it their own. If they insist on having multiple bars I'd have the hull integrity (hp) on one side and a shield and boost on the other. Hull integerity doesn't regen and is exposed when you use up all your shield/boost. They could add suppercharging shields or boost on eliminations or something of the sort to add a bit of complexity to the game instead of straight up re-skinning f-zero x.
Looks amazing.
Ive been itching for more anti grav racers. Cant wait to try it
Captain falcon: thats my son!
I thought it was an official game until I read the comments.
Hey Look, it's F Zero!
This is so close to fzero that it makes me question why I don’t fire up the old rom. There are widescreen patches and all
Nintendo won't give us FZero? Internet: Fine I'll do it myself.
Why is this not a thing, Nintendo!?
Instantly wishlisted. Pleeeeeeeeeeesa run on my steam deck. I neeeeeeds this, my preciousssss.
wot, demo on s team?
looks actually legit, Very F zero like. Nobody could simulate the speed and maneuvre in all those futuristic games yet.
Looks incredible.
Definitely the mechanics are there and its looking good. I think there should be a bit more scenery though.
As a former physics major, they ligit, actually went into a brief orbit around that pole.
The separation of boost and health takes away a lot of decision making, once you're in first place, the health meter essentially becomes obsolete - so the strat is to just dash to the front as fast as possible, avoiding or ignoring damage as you go and then just ignore the health meter entirely. If they were combined you'd really have to pay way more attention to ramming into opponents or stay at higher health to avoid getting killed by stage obstacles, but also run the risk of losing your position in a race, which in my opinion makes for much more interesting split second decision making.
Also, the boost lacks a little bit of "oomph", but maybe that's just a me thing. Other than that it looks promising, everything else seems rock solid.
this just looks like that old mobile game that sadly died called ag drive
Just like F-Zero X but with GX vibes.
Captain Falcon would be proud
I hope it has multiplayer at least 10 players
Dude averaged Mach 2 for like the entierty of fhe race
...I wonder on the feasibility of Lap 2 giving you access to boost...for a limited time. You'll get more though! ...during Lap 4, which is when the boost meter disappears ("SAFETIES OFF") and *THEN* you can boost from health, X/GX style.
Nintendo, hope you're watching. Missing a golden opportunity to remaster F-Zero X/GX.
Running in the 900s
Everybody is commenting about how it's great to see a new F-Zero-like game... y'all clearly have never heard of Fast RMX.
2:19 It's a good thing this wasn't F-Zero GX x'D
The thing I don't like about the game is you're super stuck to the track. In the other games if you were travelling a steep angle on a pipe and you were on the apex of that angle, you would fly off unless you pushed the stick forward. This made the game more challenging. Also boost + health being the same resource is better as it adds risk vs reward. 2 different bars makes it less threatening.
if you watched the steam trailer it takes a lot of speed to separate from the track, it can be done but not easily, maybe that will change in the final release
tbf, it's now more of a matter of choosing which bar to refill over the course of the race. If you're good and can stay well ahead of the pack, you might choose to prioritize boost, but as the pack catches up, you're forced to make a choice: fix up the machine, or take that extra juice to try and steal a lead. I think maybe it could still be better optimized for risk/reward, but it's not really a bad thing here. I certainly agree that the single bar is the easiest fix for that tho.
Agreed, that will-I-won’t-I come flying off level anxiety is such a key element of the high-speed sensation. Knowing that risk isn’t there somehow lessens the thrill.
It is there. You can almost see it fly off the track at around 2:20
Holy crap this looks fun
The main issue is that if you are in first its optimal to go for boost. If you are getting beat up by being middle of the pack then the guys who are far ahead just get a bigger lead since health is not a factor.
I'm fine with splitting health and boost. We need experimentation. I don't want to just play the same game.
This looks just like F-Zero GX. I really hope the Ninjas don't show up to ruin this.
I know there's an extensive mod community for GX, it makes me wonder if anyone has reverse engineered it's mechanics to make their own version.
reminds me of f-zero x
This feels familiar
The name of the mission was "thread the needle," and you really said "bet" and didn't miss a single boost. 💀
Nintendo is gonna sue somebody...
Definately holds the spirit of F-Zero but there is one major thing that is holding it back.....the music.
says i cant but it. 2024 release
I must say i prefer the f zero boost system it was the perfect definition of high risk high reward