F-Zero 99 - Is White Land II's Jump Really Shorter?

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  • Опубликовано: 25 июн 2024
  • Earlier, I made a comparison video between F-Zero SNES and F-Zero 99 about the massive jump in White Land II. I showed that if you attempted the jump without holding down, you would crash in the SNES game, but survive in 99.
    However, many people pointed out that I was actually going faster in F-Zero 99, and they were right. I was going at 369 km/h in SNES right before launching into the air, while I was going 399 km/h in F-Zero 99. I wasn't paying attention to the speed when I made that video, so I've made this video to give both games a more fair comparison. Since the original video had me going at 369 km/h in the SNES version, I went at 369 km/h in F-Zero 99 as well.
    Multiple different tests are shown. Each test will pause to mark the speed, and then halfway through the video, all tests will be shown again uninterrupted.
    In the SNES version, you need to be going somewhere in the 390s to even have a chance of making the jump without holding down. In F-Zero 99, it's possible to survive at just 360 km/h without holding down.
    Some people argue that the jump isn't actually shorter, but rather the difference between graphics is creating an illusion of a shorter jump. Some also argue that the air time/distance was buffed in F-Zero 99. However, one thing is for certain, the speed requirement is definitely lower in F-Zero 99.
    Clips With Pausing
    0:00 - 369 km/h
    0:14 - 369 km/h, but straighter in F-Zero 99
    0:29 - 360 km/h in F-Zero 99 (possibly bare minimum)
    0:40 - 357 km/h in F-Zero 99
    0:53 - 386 km/h in SNES
    1:04 - 396 km/h in SNES
    1:15 - Did they buff air time/distance?
    Clips Without Pausing
    1:32 - 369 km/h
    1:44 - 369 km/h, but straighter in F-Zero 99
    1:55 - 360 km/h in F-Zero 99 (possibly bare minimum)
    2:04 - 357 km/h in F-Zero 99
    2:15 - 386 km/h in SNES
    2:24 - 396 km/h in SNES
    2:33 - Did they buff air time/distance?
  • ИгрыИгры

Комментарии • 61

  • @ModernXP_
    @ModernXP_  8 месяцев назад +38

    In my previous video about this jump, I was going 30 km/h faster in F-Zero 99 than in SNES. In this video, I've tested both versions at the same speed.
    In the SNES version, you need to be going somewhere in the 390s to even have a chance of making the jump without holding down. In F-Zero 99, you can survive the jump at 360 without holding down.
    Some people argue that the jump isn't actually shorter, but rather the difference between graphics is creating an illusion of a shorter jump. Some also argue that the air time/distance was buffed in F-Zero 99. However, one thing is for certain, the speed requirement is definitely lower in F-Zero 99.

    • @KapitanKaos
      @KapitanKaos 8 месяцев назад +2

      Maybe to make getting back on track from the skyway easier they reduced gravity

    • @zentember
      @zentember 4 месяца назад

      Sounds good. Is there any speedrun application for the back jump pad?

  • @Redskies453
    @Redskies453 8 месяцев назад +83

    Man that original crash out sfx is brutal, I love it.

    • @SuperVada
      @SuperVada 8 месяцев назад +19

      Especially how the camera turns back around just to see your destroy vehicle, nasty.

    • @excalibur493
      @excalibur493 8 месяцев назад +7

      Yeah, I prefer it tbh. Might just be me and my love for retro sounding sfx.

    • @tri1544
      @tri1544 8 месяцев назад +9

      someone also mentioned how in the original there are like 1-2 frames of just white which also adds to the “oomph” of the explosion

    • @RF-Ataraxia
      @RF-Ataraxia 8 месяцев назад +3

      ​@@tri1544That, and the sudden silence right after the explosion. Gives me chills every time.

    • @captaincommando9839
      @captaincommando9839 8 месяцев назад +5

      It would also nearly blow my speakers out.

  • @Teknanam
    @Teknanam 8 месяцев назад +41

    Ya know, I think I'm becoming a believer in the air buff theory. Back when 99 first released, I noticed that my muscle memory for White Land 1 jumps wasn't working for 99 because I'd end up jumping over one jump instead of landing before it. I adjusted and didn't think anything of it (probably dismissed it as my muscle memory being incorrect for some reason). But then it happened again with Red Canyon 1. It really might just be extra air time. Could be any number of reasons why that change happened, though I'd hope they didn't just do it because of White Land II's fearsome reputation.
    Glad you revisited this
    👍

    • @jjstarrprod
      @jjstarrprod 8 месяцев назад +3

      Same here, I remember clearly that on the original SNES version, holding down was just the perfect amount of speed and distance to get from one launch pad to the other, whereas in 99, if I do the same, I always land after the second one. More than the air buff, I think it has more to do with the fact that the game is slower AND all the maps have been shrunk down to accommodate the lower speed.

  • @sonicANDtailsfan157k
    @sonicANDtailsfan157k 8 месяцев назад +6

    You don't win in F-ZERO, you survive!

    • @esmooth919
      @esmooth919 2 месяца назад

      Right? That's all i want in these damn Grand Prixs!

  • @kip258
    @kip258 8 месяцев назад +14

    Damn, I was looking forward to getting free advantage from 50% of players falling all the time.

  • @FusionArmorX
    @FusionArmorX 8 месяцев назад +13

    I looked at maps of this track from both the original and from 99, and they were identical enough in layout to overlay on top of one another. What Nintendo did is kind of weird.
    They made the lead up to the jump longer by around 6-7 tiles, to start with, but the distance of the jump itself is only shorter by 2 tiles, which makes the straight following the turns a bit longer.
    I've seen some say that the track was modified because the Lucky Bumpers wouldn't be able to make the jump otherwise. Having raced a few times on this track, they're right: The Bumpers only go fast enough to bounce off of the ramp at the other end in 99, and if you happen to see one take the jump in the original, they just don't make it.

    • @keysontrains538
      @keysontrains538 8 месяцев назад

      not the bumpers just fated to jump to their death q_q
      makes sense for the orange one but is this the same with the runner up ones? I heard there's at least slight speed differences

    • @FennorVirastar
      @FennorVirastar 8 месяцев назад

      That the gap was moved can also be seen by looking at the background. The darker part nicely fits inbetween the two track sections, it is like a canyon. In 99 the part before the jump goes into the dark part, but between the landing area and the dark part are a few tiles of brighter back ground.

  • @afro-prince9518
    @afro-prince9518 8 месяцев назад +5

    I HATED that jump in white land 2! I didn't even know pushing down was a thing you could do in this game.

  • @TylerMcNamer
    @TylerMcNamer 8 месяцев назад +16

    Should've kept the jump long so experienced racers can see all of the inexperienced crash all over the place and watch the number go down to forty.

    • @Teknanam
      @Teknanam 8 месяцев назад +5

      Currently, White Land 2 is only accessible at the end of the Grand Prix. So only 20 players play on it whenever it comes up. And since its the end of the GP, most of the inexperienced players never see the track.

    • @TylerMcNamer
      @TylerMcNamer 8 месяцев назад

      @@Teknanam Oh yeah! Good point.
      Imagine if everyone crashed! That would be hilarious and sad.

  • @Galiaverse
    @Galiaverse 8 месяцев назад +7

    I find it hard to believe they needed to shorten the jump based on the idea that it would become a newbie trap. It's the 5th Circuit of the Queen League; if somebody doesn't know how to jump a smidge higher off a ramp at that point, they deserve to crash out.

    • @denimchicken104
      @denimchicken104 8 месяцев назад +2

      A great many “modern gamers” don’t read the tips section and never learn to hold down for more air.

    • @G0on
      @G0on 8 месяцев назад +4

      My assumption is that, since there's way more stuff to crash into in 99, which lowers your speed, they decided it would be about as challenging to clear the jump in 99 if it was slightly shorter.

    • @Patchuiko
      @Patchuiko 8 месяцев назад +2

      Also they got tips during loading screens that you can do long jump or small jump too, I remember as an younger self with the original I didnt understand why and I had no manual so I had no idea you needed to press down...

    • @ethanhinton4549
      @ethanhinton4549 8 месяцев назад +1

      The AI bumpers couldn't make the jump in the original, and due to how bumpers work in 99 the jump was changed to accommodate them.

  • @shaalis
    @shaalis 8 месяцев назад +10

    I wonder if what they did was add a lifting body effect. I always felt that FZero originally felt like you came down a bit too fast. and too soon. But after tens of laps you never consider it because you get used to it.

  • @eternalgreed8935
    @eternalgreed8935 8 месяцев назад +2

    the jump was shortened for sure, you can see that in the snes version the jump start immediately when the ground is black with purple tiles, in f-zero 99 it starts after one tile, so the jump was reduced by 1/4, and with the air buff it's much easier now

  • @solarstorm5242
    @solarstorm5242 8 месяцев назад +6

    I remember on my first casual playthrough of FZ snes not knowing that you can extend your jumps, I just prayed lap one and boosted every other lap lol

    • @BabyDanielBD
      @BabyDanielBD 8 месяцев назад +1

      i knew how to hold down on ramps but i still used boosts on the jump anyways

    • @OverseerMoti
      @OverseerMoti 7 месяцев назад +1

      As a total noob in FZ back then, only Golden Fox could make that jump...

  • @spikerthedragonbear
    @spikerthedragonbear 8 месяцев назад +9

    it seems like the 99 version is closer by 1 tile

  • @shonw2318
    @shonw2318 Месяц назад

    okay, so i wasn't the only one that noticed this jump was shorter.

  • @Uncle_Troy
    @Uncle_Troy 5 месяцев назад

    If you ever play Port Town in FZ99 and then Port Town in Classic with Stingray, it becomes quite obvious that the field of view and the perception of speed on the track are both lower on FZ99 -- likely because the game is noticeably slower in FZ99.

  • @BlueAizu_
    @BlueAizu_ 8 месяцев назад +2

    This jump in the original game was the bane of my existence before I found out you could hold down on the D-pad to get more airtime. There's absolutely no other point in the game where you strictly _need_ to do it to not die, so for once I'm glad Nintendo saw fit to make things a bit easier.

  • @johanneshaukanes4531
    @johanneshaukanes4531 8 месяцев назад

    I didn't realize the explotion grafick was remastered. It looks really good.
    But of course the original is much louder.

    • @FusionArmorX
      @FusionArmorX 8 месяцев назад +1

      All of the main four vehicle's sprites have been remastered, too.

    • @johanneshaukanes4531
      @johanneshaukanes4531 8 месяцев назад

      @@FusionArmorX wow, didn't know that

  • @Patchuiko
    @Patchuiko 8 месяцев назад

    Lot of peoples are saying F-Zero 99 is exactly like the original but think again, the game's physique is totally different and tracks are different since they need to have 99 cars in them. Playing the original and 99 back to back is quite strange and you need to readjust.

  • @carlosdart3118
    @carlosdart3118 8 месяцев назад

    I was to young and dumb to realize I wasn't going fast enough 😂

  • @dragons_hook
    @dragons_hook 8 месяцев назад

    White land 1 is also not next to White land 2 anymore. So the WL2 to WL1 jump isnt possible.

  • @captaincommando9839
    @captaincommando9839 8 месяцев назад

    I could 100% swear your faster in the original SNES game than f-zero 99.
    I'm not sure if the speed was lowered for online/casual reasons but it definitely feels slower.

    • @newgameld2512
      @newgameld2512 8 месяцев назад

      Probably looks slower thanks to the increased view distance

    • @jclkaytwo
      @jclkaytwo 7 месяцев назад

      it's not that 99 looks slower. it IS slower. the tracks were scaled down and they made the game slower to compensate.

    • @captaincommando9839
      @captaincommando9839 7 месяцев назад

      @@jclkaytwo Its actually because of the FOV.
      Looks faster depending on the TV your using and runs at the exact same speed as the SNES ver if you run them side-by-side.

    • @jclkaytwo
      @jclkaytwo 7 месяцев назад

      @@captaincommando9839 that's why I said the tracks were scaled down. lol. there's a reason the two games take the same amount of time to finish a track despite 99 clearly being slower.

  • @G0NNG_official1360
    @G0NNG_official1360 6 месяцев назад

    white land II's jump is not really shorter.
    the jump pads only makes you go even faster in 99 without pressing the down button.

  • @El-loco_amigo
    @El-loco_amigo 5 месяцев назад

    I never wimm this jump

  • @HazelCharming88
    @HazelCharming88 8 месяцев назад

    i haven’t seen white land 2

  • @auto8709
    @auto8709 8 месяцев назад

    That original white land 2 jumping is not high enough then f zero 99!

  • @lemonade5092
    @lemonade5092 7 месяцев назад

    maybe f-zero 99 lets you jump a little late

  • @90sNath
    @90sNath 8 месяцев назад +5

    Damn, they really did make F-Zero 99 easier. Thats a whole lot of ass!

    • @excalibur493
      @excalibur493 8 месяцев назад +23

      tbf, having to deal with 98 crackheads is quite a bit of work when the spin is limited.

    • @Superkidra
      @Superkidra 8 месяцев назад +5

      for Practice runs, sure, I can see that. But the 98 other racers in main-game 99 are ready to see who can do that jump easiest, yknow?

    • @Superkidra
      @Superkidra 8 месяцев назад +3

      That being said, you see this track most often in multiplayer at the end of a GP with, like, 20, so I would have liked to see a change like, idk, barely possible at cornering speed without holding down? Or if Boosts gave you more push/glide when done mid-air and you could use HP to save yourself if you corner wrong or whatever-- I want the game to have hard tracks!

    • @ReviloYaj
      @ReviloYaj 8 месяцев назад +3

      ​@@Superkidrajust wait till king league there satan

    • @jclkaytwo
      @jclkaytwo 7 месяцев назад

      ​@@Superkidrawhite land 2 actually _only_ appears at the end of the queen league, no other modes

  • @supershmane
    @supershmane 8 месяцев назад +1

    As a kid a never knew you can pull up in jumps to increase the jump length. I never made the Jump on white land II and was always wondering why they made an impossible jump or how to do it. I found it out 10 years later i was flabbergasted