F-Zero 99 is here, and it brings with it a myriad of trials and tribulations. Not only do you have 98 other racers to contend with, but you also have to remember all 98 of them want you dead (specifically you). This can make the act of racing far more difficult since you have to constantly contend with bumps, scrapes, knocks, and slams.
People aside, the tracks in F-Zero 99 can be pretty darn hostile too. Whether it’s the brutally tight corners of Silence or the ice-covered terrain of White Land I, there is always something to ruin your day. Port Town I is possibly the most awkward to deal with, however, as that place has magnets, and magnets are the devil.
More F-Zero content:
F-Zero GX Remaster | Why Hasn’t F-Zero Returned? | F-Zero Producer Interested In Series Comeback | F-Zero 99: Beginner Tips | F-Zero 99 Is The Most Important Game Nintendo Have Released In 2023
There are two kinds of Magnets in F-Zero 99, ground magnets and rail magnets. Of the two, ground magnets are far less impactful overall. These are rectangular strips that pull your ship to the ground when you jump over them. This shortens your jump, which results in less aerial mobility when navigating near them.
Rail magnets on the other hand are ‘newbie killers’. These are glowing rails that exist in Port Town I and they are specifically designed to make going in a straight line far more difficult. If left to their own devices, they will drag you to the left or right, forcing you to grind your ship against them. This deals significant damage as there are three rails, and they will all grind you if you let them.
Over the course of four laps, it’s very possible these rails will kill you. This is far more likely on ships with low recovery like Fire
Read more on gameranx.com