The F-Zero Legacy Will Be Complete on Switch 2

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Every game is back, so is it time for the next one?

F-Zero raced onto the Super Nintendo at full speed back in the early 90’s as a benchmark of what the SNES and Mode 7 graphics chip were capable of. It was the opposite of Mario Kart in a sense, no items, no hand-holding… just you and a handful of opponents tearing through futuristic racetracks at breakneck speed. From its debut on the Super Nintendo to its last proper entry on GameCube, F-Zero has always stood apart as a more serious themed Nintendo IP and fast in a way that most racers still don’t match. Now, for the first time in decades, with the launch of the Switch 2, the entire series is playable again. With F-Zero GX heading to the starting grid as GameCube games make their debut on Nintendo Switch Online, let’s look back at a series that never disappointed its fans yet disappeared over 20 years ago, and a series that deserves another lap.

F-Zero (Super Nintendo, 1990)

When F-Zero hit the SNES, it was unlike anything I’d played. The speed was overwhelming, the cornering was punishing, and I wasn’t very good at it, but that didn’t matter. Visiting my cousin’s place and firing it up became a ritual. Even back then, F-Zero felt like something bold. It didn’t have the accessibility of Mario Kart, and maybe that’s why it never reached the same popularity, but the speed and more mature setting of the game gave it a different kind of appeal. The game was initially conceived partly as a tech showcase to demonstrate the capabilities of the new SNES hardware and the Mode 7 graphics that allowed for rotating and scaling backgrounds to simulate 3D movement. Director Kazunobu Shimizu and the team wanted a game that felt fast and skill-based, something that pushed players beyond the party-game style of racers that would come later. With Shigeru Miyamoto lending a hand, the game shifted 2.85 million copies (Source: Installbase Forum), outselling Super Metroid and Pilotwings combined. Looking back, it deserves to be right up there on the podium alongside Star Fox or Mario Kart as a cornerstone franchise that pushed the SNES to show gamers what it could really do.

F-Zero X (N64, 1998)

When F-Zero X hit the Nintendo 64, it was a revelation. The framerate was silky smooth, the speed was exhilarating, and it felt like a whole new level of futuristic racing. The core gameplay was there, but with improved visuals and mechanics that made it more accessible without losing the challenge. I first played it at a friend’s house, and it was something so different to Goldeneye (which was the only other 64 game I had played before I got one myself.) One of my favourite modes was the infamous “Death Race” mode, where you raced on an infinite loop course with the goal of eliminating every other racer. It was a brutal test of skill and endurance that kept me hooked for hours. We would play to see how many we could defeat before crashing out, and it became a round robin style of challenge. Compared to the SNES original, F-Zero X refined the core mechanics while adding new depth, making the game feel fresh yet familiar. It showed that the series could evolve without losing what made it special. Unfortunately, it didn’t quite hit the heights of the SNES version and shifted just over a million units. While F-Zero X didn’t achieve massive sales, it marked a significant milestone – the debut of Captain Falcon as a playable character in Super Smash Bros. on the Nintendo 64. This appearance sparked a long-running tradition of F-Zero cameos across Nintendo’s future consoles and games. 

F-Zero GX (Gamecube, 2003)

The GameCube is often underrated, but it had a fantastic lineup of games, and F-Zero GX was definitely one of its highlights. I spent countless hours playing it, with vague memories of an arcade version floating in the back of my mind which I’m not sure ever made it here to Australia. Developed in partnership with SEGA, this collaboration between two gaming giants really shines through in the final product. F-Zero GX felt like a natural evolution from the N64 entry, but with incredible graphical leaps. The boost mechanic was a thrill, showing off special effects like lightning bolts crackling around your vehicle as you surged forward, making the already fast races feel even more intense. The courses were wild and varied, pushing players to master every twist and turn. Before the Switch 2 announcement, there had been a long-running rumour about an F-Zero GX remake. My friend and I debated it a lot as I thought it would be the perfect filler, especially since the Switch’s lifecycle had extended unexpectedly and would act something like a Metroid Prime remaster for this generation. He was more sceptical, saying it might not have enough nostalgic pull and that maybe I was wearing rose-tinted racing goggles. When the GameCube games, including F-Zero GX, were officially announced for Nintendo Switch Online, I felt that rush of nostalgia and familiarity. Despite some differences from how I remembered it, I know revisiting it will be absolutely fantastic.

F-zero GBA Era (Gameboy Advance 2001 – 2004)

F-Zero: Maximum Velocity
This was the first Game Boy Advance Title I played, and while it was strange not seeing Captain Falcon in the starting grid, the speed and challenge were right there. It was a GBA launch title that stuck to the Super Nintendo version fairly well… the controls were tight, the difficulty high, and it showed what handheld racers could do.

F-Zero: GP Legend
I didn’t get my hands on this until its NSO release, but it took a different approach by tying into the F-Zero: Falcon Densetsu anime. It brought back Captain Falcon and introduced new characters like Rick Wheeler, who felt more like action heroes in a comic book setting than racers.

F-Zero: Climax
Also, a recent discovery thanks to NSO. This one was never released outside Japan originally, which is a shame because it added an incredible track editor. It felt like a final lap for the series — polished, stylish, and quietly shelved despite its potential.

Falcon Punch!

Despite F-Zero not setting the sales charts alight, the franchise didn’t vanish entirely. Instead, it took on a new kind of life through cameos, easter eggs, and the legendary Falcon Punch. Captain Falcon became a founding fighter in the original Super Smash Bros. on N64. For many, including me and my mates, F-Zero might have faded, but Falcon’s iconic “FALCON PUNCH!” kept the series alive in a totally new context. It became an inside joke, something we’d shout mid-match or even in conversation. He wasn’t my main (that was always Link), but when I wanted to mix things up, I’d jump in as Falcon. He became a staple of Super Smash Bros throughout the entire series, even as his own series remained idle. Then came moments that felt like love letters to longtime fans. The Mario Kart 8 DLC brought the F-Zero-themed track and music to the forefront. Paired with the F-Zero outfit unlocked through Amiibo, I made myself a Mii racer dressed in Falcon’s gear and imagined I was playing an unofficial modern F-Zero. These appearances were always exciting, but were also bittersweet. Captain Falcon had a permanent seat at Nintendo’s crossover table while his own franchise hadn’t seen a true entry in decades. I never gave up hope. But year after year, cameo after cameo, it started to feel like Nintendo remembered F-Zero, but they just didn’t want to do more than that.

F-Zero 99 (Nintendo Switch, 2023)

F-Zero 99 was announced and released the same day… around the time I made the decision to reignite What’s It Like. I was travelling in my caravan at the time, tethering my Switch to my phone just to download it. That first night, I played until the early hours of the morning. The speed, the modern multiplayer, the way the screen would be filled with both colour and chaos… it was glorious. A true tribute to everything that came before, and easily a What’s It Like Certified Exceptional game. I didn’t know it then, but F-Zero 99 would spark a whole new wave of attention. Other creators I admire jumped in, dissecting the mechanics, speculating what it meant. Could this be a sign? Was F-Zero back? Theories swirled, and with them came the first real murmurs of a GX remake. What stuck with me the most, though, was the community. Players new and old, some racing for the first time, others chasing the high from decades ago. Social Media was lit up about F-Zero again. For the first time in years, it felt like we could see a new entry, and the series hadn’t been abandoned.

One last lap…

When the trailer rolled and F-Zero GX appeared as part of the GameCube lineup on Switch 2, I was so excited. Sure, the visuals didn’t look quite how I remembered them, but the energy was the same. This wasn’t just nostalgia, it was a victory lap for a game that still deserves a place in Nintendo’s hall of fame. Yes, I’ll admit it, there probably was a tinge of those rose-tinted racing goggles, but there was also an excitement and feeling of exhilaration of being able to return to the last mainstream entry of the series… F-Zero has come home to the Nintendo Switch 2. While it might not be the brand-new entry we’ve waited for, it does something just as important – it reintroduces one of the best racers of all time to a whole new generation. It brings back what made the series special, the speed without compromise, skill without shortcuts, and a world that still looks and sounds like nothing else.

Maybe this is just one more lap. But maybe, just maybe, it’s also the warm-up for the next race.

Managing Editor
Joshua has been gaming since the NES era. A lifelong fan of immersive worlds, with Skyrim as his all-time favorite, he believes games should be celebrated for their stories, creativity, and the joy they bring.

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