Rejected F-Zero Demo Supported 16 Players, Ran At 60 FPS On Switch
Several incredibly perceptive investigators recently discovered a rejected F-Zero demo that supported 16 players and ran at 60 frames per second on the Nintendo Switch. The game was of course canceled early in development and mostly consigned to the depths of video game history, but fans of this popular franchise have nonetheless always wondered what might have been.
The news comes from a video posted to the YouTube channel known as Did You Know Gaming which is described as covering “video game facts, easter eggs, secrets, censorship, glitches, and history for many of gaming's biggest names including the Nintendo Switch, PlayStation 4, Mario, Zelda, Pokemon, Sonic, Grand Theft Auto and more.” The video in question “takes a look at several F-Zero games that could have been including a possible F-Zero GX sequel as well as F-Zero games for the Wii U and Nintendo Switch,” according to the official description.
Did You Know Gaming sat down with Chief Executive Officer at Chuhai Labs Giles Goddard who described having pitched the demo to Nintendo. “The idea was massive multiplayer, massive as in 16 human players, 16 artificial intelligences, so 32 in total, a course editor, map editor you could share with your friends and yeah, 60 frames a second on the Switch,” Goddard said.
“It was super fast, super chaotic, super realistic physics, so it feels like F-Zero, but there’s a lot more depth there,” Goddard explained. “It was quite interesting to see what situations you could get the entire race into. You could bump one car, it would bump into two other cars, and they would bump into the rest of the pack and it would cause an entire pile up.” The executive went on to say how “it was just fun playing around and seeing how badly you could screw up the race, a fresh take on F-Zero would have been really cool.”
The project was on the other hand canceled by Nintendo because of staffing problems. “Nintendo are very wary about using old intellectual property because it’s such a huge thing for them to do, it’s much easier to go with a new IP than to reuse an old one,” Goddard remarked. “We were kind of stuck in a catch 22 working with Nintendo because we’d say to them ‘we want to do this F-Zero game, can you give us all this money?’ and they’d say ‘but you don’t have enough people’ and I’d say ‘well, if we had the money, we could get the people.’ So, it was forever this kind of ridiculous catch 22.”
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