If they're not going to make new F-Zero games, then maybe Captain Falcon will
eventually become playable on a later Mario Kart game?
Although, I have some ideas of how F-Zero could be made better:
~ Highly diverse difficulty settings:
If players could adjust the difficulty to suit their skill levels,
the games would appeal to newcomers & hardcore racers alike.
I think they should use a system similar to "Intensity" from Kid Icarus: Uprising,
where players could set the difficulty from 0.0 to 9.0, but the difficulty for each
setting would be more noticable, so the change from 0.0 to 0.1 on F-Zero in this case
would be a lot harder, so while 0.0 would be easy enough for anyone to beat, only
the best gamers in the world would be able to beat 9.0. & this style of setting the difficulty
would, in theory, have everything else in between.
~ More evenly matched-up online play:
The "Intensity" style difficulty settings mentioned would also be used for online play.
The game would keep track of the average intensity setting that players plays on & try
to match them up with other players online who has similar intensity averages.
In theory, this would make it much more likely that players will be matched up against
others who are near their skill levels, making for much more exciting races.
~ Very deep machine customaztion:
Machine customazation is possible on F-Zero GX & AX & Mario Kart 7 & 8,
but it could be made MUCH deeper...
For example, here are the ideas of different parts that could be changed:
Cockpit
Body
Engine
Anti-Gravitors (or whatever they call the thingies that make the machines levitate)
Thrusters
Revese Thrusters
The Cockpit would affect how well the machine operates overall on a small scale, the Body is the
main determinator of how much punisment the machine can take, the Engine mainly affects top speed,
Anti-Gravitors would take the place of wheels in determining how well a machine can turn & how they
handle on varying terrians, Thrusters would mainly affect accelation & how good the machine boost is,
while Reverse Thrusters also affects how well the machine can turn & determines the stopping ablilty.
A point-system would be put in place to prevent overly good custom machines from dominating.
When making a custom machine, there will be a meter that has a certian amount of points that players
cannot exceed. The greater the impact a part has on the machine, the more points it'll cost to use.
So the trick is to try to find the right combonation of parts that'll work for your driving style while
trying to fit all the part points withen the limit given.
On a side-note, rather than picking one of the F-Zero pilots to operate the machine,
it'll be driven by your Mii, in the form of a Mii Racer.
Mii Racers, like the Mii Fighters that'll be on SSB4, have more humanoid bodies while
featuring the heads that they were made with.
Mii Racers can also be customized with a varity of clothes, like helmets, shirts, gloves, pants, boots
& optinal pieces of clothing, like scarves, jewelry, eye patches, Etc.
All clothing are purly for looks & doesn't affect stats in any way.
I can go on & on about how I think F-Zero could be better, but I think this is
a pretty good sized wall of text.... if it's not too big already for reading comfort...