F Zero X Slot Machine

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F-Zero X

Developer: Nintendo
Publisher: Nintendo
Platforms: Nintendo 64, iQue Player
Released in JP: July 14, 1998
Released in US: October 26, 1998
Released in EU: November 6, 1998
Released in CN: Feburary 25, 2004

This game has unused playable characters.
This game has hidden development-related text.
This game has unused graphics.
This game has unused models.
This game has debugging material.
This game has regional differences.
This game has revisional differences.

This game has a prerelease article

F-Zero X is the long-awaited follow-up to the classic F-Zero on the Super NES. Back then, the limits of the hardware meant that the futuristic hover-sleds of the game were limited to zipping around a flat track that span around the player like a Monopoly board on a record player. Now, fabulous advances in microchip technology mean that you can play exactly the same game - only in 3-D! F-Zero X is the third released installment in the F-Zero series and the first released video game in the franchise to feature 3D graphics. The game has a steep learning curve and its gameplay experience is similar to that of the original F-Zero title. However, the title does introduce a 'death race' mode, a random track generator called the 'X Cup', and a multiplayer mode which the previous F. Most of the content added by the F-Zero X Expansion Kit, released on the ill-fated Nintendo 64DD in Japan, is actually present in the main game and merely enabled by the Expansion Kit.This is even true for the US version, which didn't get the Expansion Kit. Such content includes all the new machines, several graphics, and an unfinished placeholder for the track editor.

This page is rather stubbly and could use some expansion.
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A high-speed racing game where you can race alone or with three of your friends, featuring 60 FPS and monaural music!

  • 2Expansion Kit Content

64DD Error Messages

Japanese cartridge

Encoding SHIFT-JIS Windows Japanese CP-932

Expansion Kit Content

To do:
Talk page details a bit of the track editor leftovers.

Most of the content added by the F-Zero X Expansion Kit, released on the ill-fated Nintendo 64DD in Japan, is actually present in the main game and merely enabled by the Expansion Kit. This is even true for the US version, which didn't get the Expansion Kit. Such content includes all the new machines, several graphics, and an unfinished placeholder for the track editor.

Super Falcon

There are two versions of Super Falcon accessible. One is a unique character slot that uses mostly default data, but shows his portrait. The other is similar to what the Expansion Kit uses, by changing Captain Falcon's data.

To access Super Falcon's portrait (in emulation), follow the instructions below. For Super Falcon's vehicle and stats, use the Create Machine application to generate codes for any region.

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Instructions: This cheat needs to be used once the track is loaded since the game will crash while loading the course, thus only being accessible in emulation. Enter the desired track in any mode with any character. Once the track loads, activate the cheat code, then enter the menu in-game (by pressing Start) and select Settings. You will now be presented with the pilot profile of Super Falcon and a buggy Blue Falcon with maxed-out stats. The vehicle will be playable until it crosses the finish line, where the game will instantly freeze.

Something interesting to note is that in the Expansion Kit, Super Falcon actually has a B in Boost and weighs 790 KG, instead of an A in Boost and 0 KG. The even more interesting thing is that Super Falcon's actual machine is in the game's files, completely separate from the bugged-out Super Falcon.

VersionGameShark code
USA800E5EE1 001E
Europe800D8731 001E
Japan800E5AB1 001E

Super Stingray and Super Cat Leftover

Using a character modifier code and setting the value to 21 or 22 (on emulation) will reveal that Samurai Goroh and Jody Summer's profile images are actually included in the original game rather than the Expansion Kit version. Upon accessing the machine settings screen, the game will slow down because they don't have a machine model defined, even though their Super Machines are in the game files. Like with the Super Falcon, the Super Machines can be accessed with the Create Machine application.

GameShark CodeEffect
800E5EE1 0021Perfect Samurai Goroh
800E5EE1 0022Perfect Jody Summer

Edit Cup Graphic Leftover

The building texture for the Edit Cup Ending from the Expansion Kit is present in the US version, and can be accessed using the F-Zero Execution Project (a track editor) and adding it to a custom track.

Custom Machines

Data for creating custom machines exists in the game. In fact, through the use of third-party programs it's entirely possible to create your own machine, including unique stats, weight, emblem, parts, and name. Playing your created machine requires a cheat device, such as a GameShark.

5 Lap Races

F-Zero X was initially planned to have 5 lap races as opposed to only 3 laps. Early magazine screenshots further prove this. There are still remnant graphics of laps 4 and 5 and better yet, you can have 4 or 5-lap races with this code: 800CD00F 00XX. Replace the XX with:

Unfortunately, the CPU will speed up tremendously by increasing the amount of laps, meaning you'll end up in last place almost all the time. The authentic F-Zero experience!

(Source: fzeroman)

Regional Differences

To do:
More name changes. Nintendo has a Japanese list.
  • Blood Falcon's vehicle, the Blood Hawk, is named the Hell Hawk in Japan. Later Japanese games adopted the international name.
Japan
International
  • Three pilots have their different name in the Japanese version.
JapanInternational
MM GazelleMighty Gazelle
OctmanOctoman
Arbin GordonThe Skull
  • The iQue version replaced many graphics and sounds. All graphics and text was changed to be written in Chinese and Mr. Zero, the announcer, is now dubbed in Chinese. Some in-game billboards were also changed to show the iQue logo.

Revisional Differences

The Virtual Console release differs slightly from the N64 and iQue versions. There's a fault in emulation that causes textures to appear differently. This is most notable in Sand Ocean 1, where there is a very bright section of the pipes that is not seen on the N64 or iQue versions.

Crash Debugger

F-Zero X contains a crash debugger. To trigger it, crash the game, then hold down Z + L and input the following:

  • A
  • C-Up (twice)
  • B
  • C-Right (twice)
  • B
  • C-Right
  • B
  • C-Right
  • Start

A similar crash debugger can be found in Paper Mario.

Debugging Text

Please elaborate.
Having more detail is always a good thing.
Specifically: Where is this found? ...Also, is 'MML PASS CHECK' supposed to be a wiki title?
The F-Zero series
SNESF-Zero • BS F-Zero Grand Prix 2
Nintendo 64F-Zero X (Expansion Kit)
Game Boy AdvanceF-Zero Maximum Velocity • F-Zero GP Legend • F-Zero Climax
GameCubeF-Zero GX
ArcadeF-Zero AX
Retrieved from 'https://tcrf.net/index.php?title=F-Zero_X&oldid=772372'

Supersonic speedsters.

Nintendo are a very special company. I’m sure that’s news to absolutely no one, but when you look back on their various franchises and all the good times they’ve brought us, something becomes apparent that isn’t common in the gaming industry: in most of Nintendo’s franchises, there is not one singular high point that bests the other games in the series. Here’s a few examples: Mario has Super Mario 64, Sunshine, Galaxy, Paper Mario, the Bros. series, World, Yoshi’s Island and many more amazing entries. There is not one definite best game; everyone will have their own favourite. The same goes for the Zelda and Metroid series; there are so many high-quality titles in them that it’s hard to distinguish which one is truly the best.

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The same can be said for one of Nintendo’s cult series, F-Zero. The SNES debut was a graphical revolution, employing high quality sprites and Mode-7 which allowed tracks to scale and rotate around your vehicle to create the illusion of steering. The releases in this series were few and far between, with only three home console releases between 1990 and 2003. The Gamecube release, F-Zero GX, followed in the footsteps of the original by pushing the console’s hardware to its limits, creating a visual experience that is still impressive today, but more on that in a later reflection.

In between these two releases came F-Zero X for the Nintendo 64. In many ways, it was the black sheep of the series, lacking the graphical prowess to really sell the system as well as the complexity and attention to detail found in GX. In other areas, however, F-Zero X can be seen as the best of the bunch, and its evident as soon as you power up your N64.

Recognise this driver? Call 0800-HE-PUNCHED-ME now.

Mute City…? Hardly

It’s the perfect introduction to one of the most fun racing games of all time.

A blazing guitar hook presents the Nintendo 64 logo and seconds later you’re thrust face first into a badass title screen accompanied by a cheesy, yet somewhat mind blowing solo. It’s the perfect introduction to one of the most fun racing games of all time.

As the menu screams into view, you’re greeted by six ample-chested women holding up various options and modes of play. The real meat of the game is found in the GP Race, which is where you’ll spend 99% of your F-Zero racing career. There’s also options for time attack and practice modes, as well as a fiendishly addictive multiplayer mode, but more on that later.

The GP Race is split into cups, much like in the Mario Kart series. Initially you have access to three cups: Jack, Queen and King. Each contained six tracks to conquer at impossibly high speeds. After selecting your desired cup, you’d select which vehicle you wanted to race with. In a move away from the SNES original, ships had performance grades to show how well they’d…well…perform, in certain areas. Ships were graded in accordance to their Body power (how much damage the ship can take), Boost power (the effectiveness of the ship’s boost, a burst of speed that unlocks on the second lap of every race, but drains some health when activated) and Grip (how well the ship handles turning).

As you progressed through the cups and difficulties, you’d be given access to more vehicles and tracks by way of an additional Joker cup (which even features a futuristic rendition of Rainbow Road), and finally the X Cup, a completely ridiculous addition that would randomly generate a course; some of which were almost impossible to finish based on their composition.

The tracks themselves are stars in their own right. There are a many memorable examples, like Big Blue’s giant cylinder, or Fire Field’s high jump, as well as the aforementioned Rainbow Road (subtitled Psychedelic Experience in the game) and a giant hand. Yes, one of the tracks was called Big Hand and it was just that. A big hand. Great work, Nintendo!

Don’t worry. A sign back there said it’s a 760km/h zone…

The tracks were made even more fun by the fact that there were thirty ships on the course at a time, and you were even able to kill off the opposition via a shunt or spin of your own ship. This was a risky but hilarious way of regenerating health and gaining extra lives.

Big Blue Brilliance

Yes, the game’s incredible speed and smooth framerate came at a price.

The music is by far the best thing in this game, and it’s still badass to this day. Composed of speed metal and nothing but speed metal, the soundtrack in F-Zero X is borderline cheesy, but at the same time gets the adrenaline flowing and is just, in a word, awesome. Metal renditions of the original Mute City and Big Blue themes make an appearance, with all other tracks having original compositions. It’s genuinely one of the greatest gaming soundtracks of all time.

The same can’t be said for the game’s announcer. His bellows of “You’ve got boost power!” and “Woah! You’re way out in front!” were super compressed to the point that you’d think Nintendo made him record his lines with his face submerged in a bowl of water. This was one of many areas Nintendo had to cut down on to achieve the blistering speed seen in the game.

Yes, the game’s incredible speed and smooth framerate came at a price. The graphics in this game are poor, even at the time of release time. Ships look like cereal box art projects, the tracks are bland and lifeless with the occasional poster of building thrown in for good measure, and the backgrounds wouldn’t look out of place in a SNES game. The worlds where these tracks are situated are simply differentiated by their song, background and colour of the sky. But to be honest, if you go into this game looking for sheer graphical prowess, you’re sort of missing the point. F-Zero X is about going really fast and having fun while you’re doing it.

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F-Zero X’s multiplayer is a blast. It’s basically the standard game, but with up to four players. The best part about it is if you’re killed during the race, you were presented a slot machine-style interface. If you matched three of the same picture you could deal damage to your friends, making those final laps incredibly intense.

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Lastly, an expansion pack for the game was released in Japan for the ill-fated 64DD system. The expansion featured new tracks, as well as a ship and track editor for added customisation. It’s a shame such features couldn’t have been made more accessible. These were probably too big an addition for the base game to include, although later F-Zero titles did feature similar modes.

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Still Quick Out Of The Blocks

As a game, F-Zero X could be seen as merely a nostalgic novelty were it not for its sheer amount of charm, as well as just how fun the game is overall. The combination of ridiculous speeds, satisfying handling and shrewd track design help create a racing experience unlike anything before it. For those of you who love exploring gaming’s past, definitely check out this N64 gem, and for long-time series fans, why not strap on those rose-tinted racing goggles? This is a racer that holds up even to this day.

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Prefer moving pictures and sound? Then check the video retro reflection here.