F-Zero X

F-Zero X is a video game for the Nintendo 64 console. The game sold 56,457 copies during its first week of sale in Japan. The North American release of F-Zero X supposedly suffered from a three month delay due to Nintendo of America's then release policy of spacing the release of first-party games out evenly.

F-Zero X is the fourth title in Nintendo's F-Zero series, and the second to be released outside of Japan. Although it failed to match the sales success of the original F-Zero, the Mode 7 Super Nintendo F-Zero game, F-Zero X is the first 3D release and fully polygonal game in the series. The F-Zero X team was made up of several Wave Race 64 key programmers (including the lead programmer).

The Expansion Kit for this game was released nearly two years later in Japan. To leave the field open for future, Nintendo added 64DD features into F-Zero X that would allow for add-on disks such as track editors or course updates. The 64DD was never released outside of Japan, unless imported, these features were never taken advantage of elsewhere in the world.

Basic driving operations include using the A button for Accelerate, B for Boost (only available after lap 1, with the exception of 'death race' where it is available from the start), C-Down for air brakes, the control stick to steer the machine and the R and Z buttons drift from side to side. If R and Z were held together it would skid. R or Z were double tapped to execute the 'Side Attack' move. Holding R and double tapping Z (or hold Z double tap R) was a spin attack.

Jack Cup
*Mute City: Figure Eight &mdash; This course is the first of all courses. There is only one jump plate which is mainly trivial. This course is in a Figure-8 style from an aerial viewpoint. There is a loop right before the starting line.

*Silence: High Speed – This course is an oval where the player appears to only go straight, due to the way the track bends. The player can usually maintain higher speeds here than on other courses.

*Sand Ocean: Pipe – On this course, its possible to go in and out of the pipes. This is the first course that has pipe elements.

*Devil's Forest: Corkscrew – This course has a corkscrew, along with some dirt and fairly sharp turns.

*Big Blue: Cylinder – This course has a cylinder where it is possible to go on the top, bottom, or underneath. This is the first course with cylinder elements.

*Port Town:High Jump – On this course, while up on the hills, you hit the Dash Plates to increase speed as you jump, but while in the air, tilt the Control Stick up, so your opponents don't get in front of you.

Queen Cup
*Sector Alpha – On this circuit the track has an inverted looped from the starting grid to the tunnel behind it.

*Red Canyon – On this course, the track elements are red and are of rocks, not cement.

*Devil's Forest 2 – An up-down section after the starting grid and the 270 degree left turn and before the high-walled banked corner and the narrowing of the course before the start/finish wire.

*Mute City 2 – This is the second Mute City course. This is the first Mute City course in this game that has Jump Plates, but this one has only one Jump Plate. This course takes place at night and unlike the other two, the buildings in the background are black as the lights are turned on in those buildings.

*Big Blue 2 – This is the second Big Blue course, and it has regular track elements. A sharp turn is immediately after the beginning of the race.

*White Land – This is the first White Land course. On this course, there are steps after you hit each jump plate, so be careful not to fall off the edge of each step.

King Cup
*Fire Field – On this course, the blacktop is completely black and after you hit the Dash Plates and go off the end, whenever you land, there is a red line throughout and you don't return to the elements withough a red line until you get very close to the Start Line.

*Silence 2 – There's a wavy road area on this course that has no barriers, so be careful.

*Sector Beta – This course has more inversions on this course. If you hit the traps on this course in front of you, your Energy Meter will decrease.

*Red Canyon 2 – This course has also green elements, although most of them are red. This is the only Red Canyon course that has a tunnel.

*White Land 2 – This course is all a half-pipe, so be careful not to fall from the edge. You enter the half-pipe right after the START, but you get back on the regular elements right before you race the whole lap.

*Mute City 3 – This course has a lot of Jump Plates. Unlike the other two Mute City courses, there are many areas that have no barriers, therefore making this the easiest Mute City course to fall off from, and it has no tunnels.

Joker Cup
*Rainbow Road – The whole track has the same order of elements from Mario Kart 64. Unlike Mario Kart 64, no characters in neon lights appear, there are various area that have no barriers, the whole bottom is like water, there are traps as first seen on Sector Beta, and the elements contain rainbow lines, and some of them are just clear.

*Devil's Forest 3 – This course is a Mirror-Road course, where you can invert and see directly where you were before on this course during each lap. Try not to fall off the course since a lot of areas have no barriers. The pipe, seen in the first Sand Ocean is much shorter, and you exit it right to the Start Line.

*Space Plant – This course is the second course that has a cylinder, first seen in the first Big Blue course. There are high jumps on this course, although it has no Jump Plates.

*Sand Ocean 2 – This course is a Wave Panic course. Unlike the first Sand Ocean, there are no pipes.

*Port Town 2 – This course is much like the one in the SNES game, F-Zero, except, when you go from one end to another, you go up the hill, go off the edge, and land to the other end, but this course has no Jump Plates like the game it first appeared in.

*Big Hand – This course has deadly curves, and you go around the course like a hand. The deadly curves are the fingers, since this course has more U-Turns than you expected.