F-Zero AX/Test Stages

Stage 72 | Surface Slide
Pz7FtD1sAR8 Stage 72 does not normally have collision data and defaults to Screw Drive's. To properly show off the course, we used cheats to fill in void with the Surface Slide's data. What it was meant for is anyone's guess: the track is textured with some white blocks, but nothing else and is missing the first boost pad just in front of the starting gate.

Stage 77
7gL1WHH4s48 An odd little track strip with an indented pattern much like that in Lightning [Loop Cross]. When the player falls off the jump at the end, they are (seemingly) inexplicably warped to the very beginning or the very end of the visible track area, with checkpoints registering every so often, making the course completable. It is the only map in AX's ROM to have never been seen in any shape, way or form through promotions, gameplay clips or screenshots.

Stage 86 | Meteor Stream
UUdzeO4wkKY The only difference is that the slip-zone is missing its namesake quality.

Stage 87 | Cylinder Wave
8GSlk9olaxI Stage 87 is a mock-up of the Port Town [Cylinder Wave] track used in F-Zero AX. The geometry of the stage is identical to the final one, however this particular one uses less boost pads; the one beneath the stage right before the first heal strip is missing as with the two while cornering right before the midsection checkpoint. The third-before-last zipper is also placed higher up along the pipe.

Stage 90 | Long Pipe
Msq3LP48VPU Stage 90 does not normally have collision data and defaults to Screw Drive's. To properly show off the stage, cheats were used to fill in void with the Long Pipe's data. It is identical to AX's Port Town [Long Pipe], missing a zipper, and is awfully rendered with alpha graphics rather than appropriate textures.

Stage 91 | Story 2
M_lLdmWvX0s Everything here is extraordinarily basic: the track and canyon are very crudely textured, though the actual geometry is the same as the final version.

Stage 92 | Story 3
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Stage 93 | Story 4
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Stage 94 | Story 5
ISI6-MQs7C4 A blunt but fully fleshed out version of Story 5. The green spheres floating indicate where the player should be and activate the blast doors. Each door is marked by a letter to reference where it is.

Stage 95 | Story 6
TbS-UbAw3_I The only difference is a bizarrely placed boost pad off-centered in the first gravel zone.

Stage 96 | Story 7
By3Kn-HtvbE Would you believe that Amusement Vision had planned to make Story 7 even harder? Even more challenging than the pre-release version of Story 7 is the test version, which, like the pre-release version, has more mines and a slimmer, shorter heal zone, but it also did away with not only rails, but sanity as they thought it would be nice to completely cover the second corner with slip-track and add a couple of mines in for good mesure. The first lava pit is nicely curved both in and out and the recharge pit has an extra zipper at the end. They were kind enough to remove the mines behind the starting pads, though they were often used to boost into first place during the final lap.

Stage 97 | Story 8
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Stage 98 | Story 9
mKmLmCtYwno The skeletal basis of Story 9. Nothing has changed at all, though the track has been made to appear thick for whatever reason.

Stage 101 | Twist Road (V1.1)
3bQ7zj2XtP4 Note the stage's mini-map. This is the before-last pre-release version of Mute City [Twist Road], where after the jump and recharge area, there were not one but two bends in the design of the course. This design element is present in many of the promotional videos, but this particular track lacks the extended jump it once had, hence the "(Version 1.1)" attribute. The long jump was most likely removed because it legitimately required the racer to "GO FAST!" to travers the gap, but was deemed too difficult for the first course.



Stage 102 | Twist Road (V2)
3A5fVP4E-O8 The test stage for Mute City [Twist Road], polygonally exact to both the AX and GX tracks. Oddly, there are 2 floating boost pads strung in the air off the track.

Stage 103 | Multiplex
IdAffsdKUlY Multiplex had the ludicrous inclusion of pits inside the track while it performs the final back-flip and hosts more mines on the final stretch.

Stage 104 | Intersection
<youtube align="left" width="480" height"360">3k5WXlGij-o Green Plant [Intersection]'s distinguishes itself from later revisions with more dash plates and different healing pit positions inside the tube. The first health zone is in the same position but is paired with 2 zippers and the latter recharge pit sits atop the cylinder instead of on both sides.

Stage 105 | Undulation
<youtube align="left" width="480" height"360">OUbK_o7tkWQ Fire Field [Undulation]'s test remnants.

Stage 107 | Drift Highway
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Stage 108 | Aero Dive
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Stage 110 | Lateral Shift
<youtube align="left" width="480" height"360">yr0kC0LdViI This specific model features an extra area where the path becomes thin near the very end that was not included in the final version. Funnily enough, the preview model and mini-map have this final narrow path in both arcade and GameCube releases.