F-Zero AX/Test Stages
This is a sub-page of F-Zero AX.
Contents
- 1 Stage 72 | Surface Slide
- 2 Stage 77
- 3 Stage 86 | Meteor Stream
- 4 Stage 87 | Cylinder Wave
- 5 Stage 90 | Long Pipe
- 6 Stage 91 | Story 2
- 7 Stage 92 | Story 3
- 8 Stage 93 | Story 4
- 9 Stage 94 | Story 5
- 10 Stage 95 | Story 6
- 11 Stage 96 | Story 7
- 12 Stage 97 | Story 8
- 13 Stage 98 | Story 9
- 14 Stage 101 | Twist Road (V1.1)
- 15 Stage 102 | Twist Road (V2.0)
- 16 Stage 103 | Multiplex
- 17 Stage 104 | Intersection
- 18 Stage 105 | Undulation
- 19 Stage 107 | Drift Highway
- 20 Stage 108 | Aero Dive
- 21 Stage 110 | Lateral Shift
Stage 72 | Surface Slide
Stage 72 does not have an associated COLI (scene data) file and thus defaults to the first to stage 00's (Screw Drive). To properly show off the course, cheats were used to load Surface Slide's data. The data appears to be too outdated to be properly loaded and thus displays very little correctly. The only noticeable difference is it is missing the first boost pad in front of the starting gate.
Stage 77
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 form elsewhere.
Stage 86 | Meteor Stream
The only difference is that the slip-zone is not yet slippery or the data isn't properly loaded to be so.
Stage 87 | Cylinder Wave
Stage 87 is a mock-up of the Port Town [Cylinder Wave] track used in F-Zero AX. The track geometry of the stage appears to be identical to the final one, though this iteration 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
Stage 90 does not have an associated COLI (scene data) file and thus defaults to the first to stage 00's (Screw Drive).To properly show off the course, cheats were used to load Long Pipe's data. The geometry of the track lines up with AX's Port Town [Long Pipe] collision.
Stage 91 | Story 2
The track and canyon are very crudely textured but appear to be geometrically identical to the final version.
Stage 92 | Story 3
Stage 93 | Story 4
Stage 94 | Story 5
A blocked out version of Story 5. The green spheres animation indicate where the player should be and indicate when the blast doors will activate. Each door is marked by a letter to reference where it is and a few once exiting the tunnel.
Stage 95 | Story 6
The only difference appears to be a bizarrely placed boost pad off-centered in the first gravel zone.
Stage 96 | Story 7
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 also did away with not only rails but sanity as the second corner is completely covered with slip-track and added mines in for good measure. The first lava pit is nicely curved along the track as opposed to hard square corners and the recharge pit has an extra zipper at the end. The mines behind the finish line is missing, a part of the track often used by players to boost into first place during the final lap.
Stage 97 | Story 8
Stage 98 | Story 9
The basis of Story 9. Nothing appears to have changed though the track has been made to appear thick.
Stage 101 | Twist Road (V1.1)
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 "V1.1" attribute. The long jump was most likely removed because it legitimately required the racer to "GO FAST!" to traverse the gap, but may have been deemed too difficult for the first course.
Stage 102 | Twist Road (V2.0)
The test stage for Mute City [Twist Road]. Oddly, there are 2 floating boost pads strung in the air off of the track.
Stage 103 | Multiplex
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
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
Stage 107 | Drift Highway
Stage 108 | Aero Dive
Stage 110 | Lateral Shift