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F-Zero X

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Title Screen

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


CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

A high-speed racing game where you can race alone or with three of your friends, featuring 60 FPS and monaural music!


64DD Error Messages

Japanese cartridge

Encoding SHIFT-JIS Windows Japanese CP-932

800CD580 0
800CD584 1
800CD588 2
800CD58C 3
800CD590 4
800CD594 5
800CD598 6
800CD59C 7
800CD5A0 8
800CD5A4 9
800CD5A8 エラー番号				Error Number
800CD5B4 取り扱い説明書をお読みください。		Please read the instruction manual.
800CD5D8 【注意】アクセスランプ点滅中に		【Caution】 While the access lamp is blinking
800CD5F8 ディスクを抜かないでください。		Do not remove the disc.
800CD618 もう一度ディスクを挿入して		Insert the disc again
800CD634 ください。				please.
800CD640 イジェクトボタンが押されてい		Is the eject button 
800CD660 ませんか。				pressed?
800CD66C 一度ディスクを抜いてきちんと		Please remove the disc once and 
800CD68C 差し込んでください。			insert it properly.
800CD6A4 間違ったディスクが挿入されている		The wrong disk may  
800CD6C8 可能性があります。確認して		be inserted. Have you 
800CD6E4 ディスクが差し込まれていますか。		checked and inserted the disc?
800CD708 起動時のディスクを挿入して		Insert the disk at startup

Expansion Kit Content

Hmmm...
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

FZeroX-Super Falcon.png FZeroX-Super Falcon Machine.png

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.

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.

Version Gameshark code
USA 800E5EE1 001E
Europe 800D8731 001E
Japan 800E5AB1 001E

Super Stingray and Super Cat Leftover

FZeroX-Super Stingray.png FZeroX-Super Stingray Machine.png

FZeroX-Super Cat.png FZeroX-Super Cat Machine.png

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 Code Effect
800E5EE1 0021 Perfect Samurai Goroh
800E5EE1 0022 Perfect Jody Summer

Edit Cup Graphic Leftover

FZEROXeditcupbuilding.png

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.

Regional Differences

Hmmm...
To do:
More name changes. Nintendo has a Japanese list.
Japan International
FZeroX-hellhawk.png FZeroX-bloodhawk.png
  • Blood Falcon's vehicle, the Blood Hawk, is named the Hell Hawk in Japan. Later Japanese games adopted the international name.
  • 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

FZeroX-debug.png

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.

(Source: fkualol)

Debugging Text

Acactussayswhat?
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?
== MML PASS CHECK ===
PLAYER LEVEL SE STACK OVER!!
Na_PlyLevelSE_Stop Called player = %02x num = %02x
NON ENTRIED LEVEL SE STOPED! SE NUMBER = %02x
VOICE SE STACK OVER!!
  System SE = %02x
hanabi se called. pan = %02x volume = %02x
ENGINE SOUND ECHO START MACHINE NO = %02x
ENGINE SOUND ECHO STOPED! MACHINE No.= %02x
ENGINE SOUND STOPED! MACHINE No.= %02x
ENGINE SOUND START! MACHINE No.= %02x
WINING RUN ENGINE SOUND START! MACHINE No.= %02x
64DD STREEM BGM Ready %02x
64DD STREEM BGM Start%02x
Na_DDBgm_Stop Called
Na_BetaBgm_Start num = %02x
Na_BetaBgm_Stop Called
Na_ROMBgm_Start Called num = %02x
Na_ROMBgm_Stop Called
RETIRE FUNCTION CALLED!!
Level SE Fadeout !!
Na_BetaBgm_Stop2 Called
Na_BetaBgm_Stop3 Called
Pause Called!! Status =  %02x
Spec Change No = %02x
Player Mode = %02x
All Sound Off
Na_SeSeq_Start for ROM Called
Change Sound Mode No = %02x
Na_chakuchi Called player = %02x volume = %f
Na_chakuchi Edited volume = %f
Na_Guitor_Start Called
Na_Guitor_Start for ROM Called