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Prerelease:F-Zero GX

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This page details pre-release information and/or media for F-Zero GX.

Hmmm...
To do:
There was a demo playable / video shown at ECTS in London in August 2003.

E3 2002 Trailer

At the 2002 Electronic Entertainment Expo, the first trailer for F-Zero GX, known in development as "F-Zero AC" and "F-Zero GC," was a gameplay cinematic on an unknown track in the Mute City venue, which sports a different track texture, a dimmer, less colorful skybox, a more hazy brownish ground texture, and some objects not seen in the final version of the venue, such as foliage. This track texture, skybox, and track texture lasts up until the final.

2002-2003 Trailer

Sometime between 2002 and 2003, a new gameplay trailer was shown. Some notable changes include:

  • A track in the Mute City venue similar to Silence's High-Speed track from F-Zero X.
  • Casino Palace's Double Branches course in the Port Town venue.
  • Lightning's Loop Cross course in the Green Plant venue.
  • Fire Field's Cylinder Knot course in the Lightning venue, with a lot more lightning compared to the final.
  • Big Blue's Drift Highway track in the Mute City and Fire Field venue in addition to the Big Blue venue. The Big Blue venue has some changes as well, having a more tinted and cyan-colored sky in comparison to the final.
  • The Fire Field venue has a completely different track model in comparison with its track model for the final version, being more similar in structure to the track model used in Mute City's tracks. This version of Fire Field also has more active flames compared to the final.
  • Port Town's Long Pipe course had some changes around the drop-off cones, with them being more enclosed, lacking monitors behind the rotating arms, the rotating arms sporting red lights at the ends instead of the caution stripes in the final, and having no rotating arms in the first cone and having two rotating arms in the second cone, as opposed to the final having two rotating arms in the first cone and three rotating arms in the second cone.

In terms of physics, it is very similar to the final, outside of vehicles not falling as fast when falling off of drops, as shown with Port Town's Aero Dive track.

2003 Trailer

This trailer showed off fewer, but still notable aesthetic changes. Twist Road is notably slimmer compared to the final, with a wider gap at the drop-off section and two extra wide turns before the tunnel section. As shown in Lateral Shift, Sand Ocean had different, more plain track textures, transparent purple arrow signs, and a darker, greener sky. Cylinder Knot, while finally in Fire Field, lacked the arrows on the sides of the cylinder, as well as the venue itself sporting an enclosed skybox with bright rock formations at the top instead of a modeled interior with an opening at the top, with shorter, more sparse rock walls siding the track, as shown in Undulation.

Nintendo of America GX Promotional Video

This trailer showed off earlier textures for the slip zone and rough patch for the Mute City venue, as well as an unused variation of the Mute City theme, For The Glory. The slip zone shown is more similar to those in the Phantom Road venue, Outer Space venue, and Green Plant's Spiral track.

Nintendo of America AX Promotional Video

This trailer shows off Aeropolis's Screw Drive track, Port Town's Cylinder Wave track, and Lightning's Thunder Road track. Screw Drive's hairpin turn near the end has the same texture as the rest of the track, unlike the final version, which has a more solid texture. Cylinder Wave's cylinder is more rounded and thinner, compared to the more oblong shape in the final.

E3 2003 Build

This version, playable at the 2003 Electronic Entertainment Expo, finally branded the game "F-Zero GX" and "F-Zero AX." Most of the tracks shown thus far were the same as the final, except for Mute City's Twist Road track and Aeropolis's Multiplex track. Twist Road still had the same layout as the previous trailer, and Multiplex had a slightly different intro, the lack of a jump ramp at the first bend, and featured an overwhelming amount of fallout areas after the first rough patches, indicated by red lines above them, replaced by the much more forgiving rough patches in the final.