Genre: Futuristic Racing
Welcome to F-Zero Central! We are a competition and fan community for the high-speed, futuristic racing game series known as F-Zero. Our site features Time Attack ladders for each of the 6 F-Zero games released on console. We are proud to represent F-Zero pilots of all skill levels here, from world record holders to those completely new to the. F Zero Gx Iso Ntsc J Ps2; Ares 3.1 7 Free Download; Adobe Lightroom 6 Mac Serial Number; Big Rigs Over The Road Racing Patch Download; Fsx Turkish Airlines A330; Jedit X Keygen For Mac; Patch Fr Teamspeak 3 Client; Capm Rita Mulcahy Rapidshare Downloads; Fowlers Vacola Canning Manual.
If you want a light-speed racer that looks and plays sharply while simultaneously offering some dramatic challenges, F-Zero GX is exactly what you're looking for.
The game has support for steering peripherals, such as the Logitech Speed Force. The wheel works reasonably well, but you get more-refined control from the standard GameCube controller. So the steering wheel is fun up to a point, but if you're playing seriously, F-Zero GX is at its best with a regular controller.
Publisher: Nintendo
Developer: Amusement Vision
Genre: Futuristic Racing
Game Information
Resolution: 480p, Widescreen
Sound: Dolby Pro Logic II
Offline Modes: Competitive
Number of Players: 1-4
Hardware Requirements:
Windows 98/XP/ME with Direct X8.1;
Pentium III 550 MHz; 128 MB RAM;
3D Graphics Accelerator Card (16 MB);
4X CD ROM;
100% Direct X Certified Sound Card
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F-Zero GX |
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Developer: Amusement Vision This game has unused areas. |
F-Zero GX is the faster, prettier SEGA-assisted sequel to F-Zero X and boasted unique data sharing capabilities with its Triforce counterpart F-Zero AX.
- 2Unused Material
- 2.2Audio
- 2.2.1Sound Effect Pack 1
- 2.3Graphics
- 2.43D Models
- 2.5Stages
- 2.9Miscellaneous
- 2.9.1Hidden Messages
- 2.9.3Unused Cups
- 2.2Audio
- 3Oddities and Obscurities
Subpages
Regional Differences A huge amount of graphical changes. |
Unused Material
F-Zero GX contains an abundance of unused data. However, since most of the leftover F-Zero AX code is perfectly usable, the following regards assets that are not used by either game.
Debug Menu
The Japanese F-Zero GX contains remnants of the debug menu used by Sega during the game's development. Just about everything is accessible, from sound effects to the many object viewers, except for one dummied out menu option and another that crashes the game.
F-Zero GX Debug Menu All the details on how to enter the debug menu and navigate it can be found here. |
Audio
Many of the unused audio clips are flat-out remakes of classic F-Zero X dialogue. Things such as 'Too bad, you lost your machine!' were re-recorded. Other audio clips involve narrator interaction.
Sound Effect Pack 1
Sound bank 1 contains a lot of unused audio clips, a small yet substantial portion of which include F-Zero X remakes.
First Place!
It sounds like a variation on F-Zero X's 'Alright! You got first place!'
Bingo!
F-Zero X's Versus mode 'VS. Slot' audio clip remade for GX. It appears VS. Slot was considered to make a return.
Too bad, you lost your machine!
A beautiful return of F-Zero X's 'Too bad, you lost your machine!' It would appear that GX started out a lot like X, but slowly developed its own personality.
You got your machine!
Conversely, if the player defeated five opponents during a race, this would have played.
Clear!
An alternate version of the narrator yelling 'Clear!', rather than 'Mission clear!'
Goal!
Another variation of 'Mission clear!'
Danger!
The narrator concernedly shouting for the player to watch out.
Hurry Up!
This was presumably going to be used when the timer made it to 10 seconds, alerting the player that not much time remains. It was effectively scrapped in favour of a per-second siren. This phrase is used in most Monkey Ball games, which may relate it to the unused 'Fall Out' texture (see below).
Draw
It appears as though there was going to be a draw exception.
Graphics
Warning Message
A message warning that 'there is not enough memory to render this model'. Its 3D model, found within common, is named 'WARN_MES_OVER'.
Fallout
FALLOUT is the term used in the Monkey Ball series when the player falls off the stage. Seeing as the game was built upon the Monkey Ball engine, it is likely they used this until 'Off Course' was chosen as the out-of-bounds cue.
Casino Laser Sign
The textures for LASER_CASINO, a rotating sign hologram like the Triforce and Gamecube logos seen in Sonic Oval. It lays dormant exclusively in the Japanese bg_com (Sonic Oval) texture archive.
MAGCARD
Final AX License Design |
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Shorthand for 'Magnetic Card', the F-Zero AX license card used to store one's AX data. It is quite peculiar as each side of the model use its own texture. What's of great interest is the prototype card texture, which has F-Zero TRANS X written on it instead of F-Zero AX. MAGCARD is found in card, an older version of both operation and operation_us, a file used in the AX advertise screen.
F-Zero TRANS X could be an earlier title preceding the 2002 F-Zero AC title which later became F-Zero AX...however, as the logo effects are very similar to the final F-Zero AX logo, and the F-Zero AC logo used a striped blue metallic texture for the AC part with entirely different fonts, it may have been designed after the F-Zero AC name.
The back side of MAGCARD which reads the following:
<Be sure to face this side down.>
|
This is less text than actual Japanese MAGCARD, which read the following:
<Be sure to face this side down.>
Sega AM User Support e-mail: AMusersupport@sega.co.jp |
An English card also exists, which reads the following:
<Be sure to face this side down.>
|
3D Models
Flag
FLAG is located in common, bundled along with other, far less detailed pylon cones. Its intent is unknown, but could have been used in story mode, especially since the first mission requires going through specific locations on the track.
Test Cones 00-04
TESTCONE00 through TESTCONE04 each come in their own colour, sporting their namesake number. They are highly primitive objects. Their use is unknown, but was surely used in early development.
Pylon
PYLON can be found in both common and efcmodel. It could have served such purposes as a tool for testing the vehicle handling mechanics, for use in objective driven missions, or perhaps, when used in pairs, to designate the starting line.
Coin
COIN is supposed to be a background object for the Casino Place venue, though it does not seem to appear in either Split Oval or Double Branches. The model has a reflective quality to it.
Elevator Screen
ELV_SCREEN01 was supposed to be a monitor screen used in Cosmo Terminal, much like the Space Elevator Information screen seen near the starting gate in Trident. It ultimately went unused, sporting a placeholder texture as it does not have its own.
GameCube Memory Card
A rather large and fairly detailed 3D model of a GameCube Memory Card, present in card along with MAGCARD.
Stages
GX had plans for a 14th venue (taking into consideration that Sonic Oval is its own venue referred to as com) and contains remains of an additional course in order to prevent the debugger from crashing.
AUR Venue
There is a Course Select venue backdrop graphic named bmp_stg_aur that references an unused venue. 'aur' is the shorthand name of this venue which does not correspond to any venue. It only appears in the Japanese versions of GX and AX. Since it has not seen any progress since its inclusion in AX suggests it was scrapped early in development.
Unfortunately, the image used is a 'DUMMY' placeholder, leaving no insight into what 'aur' stands for.
Stage 00
GX has an unused course indexed as course 0. It will call the assets from Sand Ocean with the track Screw Drive (in the Aeropolis venue in the final game). Models can be viewed using the game's debug stage viewer. However, playing the stage will only load universal assets such as zippers and the starting gate, along with the collision data of Twist Road (Mute City). This is due to the fact that the stage has no associated 'COLI' (rather scene) file. Its only purpose appears to be to prevent the game from crashing when starting up the stage viewer as it always loads stage 0 first.
WiiRD/Gecko Code (NTSC-U) |
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48000000 801A6B70 |
Action Replay Code (NTSC-U) |
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AW48-J1VD-AH5YB |
Camera Data
There is leftover camera data for each of the 6 unlockable courses originating from F-Zero AX. The files livecam_stage_31 through livecam_stage_36 each contain 3 camera pans. The pans last 350, 400, and 350 frames respectively. In AX, all three of a course's pans were shown when the course appeared in the cabinet's attract mode. The same data was also used for the course preview right before gameplay begins, but since these previews only last 300 frames, only the first pan is shown during them.
In F-Zero GX, the camera data remains, but the attract mode / title screen no longer uses them. The first pan can still be seen during course previews, but the remaining two camera pans for each course are unused.
The video linked here plays all three pans for each course in succession.
Translation Notes
There exists a reference note called game_msg_jp.txt, which translates the English menu options and result texts to Japanese.
Leftover F-Zero AX Code
Curiously enough, F-Zero GX contains all the code required to play (a slightly butchered version of) F-Zero AX on the GameCube. Using the Action Replay or Gecko/Ocarina code below, GX will boot into AX. The game will still load all save data from GX when possible, and will only allow the player to select Bahamut (Custom Machine), Blue Falcon, Golden Fox, Fire Stingray, and Wild Goose plus any unlocked AX machine (Version 3+ of the code unlocks AX characters by default and Version 6+ allows players to enter any custom vehicle).
The game will also load the player's Time Attack data, which creates hilariously slow records for any map using more than the GX 3-lap standard such as Sonic Oval, where the player must complete 8 laps while in AX mode. It will even load the 16:9 aspect ratio preference of GX, allowing the player to view objects outside the AX menus (the arcade game used 4:3 monitors). AX boot in GX also uses the C-Stick to change the player's color, rather than the L and R buttons.
While the course selection menu behaves correctly in the Japanese version, the US/PAL versions shifted the placement of Mute City Sonic Oval to the far right as opposed to its far left position. This offset causes the menu icons and audio not to match the selected track (offset visible in AX code Version 1 {video uses Version 1 PAL}).
F-Zero AX Code Archive A list of every code to boot into F-Zero AX since the original. With so many revisions, you may want to look back at some of the older versions. |
Miscellaneous
Hidden Messages
fz.sample.rel
This Japanese test menu file contains the word 'BAKA' at offset 0x7F8.
fze.sample.rel
To be consistent, the English version contains the word 'FUCK' at the same offset. Stay classy.
Gachinko Difficulty
While F-Zero AX employs five difficulties accessible through the game's internal setup menus used to set the arcade cabinet's difficulty and lap settings, F-Zero GX does not. However, there is an internal listing for a difficulty called Gachinko (a word meaning 'game played earnestly'). Forcing the game to load it during a Grand Prix grants the player 10 extra lives. The difficulty is hard to distinguish between Novice, so it may simply be using the same AI logic.
F Zero Gx Iso Ntsc J Ps2 Emulator
Unused Cups
The file fze.sel.rel contains a number of unused cups on top of the Gachinko difficulty.
AC Cup
In F-Zero GX, the AX Cup orders the tracks starting with Aeropolis [Screw Drive] and ends with Mute City [Sonic Oval] as it is not used during a Grand Prix. AC Cup is the same, only it orders the tracks by difficulty rating, thus begins with Mute City [Sonic Oval], just how it is listed in F-Zero AX. This cup is not truly unused, as GX's AX mode (see above) loads its track list from there.
WHF Cup
WHF stands for World Hobby Fair. In January 2003, Sega demoed F-Zero GX (named back then F-Zero GC) at the 17th World Hobby Fair. While this Cup setting was made specifically for it, unfortunately none of the the 12 track listings match with any stage slot remaining in either F-Zero AX or F-Zero GX. The Cup points to stages 82, 56, 57, 58, 59, 60, 81, 85, 86, 87, 88, 89, respectively.
However, this article notes that there were only four playable stages at the 17th World Hobby Fair: Mute City [Twist Road], Port Town [Long Pipe], Green Plant [Intersection], and Port Town [Aero Dive]. In other words, the E3 Cup lineup.
E3-0
This is a cup with four tracks to demo at E3 2003. As noted above, it was also used for demoing at the World Hobby Fair in 2003, months prior to E3. It features the following courses: Mute City [Twist Road], Port Town [Long Pipe], Green Plant [Intersection], and Port Town [Aero Dive].
More Cups
F Zero Gx Iso Ntsc J Ps2 Iso
There appears to be two nullified entries called 'E3 1' and 'E3-1'.
E3 VS
This 'Cup' links to a single track: Casino Palace [Split Oval]. This track was used to demonstrate the multiplayer mode during E3 2003.
Unused Track Names
GX upholds a convention where each track has a venue and name. This includes Story mode and extra tracks. Story 1 and 2 have unique track names, but they do not get displayed. They're referenced in fze.story.rel.
Venue | Course Name | |
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Story 1 | Mute City | Virtual Circuit |
Story 2 | Sand Ocean | Under Construction |
Story 3 | Casino Palace | --- |
Story 4 | Big Blue | --- |
Story 5 | Lightning | --- |
Story 6 | Port Town | --- |
Story 7 | Mute City | --- |
Story 8 | Fire Field | --- |
Story 9 | Phantom Road | --- |
Grand Prix Podium | Mute City | --- |
Victory Lap | Mute City | --- |
Oddities and Obscurities
While this data can be seen in the game, it is interesting to note as it is so very easily overlooked.
Early Story 3 Course
The backdrop for the mission 'High Stakes in Mute City' features a red-colored track as opposed to the green one that is playable, suggesting the course's color was changed very late in the game's development. Furthermore, Story 3's intro movie depicts the course as being purple, indicating that the track must have gone through multiple colour schemes before settling on green. F-Zero AX's version of Story 3 uses this red coloured texture.
Hidden R.O.B.
Hidden on the outskirts of the stage Aeropolis Multiplex lies a fully animated R.O.B. model from the Port Town courses. It is cleverly placed behind a few of Aeropolis' many buildings off to the left of Mother Q. It can be seen by Space Flying to the edge of the map, though it is very difficult to get into view as the game only renders R.O.B. from certain angles. It is much easier to see it by accessing Multiplex through the debug menu.
Untranslated Logos
Despite their efforts ensuring that all Japanese text and graphics were translated for the game's localised releases, they still missed this one texture! It is used on some of the monitors in the back during the interviews. Perhaps the more interesting characteristic is its monstrous 512×256 pixel size.
It may have intended to have been used for something else since it is much, much larger than necessary.
AX's GX Pilot Descriptions
F-Zero AX (and AX boot) display description cards like these in the left pane to describe the vehicle and pilot. However, since F-Zero AX only uses 15 machines (the original four, the 10 AX characters, and one custom machine), 27 GX character cards go unseen. In order to view the remaining cards, the player must save one of the unused GX characters' vehicles to a slot in their Garage, then hover over that machine during vehicle select.
F Zero Gx Iso Ntsc J Ps2 Rom
Sand Ocean Reflective Texture
A reflective texture used for the solar panels on Sand Ocean. A similar green colour can be seen in the WHF 2003 trailer, however more saturated.
The F-Zero series | |
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SNES | F-Zero • BS F-Zero Grand Prix 2 |
Nintendo 64 | F-Zero X (Expansion Kit) |
Game Boy Advance | F-Zero Maximum Velocity • F-Zero GP Legend • F-Zero Climax |
GameCube | F-Zero GX |
Arcade | F-Zero AX |