F-Zero X

Last updated
F-Zero X
F-Zero X box art.jpg
North American box art
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Director(s) Tadashi Sugiyama
Producer(s) Shigeru Miyamoto
Artist(s) Takaya Imamura
Composer(s)
  • Taro Bando
  • Hajime Wakai
Series F-Zero
Platform(s) Nintendo 64
Release
    • JP: July 14, 1998
    • NA: October 27, 1998
    • EU: November 6, 1998
  • iQue Player:
    • CHN: February 25, 2004
Genre(s) Racing
Mode(s) Single-player, multiplayer

F-Zero X [lower-alpha 1] is a 1998 futuristic racing video game for the Nintendo 64 console, developed and published by Nintendo. It is a sequel to the original F-Zero (1990), and is the first F-Zero installment with 3D graphics. The game has a steep learning curve and its gameplay experience is similar to that of the original. An Expansion Kit, including a track and vehicle editor, was released in Japan in 2000.

Contents

F-Zero X introduced the ability to attack other racers, a Death Race mode, and a random track generator called the "X Cup". In the Death Race, the player's objective is to rapidly annihilate or pass the 29 other racers, and the X-Cup generates a different set of tracks each time played. Critics generally praised F-Zero X for its fast gameplay, abundance of courses and vehicles, track design, and maintaining a high framerate, although it has been widely criticized for its lack of graphical detail. F-Zero X was ported in 2004 to the iQue Player and had re-releases through the Virtual Console for Wii in 2007, later on Wii U, and through Nintendo Switch Online + Expansion Pack, featuring online multiplayer, in 2022.

Gameplay

Graphical detail is sacrificed to keep the game at a stable 60 frames per second (FPS). N64 F-Zero X.jpg
Graphical detail is sacrificed to keep the game at a stable 60 frames per second (FPS).

F-Zero X is a fast-paced futuristic racing video game where 30 competitors race on high-altitude circuits inside plasma-powered hovercars in an intergalactic Grand Prix. [2] [3] :4 Taking place after the original tournament was discontinued for several years due to the extreme danger of the sport, F-Zero X begins after the Grand Prix is brought back with the rules and regulations revised under the same name as the video game. [3] :5 The tracks include hills, loops, tunnels, corkscrews, and pipes. [4] Players can drift into turns without losing momentum [1] by using the control stick and trigger button. [5] The game introduces 26 new vehicles, and reprises the 4 from the original F-Zero game. [6] Each has its own performance abilities affected by its size and weight, and a grip, boost, and durability trait graded on an A to E (best to worst) scale. [3] :8 Before a race, players are able to adjust a vehicle's balance between maximum acceleration and maximum top speed. [7]

Each machine's energy meter measures the machine's health and is decreased, for example, when the machine hits another racer or the side of the track. [3] This is also a boost meter for manually boosting, usually starting with the second lap of a race. [3] :10 [8] Energy can be replenished by driving over recharge strips, [3] :13 located at various points around the track. The game introduces the ability to attack other racers with either a side or spin attack. [1] [9] Dash plates in various locations give a speed boost without using any energy. [10] Courses may have obstacles that reduce speed and traps that launch vehicles into the air, reducing its energy. If the player has a "spare machine"—the equivalent of an extra life—then falls off a track or runs out of energy, the race can be restarted. Players get an additional spare machine for every 5 contenders eliminated. [3] :13

Race modes

F-Zero X has 5 different gameplay modes: GP (Grand Prix) Race, Practice, Time Attack, Death Race, and VS Battle. [1] In GP Race, the player races against 29 opponents through 3 laps of each track in a cup. [3] :7 Players get a certain number of points for finishing a track depending on where they placed, and the winner of the cup is the character who receives the most total points. [3] :12 Each cup has 4 selectable difficulty levels: Novice, Standard, Expert, [3] :7 and Master. [11] The higher the difficulty level selected, the tougher the opponents, and less spare machines the player starts with. [3] :7,13 Furthermore, the 3 cups initially available are ordered by increasing difficulty (Jack, Queen, and King respectively) and 6 tracks each. [1] Eventually, the player can unlock the Joker Cup with its set of 6 tracks, [11] followed by the X Cup. [1] The X Cup is a set of 6 tracks that are randomly generated on each playthrough. [11] The randomized track elements lack loops and can be simplistic, but others are intricate. [1]

Practice mode demonstrates any track with opponents. [3] :11 Time Attack lets the player choose a track and complete a 3-lap race in the shortest time possible. Transparent re-enactments of Time Attack performances, allow racing against ghost racers, recorded by the player or game developer. Up to 3 player-contributed ghosts can be raced against simultaneously, but only 1 can be saved per track. [3] :14–15 Death Race has the player annihilating the 29 other racers as speedily as possible on a specialized course. [1] There is no selectable difficulty level, or set number of laps, but the boost is immediately available. [3] :17 Vs. Battle is the multiplayer mode where 2 to 4 players compete in a 3-lap race, and slots not in use by players can be operated by the artificial intelligence. [3] :18 A slot machine for those out of the race early will appear if the option is enabled. Players can adversely affect the energy levels of those still competing by matching symbols. [1]

Development and release

[I]t's not possible to measure how fast your car can go in [F-Zero X], but it's possibly about 1,000 kilometers per hour — possibly the fastest racing game ever for a home system.

— Producer Shigeru Miyamoto, 1997 [12]

In mid-1996, during Mario Kart 64 development, Shigeru Miyamoto said he planned a sequel to F-Zero for the Nintendo 64. [13] [14] Initially titled "F-Zero 64", Famitsu magazine revealed the project in mid-1997. [15] Tadashi Sugiyama and Shigeru Miyamoto served as director and producer, respectively. Taro Bando and Hajime Wakai served as composers. [16] Several key Wave Race 64 programmers including the lead programmer made up the in-house development team. [1] Developed by Nintendo EAD, [17] it is a sequel to the original F-Zero (1990), [15] and is the first F-Zero installment with 3D graphics. [17] The game debuted at the Nintendo Space World event on November 20, 1997, publicly playable for the first time. [18] [19] IGN reported this version was 60% complete and consistently ran at 60 frames per second. That frame rate goal required developers to minimize background detail, texture detail, and polygon count on vehicles which reduce as they pass. They noted that "[tracks] hide most of the limited backgrounds with their girth and undulating nature which block out almost everything else." [18] Fogging effects are used to hide background shortcomings such as where the sky and ground meet. [7]

The character voices in the game, including the announcer, Mr. Zero, were provided by Jim Wornell and Kayomi McDonald. Wornell based Mr. Zero's voice on that of the announcer in Ridge Racer . [20] The soundtrack includes remixes from its predecessor. [21] The ROM cartridge size necessitated data-saving optimizations,[ citation needed ] including a half-sized monaural soundtrack and real-time stereo ambient effects. [1] Some of its music is included in two soundtrack CDs. The F-Zero X Original Soundtrack was released on September 18, 1998, with 29 musical tracks. [22] The F-Zero X Guitar Arrange Edition was released on January 27, 1999, with ten guitar arrangements. [23] The game was released in Japan on July 14, 1998, [24] [2] but its North American release suffered a three-month delay due to Nintendo's policy of evenly spacing the release of first-party games. [1] [25] It was released in North America on October 27, [26] in Europe on November 6, [5] and in China for the iQue Player on February 25, 2004. [27] It was re-released on the Wii and Wii U Virtual Console in 2007 [28] [29] and around 2016, [30] respectively. This was Europe's 100th Wii Virtual Console game. [31] A March 2022 re-release to Nintendo Switch Online Expansion Pack members has a 2 to 4-person online multiplayer mode. [32]

Expansion Kit

The Nintendo 64 with 64DD attached 64DD-Attached.jpg
The Nintendo 64 with 64DD attached

The 64DD is a peripheral for the Nintendo 64, released only in Japan, and designed in part to provision cartridge games with expansions on inexpensive 64 megabyte floppy disks.[ citation needed ] The F-Zero X Expansion Kit is the 64DD's first expansion disk, released on April 21, 2000, in Japan. [33] It contains 12 new tracks, a machine creator, a course editor, and new stereophonic soundtracks. [4] In addition to these 2 new cups, players can create a custom cup. The disk can save up to a 100 tracks and up to 3 ghost data per course. IGN singled out the course editor as the Expansion Kit's strongest feature because the designers used a similar tool in-house for the original circuits. [33] The machine creator's variety of options on pre-existing parts, can be used to balance the creations' settings and performance abilities, and name the machine. The course editor allows the player to design racing circuits with detailed tracks. Using a cursor, the player can determine the basic layout, and draw curves and hills. The player can add half pipes, cylinders, and numerous road surfaces, such as slip zones. The player can test the creation at any time and run practice laps. [33]

The Expansion Kit disk requires the cartridge, [4] which was programmed with "64DD hooks" to detect the 64DD and expansion disk. [34] This provisions the possibility of many disk-based expansion packs such as track editors or course updates, [1] but no more were made, and this one was not utilized outside Japan due to the 64DD's commercial failure. [33] [34]

Reception

Critical reception of F-Zero X was overall positive. The game has an aggregate average of 87.61% based on 15 reviews at GameRankings, and a metascore of 85 at Metacritic. [35] [36] Critics generally praised its fast gameplay, abundance of courses and vehicles, keeping a high framerate with up to thirty racers on screen at the same time, and track design. [45] However, the lack of graphical detail has been widely criticized. [36] Peer Schneider of IGN described the gameplay as "god-like", "hair-splitting" speed; [7] [46] and he considered the game to rival its predecessor Wave Race 64 with its "perfectly fine-tuned controls and a fresh approach to racing". [1] It received the Game of the Month award for November 1998 from Electronic Gaming Monthly . An editor stated that "the graphics may be simple, but they're smooth and the action is fast". [21]

Next Generation stated: "From the rocking guitar tunes (courtesy of the same composer who created the original's music) to the insanely addictive Grand Prix races, the game is a blast." [42]

Allgame described the graphical detail as "certainly not up to Nintendo's usual standards". [37] GameSpot criticized the low polygon count on the vehicles "particularly uninspiring" and saying that the "track detail is also very limited, giving the track a spartan feel to it". [10] Although the optimizations are strict, critics exalted the steady rate of 60 frames per second, which some thought made up for the lack of graphical detail with little room for improvement. [1] [7] [37] The Electric Playground found the framerate to give "the game a major boost in the feel department [making it] seem like your vehicle is bursting through the sound barrier". [44] According to GameSpot , F-Zero X became the first racing game to run at 60 frames per second with up to 30 vehicles on screen at the same time, but in order to keep the frame rate, polygon counts on the vehicles, textures and track detail are sacrificed. [10]

EGM considered the music "really good with some excellent remixes of the old F-Zero tunes", [21] and CVG called the music dreadful. [47] The Electric Playground said it goes hand-in-hand to the simulation of speed in the game, but that "I wouldn't in a million years buy music like this to listen to". [44] GameSpot 's retrospective review gave it 6.5/10, calling it "the black sheep of the series" when compared with the other F-Zero games in "visual style and technical flair". [48] IGN described it as an exceptional update to the original game that "only suffers under its generic look". Peer Schneider believed that unlike the original, it "is not about showing off graphics or sound capabilitiesit's all about gameplay". [1]

In 2009, Official Nintendo Magazine praised the game, ranking it 39th on a list of greatest Nintendo games. [49]

Nintendo sold 383,642 units of F-Zero X in North America and 97,684 units in Japan. [50] [51] In its first week of sale in Japan, 56,457 copies were sold, [52] but only about one fifth of that in the following week reportedly due to the Nintendo 64 having had a small dedicated fanbase there. [53]

F-Zero X was named as a finalist by the Academy of Interactive Arts & Sciences for "Console Racing Game of the Year" during the 2nd Annual Interactive Achievement Awards. [54]

Notes

  1. Japanese: エフゼロ エックス, Hepburn: Efu-zero Ekkusu

Related Research Articles

<i>Mario Kart 64</i> 1996 video game

Mario Kart 64 is a 1996 kart racing game developed and published by Nintendo for the Nintendo 64 (N64). It is the second main entry in the Mario Kart series and is the successor to Super Mario Kart (1992) for the Super Nintendo Entertainment System. It was released in Japan on December 14, 1996, and in North America and Europe in 1997. It was released for the iQue Player in China on December 25, 2003. It was released on the Wii's and Wii U's Virtual Console in 2007 and 2016, and on the Nintendo Switch Online + Expansion Pack on October 25, 2021.

<i>F-Zero</i> (video game) 1990 racing game

F-Zero is a 1990 racing game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was released in Japan on November 21, 1990, in North America in August 1991, and in Europe in 1992. F-Zero is the first game in the F-Zero series and was a launch game for the SNES. F-Zero was rereleased for the Virtual Console service on various Nintendo platforms and as part of the Super NES Classic Edition in 2017.

<span class="mw-page-title-main">64DD</span> Video game peripheral

The 64DD is a magnetic floppy disk drive peripheral for the Nintendo 64 game console developed by Nintendo. It was announced in 1995, prior to the Nintendo 64's 1996 launch, and after numerous delays was released in Japan on December 13, 1999. The "64" references both the Nintendo 64 console and the 64 MB storage capacity of the disks, and "DD" is short for "disk drive" or "dynamic drive".

<i>Excitebike 64</i> 2000 video game

Excitebike 64 is a video game published by Nintendo and developed by Left Field Productions. It was released for the Nintendo 64 on May 2, 2000 in North America, June 23 in Japan, and June 8, 2001, in Europe. It is the second installment in the Excite series, acting as a sequel to Excitebike on the NES, and is the first 3D game in the series. Many real-life dirt bike gear brands are extensively featured throughout the game, such as Bell Helmets, Alpinestars and No Fear.

<i>F-Zero GX</i> 2003 video game

F-Zero GX is a 2003 racing video game developed by Amusement Vision and published by Nintendo for the GameCube console. It runs on an enhanced version of the engine used in Super Monkey Ball. F-Zero AX, the arcade counterpart of GX, uses the Triforce arcade system board conceived from a business alliance between Nintendo, Namco and Sega. Published by Sega, it was released alongside GX in 2003.

<i>Pokémon Snap</i> 1999 photography-based first-person rail shooter simulation video game

Pokémon Snap is a 1999 first-person photography game with rail shooter style gameplay mechanics developed by HAL Laboratory and published by Nintendo for the Nintendo 64. It was first released in Japan in March 1999 and was later released in July 1999 in North America and in September 2000 for PAL regions. It is a spin-off game in the Pokémon series, being one of the first console-based games for it, and featuring many Pokémon rendered for the first time in real-time 3D. The game was re-released for the Wii's Virtual Console in December 2007, for the Wii U's Virtual Console in 2016, and for the Nintendo Switch Online + Expansion Pack in June 2022.

Nintendo Space World, formerly named Shoshinkai and Famicom Space World, was an annual video game trade show hosted by Nintendo from 1989 to 2001. Its three days of high-energy party atmosphere was the primary venue for Nintendo and its licensees to announce and demonstrate new consoles, accessories, and games. Anticipated and dissected each year with hype and exclusivity, it was a destination for the international video game press, with detailed developer interviews and technology demos.

<i>Wave Race 64</i> 1996 video game

Wave Race 64 is a 1996 racing video game developed and published by Nintendo for the Nintendo 64. Gameplay involves the player racing on a personal watercraft on a variety of courses while successfully manoeuvring the vehicle around various buoys. A multiplayer mode where two players can compete against each other on a chosen course is also included. The game supports the Controller Pak, which allows players to transfer saved data from one game cartridge to another. The game is presented in a letterboxed 14:9 aspect ratio.

<i>1080° Snowboarding</i> 1998 video game

1080° Snowboarding is a snowboarding video game developed and published by Nintendo for the Nintendo 64 in 1998. In the game, players control one of five snowboarders from a third-person perspective, using a combination of buttons to jump and perform tricks across eight levels.

<i>Wipeout 64</i> 1998 video game

Wipeout 64 is a 1998 futuristic racing game developed by Psygnosis and published by Midway for the Nintendo 64. It is the third game in the Wipeout series and remains the only one published on a Nintendo console. At the time of the game's release, developer Psygnosis had been owned for five years by Sony Computer Entertainment, for whose hardware all subsequent Wipeout games have been released exclusively.

<i>F-Zero</i> Video game series

F-Zero is a series of futuristic racing games published by Nintendo, developed by Nintendo EAD and other third-party companies. The first game was released for the Super Famicom in Japan in 1990. Its success prompted Nintendo to create sequels on subsequent consoles.

<i>Mario Artist</i> 1999–2000 video game suite

Mario Artist is an interoperable suite of three games and one Internet application for Nintendo 64: Paint Studio, Talent Studio, Polygon Studio, and Communication Kit. These flagship disks for the 64DD peripheral were developed to turn the game console into an Internet multimedia workstation. A bundle of the 64DD unit, software disks, hardware accessories, and the Randnet online service subscription package was released in Japan starting in December 1999.

<i>Kirby 64: The Crystal Shards</i> 2000 platform video game by Nintendo

Kirby 64: The Crystal Shards is a 2000 action-platform game developed by HAL Laboratory and published by Nintendo for the Nintendo 64 (N64). It is the first Kirby game to feature 3D computer graphics and follows Kirby as he attempts to reassemble a sacred crystal shattered by Dark Matter. Gameplay is viewed from a 2.5D perspective and is similar to previous Kirby titles; the player traverses levels and obtains powers by eating enemies. Kirby 64 introduces Power Combos, the ability to mix powers to create more powerful ones. In a multiplayer mode, up to four players can compete in three minigames.

<i>Excite Truck</i> Racing video game first published by Nintendo in 2006

Excite Truck is a racing video game developed by Monster Games and published by Nintendo for the Wii. It features malleable environments and tilt-based controls. The game was one of the Wii launch titles in North America. It is the third main game in the Excite series and the first to feature vehicles other than motorbikes.

<i>AeroGauge</i> 1997 video game

AeroGauge is a hovercraft racing game designed for the Nintendo 64 game console and released in 1998. The game was developed by Locomotive and published by ASCII. It is conceptually similar to Psygnosis' Wipeout or Acclaim's Extreme-G. The main difference is that the vehicles in the game fly instead of hovering. AeroGauge garnered mediocre reviews, with criticism directed at its routine concept, excessive pop up, lack of weapons and power-ups, and overly high difficulty.

Nintendo 64 accessories are first-party Nintendo hardware—and third-party hardware, licensed and unlicensed. Nintendo's first-party accessories are mainly transformative system expansions: the 64DD Internet multimedia platform, with a floppy drive, video capture and editor, game building setup, web browser, and online service; the controller plus its own expansions for storage and rumble feedback; and the RAM-boosting Expansion Pak for big improvements in graphics and gameplay. Third-party accessories include the essential game developer tools built by SGI and SN Systems on Nintendo's behalf, an unlicensed SharkWire online service, and unlicensed cheaper counterparts to first-party items. In the fifth generation of video game consoles, the Nintendo 64 had a market lifespan from 1996 to 2002.

<i>F-Zero Climax</i> 2004 video game

F-Zero Climax is a racing video game developed by Suzak Inc. and published by Nintendo for the Game Boy Advance (GBA) handheld console. The game was released in Japan on October 21, 2004 and was the last F-Zero installment for the next 19 years.

<i>Rev Limit</i> Unreleased sim racing video game

Rev Limit is an unreleased sim racing video game that was in development and planned to be published by Seta Corporation in May 1998 for the Nintendo 64. It was also intended to be the first arcade title to use Seta's own Aleck 64 arcade board, and was planned for the 64DD as well. It was one of the earliest original third-party racing titles to be announced for the system. In the game, players compete against either computer-controlled vehicles or other human opponents across several tracks of varying thematic in order to reach first place and advance to the next course.

References

  1. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 Schneider, Peer; Casamassina, Matt (October 27, 1998). "F-Zero X review". IGN. Archived from the original on February 13, 2009. Retrieved May 22, 2007.
  2. 1 2 "F-Zero X Introduction" (in Japanese). Nintendo. Archived from the original on April 22, 2009. Retrieved March 7, 2011.
  3. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Instruction Booklet: F-Zero X. Redmond: Nintendo of America. October 26, 1998. NUS-CFZE-USA. Retrieved March 16, 2022 via Internet Archive.
  4. 1 2 3 Schneider, Peer (August 25, 2003). "Guides: F-Zero GX Guide (History)". IGN. Archived from the original on June 13, 2006. Retrieved August 8, 2007.
  5. 1 2 "F-Zero X". Nintendo Europe. Archived from the original on September 7, 2012. Retrieved August 1, 2007.
  6. "F-Zero X". Nintendo. Archived from the original on May 14, 2008. Retrieved February 3, 2015.
  7. 1 2 3 4 IGN Staff (July 14, 1998). "F-Zero X". IGN. Archived from the original on October 6, 2014. Retrieved June 18, 2007.
  8. "Nintendo 64 Previews: F-Zero X". Electronic Gaming Monthly . No. 103. Ziff Davis. February 1998. p. 46.
  9. Thomas, Lucas (June 29, 2007). "F-Zero X VC Review". IGN. Archived from the original on January 18, 2013. Retrieved February 6, 2015. Another addition made in X was attack maneuvers, allowing you to slam your ship sideways into the opposition or execute a 360 degree spin to deflect too-close competitors.
  10. 1 2 3 4 Mielke, James (August 13, 1998). "F-Zero X review". GameSpot. Archived from the original on July 12, 2007. Retrieved May 22, 2007. F-Zero X is a stunning achievement in that it's truly the first racing game that runs at a brisk 60 frames per second, even in multiplayer.
  11. 1 2 3 "F-Zero X Cheats". IGN Entertainment. CheatsCodesGuides. Archived from the original on February 28, 2008. Retrieved September 23, 2007.
  12. Miyamoto, Shigeru (November 25, 1997). "Miyamoto Meets N64.com". IGN (Interview). Interviewed by Schneider, Peer; Perry, Douglass. Archived from the original on July 4, 2016. Retrieved March 17, 2022.
  13. "N64 Top 10 List". Electronic Gaming Monthly . No. 85. Ziff Davis. August 1996. p. 17.
  14. "N64 Top 10 List". Electronic Gaming Monthly . No. 85. Ziff Davis. August 1996. p. 17. ISSN   1058-918X . Retrieved March 17, 2022 via Internet Archive.
  15. 1 2 IGN Staff (June 16, 1997). "First look at F-Zero 64". IGN . Archived from the original on August 17, 2007. Retrieved May 29, 2007.
  16. Nintendo EAD (October 26, 1998). F-Zero X (Nintendo 64). Nintendo. Scene: Credits.
  17. 1 2 "F-Zero X (Wii)". 1UP.com. Archived from the original on October 15, 2007. Retrieved September 1, 2008.
  18. 1 2 IGN Staff (November 21, 1997). "F-Zero X Marks the Spot". IGN. Archived from the original on September 13, 2007. Retrieved June 7, 2007.
  19. "Nintendo's Space World 1997". Next Generation . No. 38. Imagine Media. February 1998. pp. 22–23.
  20. "Random: The F-Zero X Announcer's Voice Was Inspired By Ridge Racer". Nintendo Life. 3 May 2022. Retrieved April 2, 2024.
  21. 1 2 3 4 5 Ricciardi, John; Boyer, Crispin; Davison, John; Smith, Shawn (November 1998). "F-Zero X". Electronic Gaming Monthly . No. 112. Ziff Davis. ISSN   1058-918X. Archived from the original on June 4, 2011. Retrieved November 15, 2007.
  22. "F-Zero X Original Soundtrack". Square Enix Music Online. Archived from the original on July 19, 2011. Retrieved February 18, 2008.
  23. "F-Zero X Guitar Arrange Edition". Square Enix Music Online. Archived from the original on February 8, 2012. Retrieved February 18, 2008.
  24. Ohbuchi, Yutaka (May 11, 1998). "Nintendo in Japan". GameSpot . Archived from the original on October 12, 2000. Retrieved November 14, 2022.
  25. IGN Staff (October 26, 1998). "F-Zero X Speeds to Stores". IGN. Archived from the original on April 12, 2004. Retrieved March 26, 2015.
  26. "Five to Five". IGN. 1998-12-04. Archived from the original on 2023-05-21. Retrieved 2023-05-21.
  27. "iQue《未来赛车》 "玩的不光是心跳"" (in Chinese). iQue. February 2004. Archived from the original on April 12, 2004. Retrieved February 8, 2015.
  28. "Virtual Console" (in Japanese). Nintendo. Archived from the original on March 2, 2014. Retrieved May 29, 2007.
  29. "Street Fighter II' Turbo: Hyper Fighting Now Available on Wii Shop Channel" (Press release). Nintendo. June 25, 2007. Archived from the original on July 3, 2007. Retrieved February 10, 2015.
  30. Theriault, Donald (February 9, 2017). "F-Zero X (Wii U VC) Review Mini". Nintendo World Report. Archived from the original on May 22, 2017. Retrieved March 9, 2022.
  31. Boyes, Emma (June 15, 2007). "F-Zero X races onto Euro VC". GameSpot . Archived from the original on May 25, 2011. Retrieved June 15, 2007.
  32. Williams, Demi (March 9, 2022). "F-Zero X Joins Nintendo Switch Online This Week". GameSpot . Archived from the original on March 13, 2022. Retrieved March 12, 2022.
  33. 1 2 3 4 Schneider, Peer (July 18, 2000). "F-Zero X Expansion Kit (Import)". IGN . Archived from the original on October 25, 2006. Retrieved June 15, 2007.
  34. 1 2 IGN Staff (February 9, 2001). "Everything About the 64DD". IGN. Archived from the original on August 17, 2024. Retrieved August 30, 2008.
  35. 1 2 "F-Zero X for Nintendo 64". GameRankings. Archived from the original on December 9, 2019. Retrieved August 17, 2010.
  36. 1 2 3 "F-Zero X (n64: 1998): Reviews". Metacritic . Archived from the original on June 3, 2008. Retrieved April 6, 2009.
  37. 1 2 3 Penniment, Brad. "F-Zero X review". AllGame. Archived from the original on December 1, 2014. Retrieved January 5, 2007.
  38. "Nintendo". Edge Reviews Database. 12 July 2005. Archived from the original on February 2, 2009. Retrieved September 13, 2008.
  39. "F-Zero X". GamePro . Archived from the original on February 19, 2004. Retrieved August 10, 2007.
  40. Ashton, James (September 1998). "F-Zero X". N64 Magazine. No. 19. Future Publishing. pp. 54–61.
  41. Price, James (December 1998). "F-Zero X". N64 Magazine. No. 22. Future Publishing. pp. 82–87.
  42. 1 2 "Finals". Next Generation . No. 46. Imagine Media. October 1998. pp. 118–119. Archived from the original on January 19, 2000. Retrieved July 17, 2021.
  43. Frear, Dave (March 11, 2022). "F-Zero X Review (N64)". Nintendo Life . Archived from the original on March 13, 2022. Retrieved March 13, 2022.
  44. 1 2 3 "F-Zero X". The Electric Playground. Archived from the original on October 24, 2007. Retrieved January 5, 2008.
  45. Guido, Robb (November 30, 1998). "Stocking stuffers for gaming fans". St. Petersburg Times . p. 13.
  46. Perry, Douglass (November 24, 1997). "F-Zero X Zooms into View". IGN. Archived from the original on March 17, 2022. Retrieved March 17, 2022.
  47. Constantides, Alex (August 15, 2001). "F-Zero X". Computer and Video Games . Archived from the original on February 2, 2009. Retrieved December 26, 2007.
  48. Provo, Frank (October 2, 2007). "F-Zero X review". GameSpot . Archived from the original on May 25, 2011. Retrieved December 2, 2007.
  49. East, Tom (February 24, 2009). "100 Best Nintendo Games: Part 4". Official Nintendo Magazine . Future plc. Archived from the original on February 26, 2009. Retrieved September 9, 2022.
  50. "Nintendo 64 Best Selling Ranking". Shrine of Data Sales Database. November 5, 1997. Archived from the original on October 7, 2003. Retrieved April 12, 2008.
  51. "Nintendo 64 Japanese Ranking". Japan Game Charts. April 10, 2008. Archived from the original on December 30, 2008. Retrieved September 27, 2008.
  52. "F-Zero X - Development". N-Sider. Archived from the original on September 26, 2007. Retrieved June 13, 2006.
  53. IGN Staff (August 7, 1998). "F-Zero X Sales Plummet In Japan". IGN. Archived from the original on March 14, 2006. Retrieved August 8, 2007. The steep decline in sales is indicative of Nintendo's problems in Japan. Any release is anticipated by the small, but faithful number of N64 owners, who will buy the game on the day it comes out... F-Zero X sold little more than 11,000 copies last week, as opposed to almost five times as much in its opening weekend.
  54. "Second Interactive Achievement Awards - Console". Interactive.org. Academy of Interactive Arts & Sciences. Archived from the original on October 11, 1999. Retrieved 28 December 2022.