{{short description|2003 video game}} {{Featured article}} {{Use mdy dates|date = February 2025}} {{Infobox video game | image = F-Zero GX box artwork.png | alt = Four characters pose amid a colorful background. "F-Zero GX" appears in stylized capitals above them, and are seen driving their respective vehicles beneath them. | caption = North American box art | developer = Amusement Vision | publisher = Nintendo | producer = Toshihiro Nagoshi<br />Shigeru Miyamoto | composer = Hidenori Shoji<br />Daiki Kasho | series = ''F-Zero'' | platforms = GameCube | released = {{video game release|JP|July 25, 2003|NA|August 25, 2003|AU|October 24, 2003|EU|October 31, 2003}} | genre = Racing | modes = Single-player, multiplayer | title = F-Zero GX }}
'''''F-Zero GX''''' is a 2003 racing game developed by Amusement Vision, a division of Sega, and published by Nintendo for the GameCube. It was released in Japan on July 25, 2003, North America on August 25, Australia on October 24, and Europe on October 31. Sega also released an arcade version, '''''F-Zero AX''''', which uses the Triforce arcade system board.
''F-Zero GX'' retains the high-speed gameplay of the previous ''F-Zero'' games, with an emphasis on track memorization and reflexes. It introduces a "story mode", in which the player completes missions as Captain Falcon through nine chapters.
The project was the first significant game collaboration between Nintendo and Sega. It runs on an enhanced version of the game engine used in ''Super Monkey Ball'' (2001). ''GX'' received positive reviews for its visuals, intense action, sense of speed, and track design, though its difficulty was criticized. In 2025, it was rereleased on the Nintendo Classics service for the Nintendo Switch 2.
==Gameplay== {{see also|F-Zero#Gameplay|l1=Gameplay of F-Zero}} ''F-Zero GX'' is a futuristic racing game in which up to thirty competitors race in an intergalactic Grand Prix.{{sfn|Amusement Vision|2003|pp=6–7, 15}} It retains the basic gameplay and control of the previous ''F-Zero'' game, ''F-Zero X'' (1998) on the Nintendo 64.<ref name=GameS/><ref name="IGN review"/> Tracks include enclosed tubes, cylinders, jumps, and rollercoaster-like paths.<ref name="GameS" /><ref name="GameSpy Review" /> Some include obstacles such as dirt patches and mines.<ref name="GameSpy Review" /> An emphasis is placed on track memorization and reflexes.<ref name="GameS" /><ref name="IGN review" />
Each machine handles differently,<ref name="TT review">{{cite AV media|first = Adam |last=Sessler|author-link= Adam Sessler| date= 2003-09-30| title =F-Zero GX (GCN) Review| medium =Television production| url =https://archive.org/details/g4tv.com-video7637| access-date =2013-10-18| format = Video| publisher = TechTV}}</ref> has its own performance abilities affected by its weight, and a grip, boost, and durability score.{{sfn|Amusement Vision|2003|pp=16-17}} Before each race, the player can adjust a vehicle's balance between acceleration and top speed.<ref name="IGN review" /> Every machine has an energy meter, a measurement of its health, which is lost through collisions or attacks from opposing racers.<ref name="player guide 5">{{Cite book |editor-last=Pelland |editor-first=Scott |title=F-Zero GX Player's Guide |year=2003|publisher=Nintendo of America, Inc |location=Redmond, Washington |isbn=1-930206-35-6|page=5}}</ref> Energy is also used to boost, which becomes possible after the first lap.<ref name="player guide 5" />{{sfn|Amusement Vision|2003|p=19}} Energy is recovered by driving over pit areas.{{sfn|Amusement Vision|2003|p=19}} Dash plates provide a speed boost, while jump plates launch vehicles into the air, enabling them to cut corners.<ref name="euroG" />{{sfn|Amusement Vision|2003|p=19}}
Corners are navigated using the analog stick and shoulder buttons.<ref name="GameS PV">{{cite web|url=http://www.gamespot.com/articles/f-zero-gx-preview/1100-6071126/|title=F-Zero GX Preview|first=Ricardo|last=Torres|date=2003-07-08|website=GameSpot |access-date=2014-06-20|archive-url=https://web.archive.org/web/20030724231744/http://www.gamespot.com/gamecube/driving/fzero/preview_6071126-2.html |archive-date=2003-07-24|url-status=live}}</ref> By holding both shoulder buttons, vehicles can drift around corners.<ref name="GameS PV" /> Afterwards, the physics modeling gives vehicles setup with high acceleration a boost of acceleration. Players can exploit this on a wide straight stretch of a circuit to generate serpentinous movements.<ref name="IGN techniques">{{cite web|url= http://guides.ign.com/guides/480123/page_2.html|title=Tips & Techniques|access-date=2006-11-04|last = Schneider|first = Peer|author-link=Peer Schneider| website=IGN|archive-url=https://web.archive.org/web/20061018215248/http://guides.ign.com/guides/480123/page_2.html|archive-date=2006-10-18|url-status=dead}}</ref> This technique, called "snaking", delivers a massive increase in speed,<ref name="IGN review">{{cite web |last=Casamassina |first=Matt |author-link=Matt Casamassina |title=F-Zero GX review |access-date=2007-01-17 |website=IGN |date=2003-08-22 |url=http://cube.ign.com/articles/434/434947p1.html |pages=1–3 |archive-date=2010-12-16 |archive-url=https://web.archive.org/web/20101216172728/http://cube.ign.com/articles/434/434947p1.html |url-status=live }}</ref> but it is best used on the easier tracks, when racing alone in Time Trial, and with heavy vehicles with a high grip rating and given high acceleration. Nintendo said snaking was an intentional inclusion, but ''IGN'' said this may be "damage control".<ref name="FoF">{{cite web |url=http://cube.ign.com/articles/432/432558p3.html |title=Fact or Fiction: The 10 Biggest Rumors on GameCube |access-date=2007-01-17 |author=IGN Staff |date=2003-08-06 |website=IGN |archive-date=2007-02-03 |archive-url=https://web.archive.org/web/20070203120504/http://cube.ign.com/articles/432/432558p3.html |url-status=live }}</ref>
[[File:F-Zero GX - Lightning Loop Cross track WIDE.jpg|thumb|left|Screenshot showing the head-up display and racing craft. The game features widescreen and progressive scan support.<ref name=GameS/>]] In the Grand Prix mode, the player races against twenty-nine opponents through three laps of each track in a cup.<ref name=euroG/> Racers receive points for finishing a track depending on their finishing position; the racer with the most points at the end of the cup is the winner.<ref name="euroG" /> Initially, the player has access to three cups: Ruby, Sapphire and Emerald. Completing all three unlocks the Diamond Cup. Each cup has four difficulty levels: novice, standard, expert, and master.<ref name="IGN Track Strat">{{cite web|url= http://guides.ign.com/guides/480123/page_3.html |title=Track Strategies|access-date=2012-08-03|last = Schneider|first = Peer|author-link=Peer Schneider| website=IGN|archive-url=https://web.archive.org/web/20120205192309/http://guides.ign.com/guides/480123/page_3.html|archive-date=2012-02-05|url-status=dead}}</ref> Completing all four cups on the highest difficulty level unlocks tracks from ''F-Zero AX''.<ref>{{cite magazine|url= http://www.computerandvideogames.com/98242/reviews/f-zero-gx-review/ |title=F-Zero GX Review|access-date=2012-08-03|date=2009-11-09|author=CVG Staff| magazine=Computer and Video Games|archive-url=https://web.archive.org/web/20131005024821/http://www.computerandvideogames.com/98242/reviews/f-zero-gx-review/|archive-date=2013-10-05|url-status=dead}}</ref><ref>{{cite web|url= http://guides.ign.com/guides/480123/page_7.html |title=Track Strategies: Diamond Cup|access-date=2012-08-03|last = Schneider|first = Peer|author-link=Peer Schneider| website=IGN|archive-url=https://web.archive.org/web/20070228165105/http://guides.ign.com/guides/480123/page_7.html|archive-date=2007-02-28|url-status=dead}}</ref>
If the player has a "spare machine"—the equivalent of an extra life— the race can be restarted even if their vehicle is destroyed. Players start each cup with more vehicles on lower difficulty levels.{{sfn|Amusement Vision|2003|pp=18-19}} Players receive energy for destroying competitors through combat, and receive an additional spare machine for every five contenders they destroy.{{sfn|Amusement Vision|2003|p=11}}{{sfn|Amusement Vision|2003|p=19}}
In the multiplayer mode, two to four players can compete simultaneously. In the time attack mode, the player attempts to complete a track in the shortest time.{{sfn|Amusement Vision|2003|pp=23-24}} Players could enter a password received after a time attack on the ''F-Zero'' website to enter the online ranking<ref name=Conference>{{cite web|url=http://cube.ign.com/articles/427/427647p1.html|title=F-Zero Press Conference|access-date=2006-11-04|author=IGN Staff|date=2003-07-08|website=IGN|archive-url=https://web.archive.org/web/20070214011100/http://cube.ign.com/articles/427/427647p1.html |archive-date=2007-02-14}}</ref> Ghost data, transparent re-enactments of the player's time attack performances, can be saved on memory cards to race against. Up to five ghosts can be raced against simultaneously.{{sfn|Amusement Vision|2003|pp=24-25}} The replay mode allows saved Grand Prix and Time Attack gameplay to be replayed with different camera angles and in-game music.{{sfn|Amusement Vision|2003|pp=22, 24, 26}} The pilot profile mode has each character's biography, theme music, information on their machine, and a full motion video sequence.<ref>{{cite video game| title = F-Zero GX| developer = Amusement Vision| publisher = Sega| date = 2003-08-25| platform = Nintendo GameCube|level= Pilot Profiles}}</ref>
Customize mode is divided between the F-Zero Shop, Garage, and Emblem Editor. The shop is where opponent machines, custom parts for vehicle creation, and miscellaneous items such as story mode chapters and staff ghost data can be purchased with tickets. Tickets are acquired as the player progresses through the Grand Prix, Time Attack, and Story mode. In the Garage section, players can create a machine with three custom parts or print emblems on any vehicle. The parts are divided into body, cockpit, and booster categories, and affect the vehicle's overall durability, maximum speed, cornering, and acceleration. The Emblem Editor lets players create decals.{{sfn|Amusement Vision|2003|pp=16, 27–29}}
''F-Zero GX'' is the first ''F-Zero'' game to feature a story mode.<ref name=Conference/> Players control the pilot Captain Falcon in nine chapters of various racing scenarios, including Falcon's training regiment, a race against a rival through a canyon with falling boulders, a battle against a rival gang, and an escape from a collapsing building through closing blast doors. Each chapter can be completed on a normal, hard, and very hard difficulty setting.<ref name="player guide story">{{Cite book |editor-last=Pelland |editor-first=Scott |title=F-Zero GX Player's Guide |year=2003|publisher=Nintendo of America, Inc |location=Redmond, Washington |isbn=1-930206-35-6|pages=76–95}}</ref> Toshihiro Nagoshi, one of the co-producers, said the development team wanted to explain the characters' motivations and flesh out the game world.<ref name=Conference/>
==Arcade version== {{Infobox video game |title = F-Zero AX |image = F-Zero AX deluxe cabinet.jpg |alt = A blue sit-down arcade cabinet stylized in the shape of one of the game's hovercrafts. |caption = ''F-Zero AX'' deluxe cabinet <!--Removed repetitive infobox details found at top so Collapsed infobox section {{Collapsed infobox section begin|Further information|div=yes}} --> |publisher = Sega |platforms = Arcade |released ={{vgrelease|JP|2003<ref name="NWR at AOU"/>|NA|September 2003<ref name="GS Impressions"/>}} |modes = Single-player, multiplayer |arcade system = Triforce <!-- {{Collapsed infobox section end}} --> }} Amusement Vision developed an arcade version, ''F-Zero AX.''<ref name="developerpublisher" /> It was the second Sega game to use the Triforce arcade system board,<ref name="NWR at AOU">{{cite web|url = http://www.nintendoworldreport.com/newsArt.cfm?artid=8309|title = F-Zero AC at AOU|access-date = 2007-09-23|last = Yoshinoya|first = Bakudan|date = 2003-02-21|publisher = NintendoWorldReport|archive-date = 2009-02-10|archive-url = https://web.archive.org/web/20090210235940/http://www.nintendoworldreport.com/newsArt.cfm?artid=8309|url-status = live}}</ref> which was conceived from a business alliance between Sega, Nintendo and Namco.<ref name="triforce">{{cite web|url = http://www.ign.com/articles/2002/02/18/gamecube-arcade-hardware-revealed|title = GameCube Arcade Hardware Revealed|access-date = 2013-05-05|author = IGN staff|date = 2002-02-18|website = IGN|archive-date = 2013-07-23|archive-url = https://web.archive.org/web/20130723202819/http://www.ign.com/articles/2002/02/18/gamecube-arcade-hardware-revealed|url-status = live}}</ref> The hardware allows for connectivity between the GameCube and arcade games.<ref name="GS Impressions">{{cite web |author=Torres, Ricardo|date=2003-07-03 |title=F-Zero AX Impressions| url=http://www.gamespot.com/arcade/driving/fzeroac/preview_6071127.html |website=GameSpot | access-date=2007-07-28|archive-url=https://web.archive.org/web/20121021205234/http://www.gamespot.com/f-zero-ax/previews/f-zero-ax-impressions-6071127/ |archive-date= 2012-10-21|url-status=live}}</ref>
''F-Zero AX''{{'}}s arcade cabinet was manufactured in standard and deluxe versions. The standard version is a regular sit-down model, while the deluxe version is shaped like Captain Falcon's vehicle and has a tilting seat simulating the craft's cockpit.<ref name="GS Impressions" /><ref>{{cite web|url=http://www.segaarcade.com/fzero-twin|title=F-Zero AX: Extreme High Speed Racing|publisher=Sega|access-date=2013-07-25|archive-url=https://web.archive.org/web/20131012051319/http://www.segaarcade.com/fzero-twin|archive-date=2013-10-12|url-status=dead}}</ref> ''IGN'' demoed the Cycraft version dubbed "F-Zero Monster Ride" at the 2003 JAMMA arcade show. The Cycraft machine, co-developed between Sega and Simuline, is a cabin suspended in midair controlled by three servomotors for an in-depth motion-based simulation.<ref>{{cite web|date=11 September 2003|author=IGN Staff|author2=Anoop Gantayat|title=Jamma 2003: F-Zero Monster Ride|url=http://cube.ign.com/articles/437/437749p1.html|website=IGN|access-date=2007-06-20|archive-date=2009-02-12|archive-url=https://web.archive.org/web/20090212110554/http://cube.ign.com/articles/437/437749p1.html|url-status=live}}</ref>
''AX'' features 14 playable vehicles with their pilots, consisting of ten newcomers and the four returning characters from the original ''F-Zero'', as well as six race tracks.<ref name="GS Impressions"/> Each track must be completed before time runs out. Time extensions are awarded for reaching multiple checkpoints on a course however, the player will receive time penalties for falling off-course or depleting their energy meter.{{sfn|Sega|p=61}} Two gameplay modes are available: Race mode, in which the player races against twenty-nine opponents; and Time Attack mode, in which the player attempts to complete a track in the fastest time possible.{{sfn|Sega|p=61-62}} Connecting multiple cabinets opens up "Versus Play" in the race mode, thus enabling up to four players to compete simultaneously.{{sfn|Sega|p=61}}
===Data storage devices=== ''F-Zero AX'' cabinets can dispense magnetic stripe cards to keep track of custom machine data, pilot points, and race data. A card was bundled with the Japanese release of ''F-Zero GX''. The card expires after fifty uses, but its data can be transferred to a new card.<ref name="GS Impressions"/> Once inserted, the game builds a machine with three custom parts which can be upgraded by earning pilot points.{{sfn|Mirabella III|2003|p=2}} Pilot points are acquired as the player progresses through the Race and Time Attack modes.{{sfn|Sega|p=61}} Players earn more points by improving their finishing place, eliminating opponents, and finishing races with a large amount of energy reserved.<ref name="GS Impressions"/> A magnetic stripe card is needed to enter the ''F-Zero AX'' internet ranking system.<ref name=connectivity>{{cite web|title=Get connected with F-Zero AX|url=http://f-zero.com/ax-gx/index.jsp|publisher=Official F-Zero GX/AX website|access-date=2010-06-14|quote=In September, Sega and Nintendo will launch F-Zero AX in arcades throughout the country.|archive-url=https://web.archive.org/web/20030825021853/http://www.f-zero.com/ax-gx/index.jsp|archive-date=2003-08-25|url-status=dead}}</ref> Similarly to ''GX'',<ref name=Conference/> players received a password after completing a time attack race to enter on the ''F-Zero'' website ranking system.{{sfn|Sega|p=69}}
GameCube memory cards, on which saved games are kept, can be inserted into the arcade units.{{sfn|Mirabella III|2003|p=3}} A memory card is required for players to win the ''AX''-exclusive machine parts for use in ''GX'',{{sfn|Mirabella III|2003|p=5}} though it also gives players an opportunity to unlock the ''AX'' characters, vehicles, and tracks in an alternate way.<ref name="IGN Track Strat"/><ref>{{cite web|url= http://guides.ign.com/guides/480123/page_9.html |title=Story Mode|access-date=2012-08-03|last = Schneider|first = Peer|author-link=Peer Schneider| website=IGN |archive-url= https://web.archive.org/web/20120205191758/http://guides.ign.com/guides/480123/page_9.html|archive-date=2012-02-05|url-status=dead}}</ref> Players can store up to four machines from ''GX'' on a memory card, then use them in ''AX''. If a memory card is used with a magnetic stripe card, players can also enter stored ''GX'' machines into the ''F-Zero AX'' internet ranking system and transfer custom ''AX'' machine parts to ''GX''.{{sfn|Mirabella III|2003|p=3}} ''AX'' content can also be acquired by completing ''GX''{{'}}s tougher challenges,<ref name="GXSecrets">{{cite web|url= http://guides.ign.com/guides/480123/page_11.html |title=F-Zero GX Secrets |access-date=2006-10-24|last = Schneider|first = Peer|author-link=Peer Schneider| website=IGN|archive-url=https://web.archive.org/web/20120205191832/http://guides.ign.com/guides/480123/page_11.html|archive-date=2012-02-05|url-status=dead}}</ref><ref>{{cite web|url=http://guides.ign.com/guides/480123/page_10.html|title=F-Zero GX Customization|last=Schneider|first=Peer|author-link=Peer Schneider|website=IGN|access-date=2006-10-24|archive-url=https://web.archive.org/web/20120205191827/http://guides.ign.com/guides/480123/page_10.html|archive-date=2012-02-05|url-status=dead}}</ref> or through the use of a cheat device.<ref name="2013 AX">{{cite magazine|url=http://www.computerandvideogames.com/395032/full-f-zero-ax-arcade-game-discovered-in-gamecube-version/|title=Full F-Zero AX arcade game discovered in GameCube version|date=2013-03-08|magazine=Computer and Video Games|access-date=2013-10-01|first=Andy|last=Robinson|archive-url=https://web.archive.org/web/20141201010057/http://www.computerandvideogames.com/395032/full-f-zero-ax-arcade-game-discovered-in-gamecube-version/|archive-date=2014-12-01|url-status=dead}}</ref>{{clear}}
==Development== After Sega transitioned from first to third-party development in 2001,<ref>{{cite news|url= https://news.bbc.co.uk/2/hi/business/1344665.stm|title=Sega forecasts return to profit|access-date=2012-10-16|date=2001-05-22|publisher=BBC|archive-url=https://web.archive.org/web/20140527220934/http://news.bbc.co.uk/2/hi/business/1344665.stm |archive-date=2014-05-27|url-status=live}}</ref> they developed a close relationship with Nintendo, its former competitor in the console wars.<ref name="IGN Interview">{{cite web|url= http://wii.ign.com/articles/776/776878p1.html|title=Mario & Sonic at the Olympic Games Interview|access-date=2007-03-29|last= Burman|first=Rob|date=2007-03-29|website=IGN|url-status= dead|archive-url=https://web.archive.org/web/20090212102830/http://wii.ign.com/articles/776/776878p1.html |archive-date=2009-02-12}}</ref><ref name="IGN" /> Toshihiro Nagoshi, president of Sega subsidiary Amusement Vision, developed ''Super Monkey Ball'' for the GameCube, which created the opportunity for a collaboration.<ref name=Arcadia>{{cite web |url=http://n-europe.com/news.php?nid=2349 |archive-url=https://web.archive.org/web/20080609020646/http://n-europe.com/news.php?nid=2349 |title=Interview: Sega talk F-Zero |date=2002-05-17 |archive-date=2008-06-09 |access-date=2022-04-11 |publisher=N-Europe |work=Arcadia magazine}}</ref> On February 18, 2002, Nintendo announced the "Triforce" arcade board, developed by Nintendo, Namco, and Sega.<ref name="triforce"/> The idea originated after discussions between Sega and Namco about the capabilities and cost effectiveness of the GameCube architecture to make arcade games.<ref>{{cite web |url=http://www.ign.com/articles/2002/02/28/nintendo-roundtable |title=Nintendo Roundtable |access-date=2013-06-23 |author=IGN Staff |date=2002-02-28 |website=IGN|archive-url=https://web.archive.org/web/20121014015153/http://www.ign.com/articles/2002/02/28/nintendo-roundtable|archive-date=2012-10-14|url-status=live|page=2}}</ref> Sega wanted to support it with software that would "stand out and draw attention to Nintendo's platform".<ref name=Arcadia/> Nagoshi agreed to create a driving game and agreed under the stipulation he could come up with something unique—which was working on the next installment in Nintendo's ''F-Zero'' series.<ref name=Arcadia/> Nagoshi contemplated declining due to the pressure of impressing Nintendo and creating the next installment of an esteemed franchise, but his curiosity about what he and his team could create overcame his hesitation.<ref>{{cite web|url=http://f-zero.com/interview/ToshihiroNagoshi.jsp|title=F-Zero, beyond everyone's imagination. (Interview with Toshihiro Nagoshi)|access-date=2010-06-14|publisher=Official F-Zero GX/AX website|archive-url=https://web.archive.org/web/20061224140745/http://f-zero.com/interview/ToshihiroNagoshi.jsp|archive-date=2006-12-24}}</ref>
{{Quote box | width = 30em | bgcolor = #F9F9F9 | align = right | quote = "With Nintendo, it comes to a question of letting some other companies work on our franchises. We focus more on specific relationships with talented producers; we look for people who will care, spend a lot of time and energy, on a specific franchise. We also want to allow these producers to work on franchises that they are interested in working on." | source = — Shigeru Miyamoto, Nintendo EAD General Manager, July 7, 2003.<ref name=Conference/> }} In March 2002, Sega and Nintendo announced they would collaborate to release ''F-Zero'' games for Triforce and GameCube.<ref name=developerpublisher>{{cite web|url= http://www.gamespot.com/gamecube/driving/fzero/news.html?sid=2858754|title=Sega and Nintendo form developmental partnership|last=Satterfield|first=Shane|date=2002-03-28| website=GameSpot |access-date= 2007-06-20|quote= The companies [Sega and Nintendo] are codeveloping two F-Zero games... Nintendo will be handling the publishing duties for the GameCube version while Sega will take on the responsibility of releasing the arcade game.|archive-url=https://web.archive.org/web/20090213182143/http://www.gamespot.com/gamecube/driving/fzero/news.html?sid=2858754 |archive-date=2009-02-13|url-status=live}}</ref><ref>{{cite web|url=http://sega.jp/release/nr020328_1.html|archive-url=https://web.archive.org/web/20020604020701/http://sega.jp/release/nr020328_1.html|url-status=dead|archive-date=2002-06-04|title=セガ、任天堂、業務用および家庭用ビデオゲームソフトウェアを共同開発|publisher=Sega|date=2002-03-28}}</ref><ref>{{cite web|url=http://www.nintendo.co.jp/n10/news/020328.html|archive-url=https://web.archive.org/web/20021211111325/http://www.nintendo.co.jp/n10/news/020328.html|url-status=dead|archive-date=2002-12-11|title=セガ、任天堂、業務用および家庭用ビデオゲームソフトウェアを共同開発|publisher=Nintendo|date=2002-03-28}}</ref> ''F-Zero GX'' and ''AX'' was the first significant software collaboration between Nintendo and Sega,<ref name="gx 2011">{{cite web|url= http://www.ign.com/articles/2011/04/14/f-zero-gx-the-speed-of-sega|title=F-Zero GX: The Speed of Sega|access-date=2014-06-20|last= Robinson|first=Martin |date=2011-04-14|website=IGN|archive-url=https://web.archive.org/web/20140302173416/http://www.ign.com/articles/2011/04/14/f-zero-gx-the-speed-of-sega |archive-date=2014-03-02|url-status=live}}</ref> and the announcement that Nintendo had handled development of one of its franchises to Sega surprised some critics.<ref name="IGN">{{cite web|url=http://cube.ign.com/articles/384/384411p1.html|title=GameCube in 2003: Part 1|access-date= 2007-12-06 |website=IGN|url-status=dead|archive-url=https://web.archive.org/web/20120207165958/http://cube.ign.com/articles/384/384411p1.html|archive-date=2012-02-07}}</ref><ref>{{Cite news|last1=Wong|first1=Erick|last2=Degen|first2=Matt |title= Fun is in devilishly good details of 'F-Zero'|newspaper=The Orange County Register|page=5|date=2003-09-05}}</ref> Nagoshi said the original ''F-Zero'' (1990) had "taught me what a game should be" and had influenced racing games he had created, such as ''Daytona USA (''1994).<ref>{{cite web| url= http://cube.ign.com/articles/356/356325p1.html |title= Interview: F-Zero AC/GC|access-date= 2007-07-15|author=IGN Staff |date= 2002-03-28 |website=IGN|archive-url= https://web.archive.org/web/20071228232727/http://cube.ign.com/articles/356/356325p1.html |archive-date=2007-12-28|url-status=live}}</ref> The Nintendo producer Shigeru Miyamoto said Nintendo had many fans among the current generation of game developers, including Nagoshii.<ref name=Conference/> He felt the collaboration resulted in a "true evolution" of ''F-Zero'', enhancing the simulation of racing at high speeds and expanding the ''F-Zero'' world.<ref>{{cite web|url=http://f-zero.com/interview/ShigeruMiyamoto.jsp|title=Let's go to the arcade with the memory card. (Interview with Shigeru Miyamoto)|access-date=2010-06-14|publisher=Official F-Zero GX/AX website|archive-url=https://web.archive.org/web/20080713064948/http://f-zero.com/interview/ShigeruMiyamoto.jsp|archive-date=2008-07-13}}</ref>
While Amusement Vision was responsible for most of the development,<ref name=Arcadia/><ref>{{cite press release|title=Sega and Nintendo Team Up to Bring F-Zero to Japan|publisher=Nintendo|date=2002-03-28|url=http://www.newswire.japancorp.net/Article.Asp?Art_ID=2544|access-date=2010-06-23|archive-url=https://web.archive.org/web/20131012070703/http://www.newswire.japancorp.net/Article.Asp?Art_ID=2544|archive-date=2013-10-12}}</ref> Miyamoto and Takaya Imamura of Nintendo EAD took on the roles of producer and supervisor.<ref name="credits" /> Sega handled planning and execution and Nintendo supervised.<ref name=Arcadia/> Nagoshi was initially concerned about differences in opinion, and said: "If Nintendo planned to hold our hands through development, I would have suggested they develop the game themselves. That way we could focus on a project which would reflect our studio's abilities. I figured that would cause a war, but I was told most of the responsibility would be left to us."<ref name=Arcadia/>
''F-Zero GX'' runs on an enhanced version of the engine used in ''Super Monkey Ball''.<ref name="Engine">{{cite web|url=http://www.eurogamer.net/articles/fi_f-zerogxjap_gc|date=2003-08-08|last=Tom|first=Bramwell |title= F-Zero GX first impressions|website= Eurogamer|access-date=2010-10-17|quote=[F-Zero GX] got everything you could want, starting with an enhanced version of the Monkey Ball engine...|archive-url=https://web.archive.org/web/20070927201810/http://www.eurogamer.net/article.php?article_id=52858|archive-date=2007-09-27}}</ref> Nagoshi focused on what he called its self-explanatory "interface" and "rhythm" to give the way the tracks are laid out a rhythmic feel.<ref>{{cite web|url= http://cube.ign.com/articles/375/375828p1.html|title=Sega Shows off F-Zero|access-date=2007-11-28|date=2002-10-30|website=IGN |archive-url=https://web.archive.org/web/20070719045319/http://cube.ign.com/articles/375/375828p1.html |archive-date=2007-07-19|url-status=live}}</ref> The soundtrack features rock and techno music composed by Hidenori Shoji and Daiki Kasho.<ref name="webcity">{{cite web|url=http://www.webcity.jp/ds/detail.php?pid=SCDC-00358| title=F-Zero GX/AX - Original Soundtracks|publisher=Webcity|access-date=2008-10-11|archive-url=https://web.archive.org/web/20071016180849/http://www.webcity.jp/ds/detail.php?pid=SCDC-00358|language=ja|archive-date=2007-10-16|url-status=dead}}</ref> Shojii had composed for ''Daytona USA 2'' and ''Fighting Vipers 2'', while Kasho worked on the ''Gran Turismo'' series.<ref name="webcity" /> Kasho composed the character themes and their lyrics were by Alan Brey.<ref name="credits">{{cite video game| title = F-Zero GX| developer = Amusement Vision| publisher = Sega| date = 2003-08-25| platform = Nintendo GameCube|scene=staff credits}}</ref> Shoji and Kasho supervised the audio mastering.<ref name="webcity" />
Nintendo revealed the first footage of ''F-Zero GX'' at the pre-E3 press conference on May 21, 2002.<ref>{{cite web|url=http://cube.ign.com/articles/360/360297p1.html|title=E3 2002: F-Zero GCN Videos|access-date=2006-10-19|author=IGN Staff|date=2002-05-21|website=IGN|archive-url=https://web.archive.org/web/20070214004413/http://cube.ign.com/articles/360/360297p1.html |archive-date=2007-02-14}}</ref> In March 2003, Nintendo announced that ''GX'' had been by delayed two months.<ref>{{cite web |date=2003-03-10 |title=F-Zero and Wario Delayed |url=http://cube.ign.com/articles/388/388645p1.html |url-status=dead |archive-url=https://web.archive.org/web/20090113203608/http://cube.ign.com/articles/388/388645p1.html |archive-date=2009-01-13 |access-date=2007-06-21 |website=IGN}}</ref> Via a live video conference call from Japan on July 7, Miyamoto, Nagoshi, and Imamura answered questions about ''GX'' and ''AX''. Miyamoto announced the Japanese version was finished and would soon be revealed. Nagoshi said the team had hoped to include a local area network (LAN) multiplayer mode, but had abanonded this to focus on the single-player mode.<ref name="Conference" /> Imamura said that though he worked directly on previous ''F-Zero'' games, on ''GX'' and ''AX'' he worked more as a producer.<ref name="Conference" /> He said he could not imagine how they could take the ''F-Zero'' franchise beyond ''GX'' and ''AX''.<ref name="Conference" />
== Release == ''F-Zero GX'' was published by Nintendo in Japan on July 25, 2003,<ref>{{cite web |url=http://www.famitsu.com/game/dendo/1140772_1065.html |script-title=ja:騾ア刊ファミ騾8月1日号新作ゲームクロスレビューより 【今騾アの殿堂入りソフト】 |access-date=2012-10-16 |date=2003-07-18 |publisher=Famitsu |language=ja |archive-url=https://web.archive.org/web/20181018122304/http://www.famitsu.com/game/dendo/1140772_1065.html |archive-date=2018-10-18 |url-status=live }}</ref> North America on August 25,<ref>{{cite web|url= https://www.nintendo.com/games/master_list_result.jsp?filter_id=0067&page=2&sort_id=|title=Master Game List|access-date=2012-08-03|publisher=Nintendo|archive-url=https://web.archive.org/web/20030823233545/http://www.nintendo.com/games/master_list_result.jsp?filter_id=0067&page=2&sort_id=|archive-date=2003-08-23|url-status=dead}}</ref> Australia on October 24,<ref>{{Cite web |date=October 24, 2003 |title=Don't Blink & Drive...''F-Zero'' Out Now! |url=http://www.nintendo.com.au/nintendo/news/index.php |archive-url=https://web.archive.org/web/20031202222005/http://www.nintendo.com.au/nintendo/news/index.php |archive-date=December 2, 2003 |access-date=May 22, 2024 |website=Nintendo Australia}}</ref> and Europe on October 31.<ref>{{cite news |url=https://news.bbc.co.uk/2/hi/technology/3189253.stm |title=Familiar faces in Nintendo's line-up |author=Twist, Jo |date=2003-08-29 |access-date=2007-04-04 |work=BBC News |archive-date=2012-11-10 |archive-url=https://web.archive.org/web/20121110111128/http://news.bbc.co.uk/2/hi/technology/3189253.stm |url-status=live }}</ref> ''AX'' was released alongside it in 2003.<ref name="2013 AX" /> In North America, a demo was released via a special edition bonus disc packaged with ''Mario Kart: Double Dash'' (2003).<ref>{{cite web | last=Calvert | first=Justin | title=Double Dash!! bonus disc details | website=GameSpot | date=April 12, 2005 | url=https://www.gamespot.com/articles/double-dash-bonus-disc-details/1100-6076471/ | access-date=June 12, 2025}}</ref><ref>{{cite web | last=Bramwell | first=Tom | title=Mario Kart bonus disc contents | website=Eurogamer | date=October 8, 2003 | url=https://www.eurogamer.net/news081003mariokart | access-date=June 12, 2025}}</ref> ''F-Zero GX'' was added to the Nintendo Classics library for the Nintendo Switch 2 on June 5, 2025.<ref>{{Cite web |last=Cripe|first=Michael|date=2025-04-02|title=GameCube titles are coming to Nintendo Switch Online with Nintendo Switch 2|url=https://www.ign.com/articles/gamecube-titles-are-coming-to-nintendo-switch-online-with-nintendo-switch-2|access-date=2025-04-02|website=IGN|language=en}}</ref>
''F-Zero GX/AX Original Soundtracks'', a two-CD set composed of BGM soundtracks to the video games ''GX'' and its arcade counterpart, was released in Japan under the Scitron Digital Content record label on July 22, 2004.<ref>{{cite web|url=http://www.cdjapan.co.jp/detailview.html?KEY=SCDC-358 |title=Game Music / F-Zero GX/AX - Original Sound Tracks |publisher=CD-Japan |access-date=2008-08-07 |archive-url=https://web.archive.org/web/20090111193011/http://www.cdjapan.co.jp/detailview.html?KEY=SCDC-358 |archive-date=2009-01-11 |url-status=dead }}</ref><ref name="enix">{{cite web| title=F-Zero GX/AX Original Soundtracks| url=http://www.squareenixmusic.com/albums/f/fzerogx.shtml| publisher=Square Enix Music Online | access-date=2010-10-17|archive-date=2008-06-15|archive-url=https://web.archive.org/web/20080615035854/http://www.squareenixmusic.com/albums/f/fzerogx.shtml|url-status=live}}</ref> The first disc consists of forty-one tracks and the second has forty with a bonus arrangement of "Big Blue" by SuperSweep's Ayako Saso.<ref name="webcity" /><ref name="enix" /> {{Clear}}
==Reception== {{Video game reviews | MC = 89/100<ref name=Metacritic>{{cite web|title=F-Zero GX reviews|website=Metacritic|url=https://www.metacritic.com/game/f-zero-gx/critic-reviews/?platform=gamecube|access-date=2012-12-26|archive-date=2013-04-29|archive-url=https://web.archive.org/web/20130429191511/http://www.metacritic.com/game/gamecube/f-zero-gx|url-status=live}}</ref> | Edge = 8/10<ref name=Metacritic/> | EGM = 9, 7.5, 7 of 10<ref name=EGM/> | EuroG = 9/10<ref name=euroG/> | Fam = 7, 8, 8, 9 of 10<ref name=GameStats>{{cite web| url=http://www.gamestats.com/objects/480/480123/articles.html| title=F-Zero GX| access-date=2007-11-15| publisher=GameStats| url-status=dead| archive-url=https://archive.today/20130124123925/http://www.gamestats.com/objects/480/480123/articles.html| archive-date=2013-01-24}}</ref> | GamePro = 4.5/5<ref name=GameStats/> | GSpot = 8.6/10<ref name=GameS/> | IGN = 9.3/10<ref name="IGN review"/> | PALGN = 8{{fraction|1|2}}<ref name="palgn review">{{cite web|url=http://palgn.com.au/gamecube/865/f-zero-gx-review/ |title=F-Zero GX Review |website=PALGN |first=Matt |last=Keller |date=2003-11-01 |access-date=2010-09-20 |url-status=dead |archive-url=https://web.archive.org/web/20121007223931/http://palgn.com.au/gamecube/865/f-zero-gx-review/ |archive-date=2012-10-07 }}</ref> | XPlay = 4/5<ref name="TT review"/> }}
''F-Zero GX'' has an average score of 89/100 on the aggregate website Metacritic.<ref name=Metacritic/> Some video game journalists consider it one of the best racers of its time and the greatest racer on the GameCube.<ref>{{cite web|url=http://wii.ign.com/articles/800/800442p3.html|title=Wii Summertime Blues|access-date=2007-06-29|first=Mark|last=Bozon|date=2007-06-28|website=IGN|archive-url=https://web.archive.org/web/20160919094042/http://www.ign.com/articles/2007/06/28/wii-summertime-blues?page=3|archive-date=2016-09-19|url-status=dead}}</ref><ref name=EGM>{{cite magazine|last1=Ricciardi|first1=John|last2=Linn |first2=Demian |last3=Byrnes |first3=Paul |date=October 2003|title=F-Zero GX|magazine=Electronic Gaming Monthly|publisher=Ziff Davis Media|issue= 171 |pages=158–159|issn=1058-918X|url=http://www.1up.com/do/reviewPage?cId=2007263&did=2|access-date=2009-08-21|url-status=dead |archive-url=https://web.archive.org/web/20050125195837/http://www.1up.com/do/reviewPage?cId=2007263&did=2|archive-date=2005-01-25}}</ref>
''F-Zero GX'' was praised for its visuals,<ref name=GameS>{{cite web|url=http://www.gamespot.com/reviews/f-zero-gx-review/1900-6073623/|title=F-Zero GX review|first=Jeff|last=Gerstmann|author-link=Jeff Gerstmann|date=2003-08-25|website=GameSpot |access-date=2007-01-16|archive-url=https://web.archive.org/web/20070126142027/http://www.gamespot.com/gamecube/driving/fzero/review.html|archive-date=2007-01-26|url-status=live}}</ref><ref name="GameSpy Review"/> arcade-home connectivity, longevity, sharp controls, tough challenge,<ref name="Tough Challenge"/> and fleshed-out single-player modes.<ref name="GameSpy Review">{{cite web|url=http://archive.gamespy.com/reviews/august03/fzerogxgcn |title=F-Zero GX (GCN) review |access-date=2006-10-15 |last=Williams |first=Bryn |date=2003-08-28 |publisher=GameSpy |url-status=dead |archive-url=https://web.archive.org/web/20061212064940/http://archive.gamespy.com/reviews/august03/fzerogxgcn/ |archive-date=2006-12-12 }}</ref><ref name=EGM/> The most common criticism was for its difficulty, especially in the story mode.<ref name=GameS/><ref name="NTSC review">{{cite web|last=Allen|first=Mat|title=F-Zero GX review|publisher=NTSC-uk|url=http://www.ntsc-uk.com/review.php?platform=ngc&game=FZeroGX|access-date=2006-10-22|archive-date=2022-06-12|archive-url=https://web.archive.org/web/20220612140431/http://www.ntsc-uk.com/review.php?platform=ngc|url-status=live}}</ref> It earned fourth place in ''IGN''{{'}}s and ''GameTrailers''{{'}} toughest games to beat.<ref name="Tough Challenge">{{cite web|author=News & Features Team |title=Top 10 Tuesday: Toughest Games to Beat |date=2007-03-21 |website=IGN |url=http://uk.pc.ign.com/articles/774/774907p2.html |access-date=2007-04-19 |url-status=dead |archive-url=https://web.archive.org/web/20070328174434/http://uk.pc.ign.com/articles/774/774907p2.html |archive-date=2007-03-28 }}</ref> ''GameTrailers'' said ''F-Zero GX'' demanded players to master the "rollercoaster-style tracks [which] required hairline precision" to avoid falling off-course.<ref>{{cite video|date=2007-11-20|title=GT Countdown - Top Ten Most Difficult Games|url=http://www.gametrailers.com/player/38283.html|publisher=GameTrailers|access-date=2008-11-22|time=4:19|archive-date=2009-04-30|archive-url=https://web.archive.org/web/20090430093758/http://www.gametrailers.com/player/38283.html|url-status=live}}</ref> ''Electronic Gaming Monthly'' criticized ''GX''{{'}}s sharp increase in difficulty. ''GameSpot''{{'}}s Jeff Gerstmann agreed, writing it "will surely turn some people away before they've seen the 20 tracks and unlocked all the story mode chapters".<ref name=GameS/><ref name=EGM/> Bryn Williams of ''GameSpy'' said that "purists may find it too similar to the N64 version" and criticized the lack of LAN play.<ref name="GameSpy Review"/>
''1UP.com'' stated that the ''F-Zero'' series is "finally running on hardware that can do it proper justice".<ref name="1Up and EGM reviews">{{cite web|url=http://www.1up.com/do/reviewPage?cId=3107745|title=F-Zero GX review|date=2004-05-09|website=1UP.com|access-date=2006-10-15|url-status=dead|archive-url=https://web.archive.org/web/20070927201329/http://www.1up.com/do/reviewPage?cId=3107745|archive-date=2007-09-27}}</ref> ''Eurogamer''{{'}}s Kristan Reed pointed out that, graphically, "it's hard to imagine how Amusement Vision could have done a better job".<ref name=euroG>{{cite web|url=http://www.eurogamer.net/articles/r_f-zerogx_gc|title=F-Zero GX Review|access-date=2007-12-06|last=Reed|first=Kristan|date=2003-10-31|website=Eurogamer|archive-date=2013-10-05|archive-url=https://web.archive.org/web/20131005083134/http://www.eurogamer.net/articles/r_f-zerogx_gc|url-status=live}}</ref> Matt Casamassina of ''IGN'' said Amusement Vision had "done a fine job of taking Nintendo's dated franchise and updating it for the new generation ... For some, ''GX'' will be the ultimate racer. For others, it will be flat out too difficult."<ref name="IGN review"/> In Japan, ''F-Zero GX'' sold 100,981 copies.<ref>{{cite magazine|url=http://www.japan-gamecharts.com/gc.php |title=Japan GameCube charts |access-date=2007-11-09 |publisher=Japan Game Charts |magazine=Famitsu |url-status=usurped |archive-url=https://web.archive.org/web/20080409074438/http://www.japan-gamecharts.com/gc.php |archive-date=2008-04-09 }}</ref> It qualified for the Player's Choice line in Europe<ref>{{cite web|url=http://cube.ign.com/articles/557/557208p1.html|title=Fun gets cheaper in Europe|access-date=2007-01-28|last=Adams|first=David|date=2004-10-14|website=IGN|archive-date=2013-10-06|archive-url=https://web.archive.org/web/20131006112946/http://www.ign.com/articles/2004/10/14/fun-gets-cheaper-in-europe|url-status=live}}</ref> and North America<ref>{{cite web|url=http://cube.ign.com/articles/499/499354p1.html|title=Mario Golf, F-Zero Go Bargain-Priced|author=IGN Staff|access-date=2007-01-28|date=2004-03-16|website=IGN|archive-date=2013-10-06|archive-url=https://web.archive.org/web/20131006230738/http://www.ign.com/articles/2004/03/16/mario-golf-f-zero-go-bargain-priced|url-status=live}}</ref> by selling at least 250,000 copies.<ref>{{cite press release|title=Mortal Kombat: Deadly Alliance Goes Platinum|publisher=Midway Games|date=2003-10-06|url=http://games.ign.com/articles/453/453311p1.html|access-date=2008-04-16|archive-url=https://web.archive.org/web/20120210165944/http://games.ign.com/articles/453/453311p1.html|archive-date=2012-02-10|url-status=dead|quote=The Nintendo GameCube version of Mortal Kombat: Deadly Alliance sold 250,000 units, which qualified it for the Player's Choice standard.}}</ref> In 2018, Nagoshi said that ''F-Zero GX'' had sold more than 1.5 million copies worldwide.<ref>{{cite magazine|last=Brown|first=Nathan|title=Collected Works: Toshihiro Nagoshi|magazine=Edge|date=October 2018|publisher=Future plc|issue=323|page=89|url=https://www.gamesradar.com/from-shenmue-to-yakuza-toshihiro-nagoshi-looks-back-on-an-illustrious-career-of-japanese-game-development/|archive-url=https://web.archive.org/web/20190102033404/https://www.gamesradar.com/from-shenmue-to-yakuza-toshihiro-nagoshi-looks-back-on-an-illustrious-career-of-japanese-game-development/|archive-date=2019-01-02|url-status=live|access-date=2019-06-10}}</ref>
''IGN'' named ''F-Zero'' ''GX'' the best GameCube racing game and the best racing game of 2003.<ref>{{cite web |title=IGN.com presents The Best of 2003 - Best Racing Game |url=http://bestof2003.ign.com/gcn_goty.html |url-status=dead |archive-url=https://web.archive.org/web/20061018071920/http://bestof2003.ign.com/gcn_goty.html |archive-date=2006-10-18 |access-date=2009-08-08 |website=IGN}}</ref><ref>{{cite web |author=IGN staff |date=2003-05-22 |title=GameCube Best of E3 2003 Awards |url=http://cube.ign.com/articles/410/410058p1.html |url-status=live |archive-url=https://web.archive.org/web/20150122221658/http://www.ign.com/articles/2003/05/22/gamecube-best-of-e3-2003-awards |archive-date=2015-01-22 |access-date=2009-08-10 |website=IGN}}</ref> ''GameSpot'' named it the best GameCube game of August 2003 and best GameCube driving game of 2003.<ref name="gotm">{{cite web |date=August 28, 2003 |title=''GameSpot''{{'}}s Month in Review: August 2003 |url=http://www.gamespot.com/gamespot/features/all/gotm/082803/index.html |url-status=dead |archive-url=https://web.archive.org/web/20040301080329/http://www.gamespot.com/gamespot/features/all/gotm/082803/index.html |archive-date=March 1, 2004 |website=GameSpot}}</ref><ref>{{cite web |date=2004-01-05 |title=Best and Worst of 2003 |url=http://www.gamespot.com/gamespot/features/all/bestof2003/index.html |archive-url=https://web.archive.org/web/20090210191225/http://www.gamespot.com/gamespot/features/all/bestof2003/index.html <!--Added by H3llBot--> |archive-date=2009-02-10 |access-date=2009-03-10 |website=GameSpot}}</ref> In 2004, it was nominated for "Console Racing Game of the Year" at the 7th Annual Interactive Achievement Awards held by the Academy of Interactive Arts & Sciences.<ref>{{cite web |date=2004-03-04 |title=Console Racing Game of the Year |url=http://www.interactive.org/awards/award_category_details.asp?idAward=2004&idGameAwardType=52 |url-status=live |archive-url=https://web.archive.org/web/20220630055306/http://www.interactive.org/awards/award_category_details.asp?idAward=2004 |archive-date=2022-06-30 |access-date=2010-10-17 |publisher=Academy of Interactive Arts & Sciences}}</ref> In 2007, ''Edge'' named it the 66th-best game.<ref>{{Cite book |url=https://archive.org/details/EDGE.The.100.Best.Videogames.2007/page/74/mode/2up |title=EDGE presents: The 100 Best Videogames (2007) |date=16 August 2020 |publisher=Future Publishing |location=United Kingdom |pages=74}}</ref> In 2009, ''Official Nintendo Magazine'' ranked it the 92nd-best game on Nintendo platforms, saying it was "a treat for hardcore fans".<ref>{{cite web |last=East |first=Tom |date=2009-02-17 |title=Nintendo Feature: 100 Best Nintendo Games: Part One |url=http://www.officialnintendomagazine.co.uk/7188/features/100-best-nintendo-games-part-one/ |url-status=dead |archive-url=https://web.archive.org/web/20120414111615/http://www.officialnintendomagazine.co.uk/7188/features/100-best-nintendo-games-part-one/ |archive-date=2012-04-14 |access-date=2013-12-05 |work=Official Nintendo Magazine}}</ref> {{Clear}}
==References== {{Reflist|30em}}
'''Bibliography''' {{Refbegin}} *{{cite book| editor=Amusement Vision | title=F-Zero GX instruction manual |publisher=Nintendo |date=2003-08-25}} * {{cite book| title = F-Zero AX Deluxe Type Owner's Manual| url = http://www.segaarcade.com/pdfs/fzero/fz-deluxe-manual.pdf| access-date = 2021-11-07| publisher = Sega Corporation| edition = 1st| archive-url = https://web.archive.org/web/20131004220300/http://www.segaarcade.com/sites/default/files/f-zero_ax_dlx_manual.pdf| archive-date = 2013-10-04| url-status = dead| ref = {{SfnRef|Sega}}}} * {{cite web|url=http://www.ign.com/articles/2003/07/16/inside-f-zero-ax|title=Inside F-Zero AX|last=Mirabella III|first=Fran|date=2003-07-16|website=IGN|access-date=2013-06-14|archive-date=2013-10-03|archive-url=https://web.archive.org/web/20131003214949/http://www.ign.com/articles/2003/07/16/inside-f-zero-ax|url-status=live}} {{Refend}}
==External links== *[http://backup.segakore.fr/f-zero.jp/ Official ''F-Zero GX/AX'' website (archived)]
{{F-Zero}} {{Portal bar|Video games|Speculative fiction}}
{{DEFAULTSORT:F-Zero GX}} Category:2003 video games Category:Arcade video games Category:Amusement Vision games GX Category:GameCube games Category:GameCube-only games Category:Multiplayer and single-player video games Category:Nintendo Classics games Category:Sega arcade games Category:Video games about dinosaurs Category:Video games developed in Japan Category:Video games produced by Shigeru Miyamoto Category:Video games scored by Hidenori Shoji Category:Video games scored by Daiki Kasho Category:Video games set on fictional planets