F-Zero GX

F-Zero GX is a futuristic racing video game for the Nintendo GameCube console. Developed by Sega's Amusement Vision department and published by Nintendo, it was released in Japan, Europe and North America in 2003. F-Zero AX, the arcade counterpart of GX, uses hardware conceived from a business alliance between Nintendo, Namco and Sega. F-Zero GX runs on an enhanced version of the engine that powered Super Monkey Ball. F-Zero GX/AX was the first video game collaboration between Nintendo and Sega. The game received critical acclaim as one of the best racers of its time and the greatest racer on the GameCube platform.

NTSC-J version not booting
Activate "Enable MMU" or "MMU speed hack" to make the game boot.

Dual Core Resets
When Dual Core mode is enabled, the game may reset randomly. It generally only resets on the first run and plays fine after that, but it may reset in game. It has been tested and is pretty reliable, but it may reset anyway. Use at your own risk. For an absolute fix, uncheck "Enable Dual Core".

Heat Effect/Blur
Sand Ocean's heat effect cuts speed on even the most powerful computers. The effect can be disabled by turning on "Skip EFB Access from CPU", but this will disable other effects as well.

Rain on Lightning Track
Rain on the Lightning tracks appears incorrectly on the D3D9 backend. It is present, but more difficult to see compared to the other backends, to the point where it is nearly invisible for most of the race. OpenGL and D3D11 display the effect correctly, so use one of them if you wish to see it better.

Raindrop mask
The raindrops on the Lightning tracks are improperly rendered. Some areas will be inverted: areas that should have raindrops are empty, and areas that should be blank are filled with raindrops. The result is what appears to be a grid of dots scattered across certain tiles. It appears on all backends and there is no known solution. See.

16:9
This game has 16:9 display capability, but requires setting the game to the "Widescreen" screen mode in the game's internal options, and setting Dolphin's Aspect Ratio setting to "Force 16:9".

Shadow Distortion
With EFB to Texture, shadows may distort if you open the graphics window or go in and out of fullscreen during a race. Just avoid those things and the shadows will be fine, or use EFB to Ram. If the shadow does glitch out; it will fix itself in the next race.

Powersliding Glitch
When near the start/finish line while racing on a Lightning themed track, the powerslide effect is glitched out, stretching out like a laser beam toward the finish line. This is a glitch with the game and not Dolphin; this occurs even on a real GameCube. See.

Custom Cars
If using a bad dump, custom cars show only the pilot floating in mid air and the main body component. Redump the disc to correct the problem. See.

EFB to Texture
Before, EFB to Texture showed various problems, finally ending with only the notorious shadow bug. All problems were fixed and EFB to Texture allowed in the GameINI by. The shadow bug with EFB to Texture will only occur if changing graphics options or going in/out of fullscreen during a race. See and.

Random Crashes with DirectX
With EFB to Ram, D3D9 and D3D11 may crash randomly. D3D11 is far worse than D3D9, but it still does it. Since the GameINI is set to use EFB to Ram, the only fix for this problem is to alter the GameINI to allow EFB to Texture, and then set the emulator to EFB to Texture in the graphics options. But the GameINI was set this way purposefully: EFB to Texture has tons of glitches. The crashes appear predictable, crashing in certain races or modes, so you could juggle between backends as needed to clear certain crashes. Otherwise, just use OpenGL. Corrected by an unknown revision between and.