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.

Rain on Lightning Track
Rain on the Lightning-tracks is broken.

Heat Effect/Blur
Sand Ocean environment cuts speed in half, probably because of the "heat" effect. Said effect is not rendered when "Skip EFB Access from CPU" is on, which makes Sand Ocean run at 100%. When "Skip EFB Access from CPUs" is off, the game seems to be rendering some parts at a lower resolution, resulting in a blur on certain parts of the screen.

Grand Prix
The game tends to crash at random during Grand Prix races with EFB to RAM, but runs fine with EFB to Texture. Work well in last revisions, on GL plugin.

Dual Core Loading Bug
The game can't be started when Dual Core mode is on.

Vehicle Shadows
Shadows under vehicles are broken. With EFB to Texture, this is permanent, though occasionally shadows may be displayed correctly. Issue seems fixed with to EFB to RAM. This, however, slows rendering. When the player switches between standard view and cockpit view for a prolonged time, shadows become broken once again. Fixed in recent revisions.

Custom Vehicles
With incomplete/bad disc dumps, custom vehicles don't render cockpits or boosters and crash when you apply emblems, but will race fine.