This is a sub-page of F-Zero AX.
Stage 72 | Surface Slide#
Watch on YouTubeStage 72 does not have an associated COLI (scene data) file and thus defaults to the first to stage 00's (Screw Drive). To properly show off the course, cheats were used to load Surface Slide's data. The data appears to be too outdated to be properly loaded and thus displays very little correctly. The only noticeable difference is it is missing the first boost pad in front of the starting gate.
(Source: CosmoCortney (Video))
Stage 77#
Watch on YouTubeAn odd little track which is a single segment of the Lightning [Loop Cross] stage, potentially used to test the segment specifically. When the player falls off the jump at the end, they are warped to the very beginning or the very end of the visible track area, with checkpoints registering every so often, making the course completable. It is the only stage which is a subsegment of a complete stage.
(Source: StarkNebula (Video))
Stage 86 | Meteor Stream#
Watch on YouTubeThe only apparent difference is that the slip areas are not slippery likely due to the data not being loaded properly as the final stage has the game inject additional collision data based on stage index.
(Source: StarkNebula (Video))
Stage 87 | Cylinder Wave#
Watch on YouTubeStage 87 is a mock-up of the Port Town [Cylinder Wave] track used in F-Zero AX. The track geometry of the stage appears to be identical to the final one, though this iteration uses less boost pads; the one beneath the stage right before the first heal strip is missing as with the two while cornering right before the midsection checkpoint. The third-before-last zipper is also placed higher up along the pipe.
(Source: StarkNebula (Video))
Stage 90 | Long Pipe#
Watch on YouTubeStage 90 does not have an associated COLI (scene data) file and thus defaults to the first to stage 00's (Screw Drive). To show off the course, cheats were used to load Long Pipe's data. The geometry of the track lines up with AX's Port Town [Long Pipe] collision. However, inspecting the models shows that the track was longer, having 5 knots instead of the 3 of the final course design.
(Source: StarkNebula (Video))
Stage 91 | Story 2#
Watch on YouTubeThe track and canyon are very crudely textured but appear to be geometrically identical to the final version.
(Source: StarkNebula (Video))
Stage 92 | Story 3#
(Source: StarkNebula (Video))
Stage 93 | Story 4#
(Source: StarkNebula (Video))
Stage 94 | Story 5#
Watch on YouTubeA blocked out version of Story 5. The green spheres animation indicate where the player should be and indicate when the blast doors will activate. Each door is marked by a letter to reference where it is and a few once exiting the tunnel.
(Source: StarkNebula (Video))
Stage 95 | Story 6#
Watch on YouTubeThe only difference appears to be a bizarrely placed boost pad off-centered in the first gravel zone.
(Source: StarkNebula (Video))
Stage 96 | Story 7#
Watch on YouTubeWould you believe that Amusement Vision had planned to make Story 7 even harder? Even more challenging than the pre-release version of Story 7 is the test version which like the pre-release version has more mines and a slimmer, shorter heal zone also did away with not only rails but sanity as the second corner is completely covered with slip-track and added mines in for good measure. The first lava pit is nicely curved along the track as opposed to hard square corners and the recharge pit has an extra zipper at the end. The mines behind the finish line is missing, a part of the track often used by players to boost into first place during the final lap.
(Source: StarkNebula (Video))
Stage 97 | Story 8#
(Source: StarkNebula (Video))
Stage 98 | Story 9#
Watch on YouTubeThe basis of Story 9. Nothing appears to have changed though the track has been made to appear thick.
(Source: StarkNebula (Video))
Stage 101 | Twist Road (V1.1)#
Watch on YouTubeNote the stage's mini-map. This is the before-last pre-release version of Mute City [Twist Road], where after the jump and recharge area, there were not one but two bends in the design of the course. This design element is present in many of the promotional videos, but this particular track lacks the extended jump it once had, hence the "V1.1" attribute. The long jump was most likely removed because it legitimately required the racer to "GO FAST!" to traverse the gap, but may have been deemed too difficult for the first course.
(Source: StarkNebula (Video, images))
Stage 102 | Twist Road (V2.0)#
Watch on YouTubeThe test stage for Mute City [Twist Road]. Oddly, there are 2 floating boost pads strung in the air off of the track.
(Source: StarkNebula (Video))
Stage 103 | Multiplex#
Watch on YouTubeMultiplex had the rather ludicrous inclusion of gaps in the track where gravel patches would be along the final backflip portion. It also hosts more mines on the final stretch than the final design. A slight variant of this course was prettied up and demoed at E3 2003, see the video ArchivesGameCubeTrailers (2020, October 4). F-Zero GX - E3 2003 - Demo Gameplay (Video). YouTube. for it in action.
(Source: StarkNebula (Video))
Stage 104 | Intersection#
Watch on YouTubeGreen Plant [Intersection]'s distinguishes itself from later revisions with more dash plates and different healing pit positions inside the tube. The first health zone is in the same position but is paired with 2 zippers and the latter recharge pit sits atop the cylinder instead of on both sides.
(Source: StarkNebula (Video))
Stage 105 | Undulation#
(Source: StarkNebula (Video))
Stage 107 | Drift Highway#
(Source: CosmoCortney (Video))
Stage 108 | Aero Dive#
(Source: StarkNebula (Video))
Stage 110 | Lateral Shift#
(Source: StarkNebula (Video))