F-Zero X Guide
1998 ยท RacingBox art

Game guides
| Guide | What you will find |
|---|---|
Boost, Energy and Pit Areas | Plan lap-two boosts around the next repair strip and the next dangerous corner. |
Machine Stats and Acceleration Settings | Choose a manageable machine and tune it for the course. |
Joker Cup, X Cup and Machine Unlocks | Follow the trophy progression that opens the full Nintendo 64 roster and random courses. |
Grand Prix Points, Rivals and Attacks | Win the six-race total while managing limited spare machines. |
Pilots and Starting Machines | Compare the six initially available pilots without treating one stat as a complete ranking. |
At a glance
| Focus | What to know |
|---|---|
| Boost costs energy | Personal boost starts on lap two in Grand Prix. |
| Race for the cup total | Each cup has six courses and cumulative points. |
| Practice risky tracks | Retries and setting changes consume spare machines in GP. |
Characters Character guide โ
| Character | Role | At a glance |
|---|---|---|
| Captain Falcon | Blue Falcon | Balanced starting machine and recognizable series lead. |
| Dr. Stewart | Golden Fox | Light machine with strong acceleration characteristics. |
| Pico | Wild Goose | Durable machine suited to learning traffic management. |
| Samurai Goroh | Fire Stingray | Heavy machine associated with strong grip and speed. |
| Jody Summer | White Cat | A high-grip starting choice. |
| Mighty Gazelle | Red Gazelle | A boost-focused starting machine. |
Quick answers
| Topic | Go straight to |
|---|---|
| Boost, Energy and Pit Areas | Learn the first lap without personal boost โ |
Pictures All pictures โ




References
| Reference | Website |
|---|---|
| F-Zero X: game and edition overview | www.nintendo.com |