F-Zero X adventure archiveF-Zero XGUIDES
F-Zero X / Pilots and Starting Machines

F-Zero X Pilots and Starting Machines

Compare the six initially available pilots without treating one stat as a complete ranking.

Edition covered

Original 1998 Nintendo 64 game. The Japan-only 64DD Expansion Kit is outside this guide. Gallery screenshots show the original game running with Nintendo Switch Online borders.

6 characters · one picture per entry · open a picture for full size.

Pilots and Starting Machines

Quick notes

  • Start with a machine you can repeat. Blue Falcon provides a useful baseline, but the best learning choice is one whose steering you can reproduce.
  • Separate the pilot from the setup. The selected machine determines handling characteristics, while the acceleration slider changes how it behaves on the current course.
  • Use durability while learning traffic. A stronger Body rating provides more collision tolerance.
  • Revisit alternatives after unlocking them. More pilots appear through cup victories.

Start with a machine you can repeat

Pilot-selection checks
QuestionTestReason
Can I hold the racing line?Repeat one technical courseHandling consistency
Can I recover from a wall hit?Compare acceleration setupsPractical recovery speed
Do I lose energy in traffic?Compare Body and positioningSurvival through the pack
Does the machine suit this course?Run a clean Practice lapCourse-specific performance
References
Guide references
ReferenceWebsite
Nintendo instruction manualwww.nintendo.com
Firsthand unlock and machine referencegamefaqs.gamespot.com