What is The Commune?
We're a group of gamers, and we're always looking for new gamers to join us. Every month or so, we pick a game to play. We chat about the game together, and we record podcasts, record videos, and write essays. You can reach The Commune in the following ways: As for me, I'm Greg Livingston, but I go by Golem. I organize things around here.

F-Zero X

Started on Jan 20, 2017
Ended on Mar 1, 2017
View this game's forum

Tags: Racing Nintendo 64


Jun 27, 2017
Dr. Luke McMillan's "A Rational Approach To Racing Game Track Design" gives us five ways to parse race courses, which we apply to F-Zero X.
Jul 16, 2017
To succeed in F-Zero X, you'll need to master its physics. How can we move flying cars super fast?

User Resources

Jul 16, 2017
From Adrian
Commune member Adrian plays through F-Zero X, offering his gameplay commentary and insight as he goes.
Jul 16, 2017
From Golem
An application of Luke McMillan's race course metrics to Devil's Forest 1.

External Resources

Mar 19, 2017
Goldenguy's FAQ for F-Zero X on GameFAQs.com. Of particular interest: it details how to drift (called "sliding") and how to beat the staff ghosts.
Jul 16, 2017
Dr. Luke McMillan examines five metrics for race course design. We use this as the basis for the podcast "Racing Course Design."