NPC Machines

Unnamed NPC machines, entirely separate from the playable racers, are a gameplay mechanic in the original SNES F-Zero and F-Zero Maximum Velocity. These machines are driven by minor unnamed characters instead of the protagonists, and have a simplified AI.

## F-Zero (SNES)

All racers other than the Blue Falcon, Fire Stingray, Golden Fox and Wild Goose instead ride in the same slow two-thruster vehicles. These vehicles are much slower than the other machines and do not drive as well, they serve the function of obstacles for the player character by bumping into them or getting in their way. As explained in page 13 of the manual, unlike the major racers, the official F-Zero rules state these racers are not subject to immediate disqualification if they reach 20th place.

Whilst all models of machines are identical, their color palette determines their function.

*Purple* cars are comparatively the fastest and hold the 5th place position, they will be the first car to pass the player if they lose their position in 4th place.

*Green* machines are the second fastest and hold 6th place.

*Orange* machines are extremely slow and hold the places from 7th and beyond. The player frequently laps them when they're in first or second place, thus they act as hazards that the player may crash into.

*Flashing* machines act similarly to orange cars but when they collide with the player's vehicle, they will explode spectacularly sending the player flying and damaging their vehicle.

The machines also appear in the comic, though they are colored yellow. The pilots for the vehicles are shown as a wide variety of individuals from humans, robots and aliens, though none of them are named or properly introduced by Mr. Zero.

## F-Zero Maximum Velocity

In *F-Zero Maximum Velocity*, there are three models of generic AI cars that again act mainly as backmarkers to fill in the spots not filled by the major racers.

The blue racer with yellow stripes and four thrusters tends to hold 4th or similar middle positions, these cars may finish before named racers but are not known to finish in the top 3.

Yellow and green cars are much slower and function similar to orange cars, appearing at the very back of the rankings, other racers, including the player will lap several of these cars after their first lap.

Exploding cars do not have a counterpart in *Maximum Velocity* and instead bombs appear on the track.

The NPC cars, particularly the yellow and green cars can actually be used to the player's advantage by braking before bumping into them, thus getting a huge burst of speed and world records for the game often make extensive use of these technique on NPC cars.

## *F-Zero GX*

Unnamed machines appear exclusively within Chapter 6 of Story Mode. Large rectangular machines also appear within the same track. Both act as obstacles during the story's mission; the smaller machines can be eliminated in an identical manner to an F-Zero racer's machine, while the larger machines are more durable and may require a strong impact like the spin attack to eliminate. The large machines also move away from the Blue Falcon when it draws near, staying close to walls. Both types of machines come in red, green, or yellow colorations.

Small unnamed machines.Large unnamed vehicles.

## F-Zero 99

In *F-Zero 99*, the NPC Machines from the SNES game return, referred to as "Bumpers." The game deploys them occasionally onto the track as drones used as obstacles.

Notably, this is also the first time that the Bumpers are playable without modifying the game, albeit through special circumstances. Should the player lose their machine in a Grand Prix, the player can control as 'Lucky Bumper', a remote controlled machine which retains slow moving characteristics whilst being capable of all other movement patterns. These machines also switch the player's POV to view what's behind them instead of in front, as the point of this is to bump other players for points and then push the + button on the controller in order to activate a timed self-destruct to damage other players.

The various colors of Bumpers also have different purposes.

Grey Bumpers are used as destructible NPCs which obstruct the road and drop Super Sparks. When a grey Bumper is destroyed, much like when a player is destroyed, the player's Power Meter will expand. However, the meter will not be replenished.

    Gold Bumpers are larger and drop a high amount of Super Sparks when bumped.

    Red Bumpers are mobile bombs that detonate when someone collides with them, and should be avoided unless you can knock an opponent into one.

## Trivia

* The SNES NPC model car is commonly referred to as the *"Turbo Snail"* in the fandom after a poll on the F-Zero Online Discord server was held to name them.
* One of the drivers in the SNES comic, the only one with dialogue ("I've got this race in the bag!"), slightly resembles the human form of Mighty Gazelle seen in *F-Zero X*, albeit with black hair.
* The exploding cars are the only racers that can be destroyed in the original 1990 F-Zero.
* In the ending videos for Samurai Goroh, Leon and Digi-Boy in *F-Zero GX*, featureless silver drivers appear as opponents. Due to the invisible vehicle style of these ending movies, the machine being driven by these generic drivers cannot be seen.

## See Also

* Bloody Chain - Generic members of Michael Chain's gang that use recolored versions of the Wild Boar with lower stats and act as obstacles in chapter 4 of the *F-Zero GX* story mode.
* Soldier Anchor - A mass produced machine in *F-Zero Climax*, however unlike the NPC machines, the Soldier Anchor is a playable vehicle with respectable stats.
* Kim - Generic cars used by players in single pack multiplayer for *F-Zero Maximum Velocity.*