F-Zero GX
FAQ/Walkthrough
Nintendo GameCube
written by: David "Zoop" McCutcheon
version: 6.0
date: 03/08/04

this document is Copyright 2003-2004 David McCutcheon. The only websites
that may host this document are GameFAQs.com, IGN.com, Honestgamers.com,
and Neoseeker.com. If you have a fan site and wish to use the guide,
please e-mail me so we can clarify with my regulations. If you're a web-
run business, please send e-mail to the following address:
[email protected]. We will discuss such matters in private. Thank you.

~ Revision History ~

~ 6.0 ~
Friendlier copyrights and disclaimers, and a few great strategies have
been added due to my wonderful readers sending them in. Keep'em comin'
gang!

~ 5.0 ~
Happy New Year, everybody! Thought I'd pop in with an update.

~ 4.5 ~
Updated the guide with several reader tips. Enjoy.

~ 4.0 ~
Finished every one of the cups, so hooray! Four Driver Profile/Vehicle
Information sources needed, but I will do them on my own time. The
walkthrough is complete. Enjoy!

~ 3.0 ~
Added more to the courses. As requested, I did the Diamond Cup before
the Ruby Cup for those having trouble of Sand Ocean and Fire Field. The
only incomplete sections are now the Ruby Cup, the AX Cup, and a few
Vehicle Information/Driver Profiles of four AX vehicles that I have yet
to have unlocked. They will all be completed within the coming week.
Have fun with it, gang.

~ 2.0 ~
More Courses have been done, and I updated other things (vehicle info,
driver profiles), as well. Enjoy.

~ 1.0 ~
Out of nowhere, I have decided to create an F-Zero GX tips guide for my
lovely readers. Read my Introduction for more details on this guide, and
enjoy. By the way, I will update frequently, so hold yer horses before
telling me to update. A LOT OF THINGS ARE UNDER CONSTRUCTION RIGHT NOW,
BUT I'M DOING MY BEST TO GET IT DONE. Thanks gang.


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
        T A B L E            o f              C O N T E N T S
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*


                           ~!~NOTE~!~
If you need to find a certain something in the guide, press and hold
Control (Ctrl) and press the F key. Type out the word you are looking
for, and search. If you're too lazy to do this, don't bother e-mailing
or IMing me. Thank you.

Table of Contents:
I.      Introduction
Ia.     Contact Me
II.     Controls
III.    Vehicle Information
IV.     Driver Profiles
V.      Course Strategies

----------RUBY CUP----------

Va.     Mute City [Twist Road]
Vb.     Casino Palace [Split Oval]
Vc.     Sand Ocean [Surface Slide]
Vd.     Lightning [Loop Cross]
Ve.     Aeropolis [Multiplex]

--------SAPPHIRE CUP--------

Vf.     Big Blue [Drift Highway]
Vg.     Port Town [Aero Dive]
Vh.     Green Plant [Mobius Ring]
Vi.     Port Town [Long Pipe]
Vj.     Mute City [Serial Gaps]

---------EMERALD CUP--------

Vk.     Fire Field [Cylinder Knot]
Vl.     Green Plant [Intersection]
Vm.     Casino Palace [Double Branches]
Vn.     Lightning [Half Pipe]
Vo.     Big Blue [Ordeal]

---------DIAMOND CUP--------

Vp.     Cosmo Terminal [Trident]
Vq.     Sand Ocean [Lateral Shift]
Vr.     Fire Field [Undulation]
Vs.     Aeropolis [Dragon Slope]
Vt.     Phantom Road [Slim-Line Slits]

-----------AX CUP-----------

Vu.     Mute City [Sonic Oval]
Vv.     Aeropolis [Screwdrive]
Vw.     Outer Space [Meteor Stream]
Vx.     Port Town [Cylinder Wave]
Vy.     Lightning [Thunder Road]
Vz.     Green Plant [Spiral]

VI.     Story Mode
VII.    Custom Parts
VIII.   Racing Surfaces
IX.     Staff Ghosts
X.      FAQ (A Must Read For All of Your Casual Questions!)
XI.     User Created Vehicles
XII.    Credits
XIII.   Disclaimer




::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::  :::   SECTION I. - INTRODUCTION    :::  :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


Howdy, dear readers! I would like to take this time to say "Thanks for
reading this FAQ" and that if I were Fat Albert, I would sing you a
pretty song of glee. Now that I have scared the living daylights out of
most of you people, I will say that this is my... uh... I lost track of
the number count. Well, this is one of my many FAQs that I have written,
which you can find at both GameFAQs.com and IGN.com. I am ZoopSoul at
GameFAQs, and ZoopNOVA at IGN, so look me up if you enjoy my work.

Here is the basic rundown of what I cover and where I cover it at: In
the Controls section, I will name off every button on the Nintendo
GameCube controller, and what that button does exactly. In the Vehicle
Information section, I will list the statistics of each and every
vehicle in the game. In the Driver Profiles section, I will list each
driver, what s/he controls, and what their background is. In the Course
Strategies section, I will list exactly what to do during each lap of
the track, including what to avoid, when to avoid it, and what will help
you win in all difficulties. In the FAQ section (which is a MUST READ
section of the guide), you can find answers to practically every
question you may have, including beginner questions! In the Custom Parts
section, I will list all of the Parts that you can unlock, along with
all of their statistics. The Racing Surfaces section is for newbies to
the F-Zero series that need to know why they may randomly fly into the
air, or even better, lose complete control of their vehicle on different
surfaces. Credits is where you can find all of the Thank Yous, and the
Disclaimer section is one paragraph that you do not have to read unless
you are wanting to use my FAQ for something, which is a "No-no." I'm
terribly sorry, but in this hobby, you cannot trust your Average Joe.
Oh, and in the Story Mode section, you will find compiled strategies, in
the User Created Vehicles section, you will find a bunch of different
cars that GameFAQs users have created, as well as small tidbits of
information regarding the cars themselves. In the Staff Ghosts section,
you will find all of the times of the development staff's ghosts. Enjoy!

If you have ANY tips whatsoever, please contribute them! You will
receive full credit for your tip(s), and with me wanting to create the
best damn F-Zero GX FAQ ever to be created, I will need the help of my
readers, which just so happens to include you. So get famous already by
submitting a strategy! Read the below sub-section ("Contact Me") to find
out more information.

Best wishes,

 -David "Zoop" McCutcheon



::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 ***  ***  ***  ***    SECTION I.a - CONTACT ME    ***  ***  ***  ***
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


If you need me for anything whatsoever that IS NOT covered in the guide,
and that means SEARCHING THE GUIDE by pressing Control and F together
and typing out what you are looking for, and then hitting enter. But as
long as it has to do with the game. Sorry, but I don't feel like hearing
about how cute your kitten is if I don't really know you, yanno?
Actually, kittens are cute, with their cute little noses and all...
Ahem. You can contact me via e-mail, or sometimes IM. I check my e-mail
several times a day; so don't hesitate if you have a question! But
please read the long paragraph below my contact info.

E-Mail address: [email protected]
AIM: Zoop NOVA

Please only e-mail me if it's something you do NOT see in the guide. Try
to look for it; If it's not there, feel free to e-mail me.

If you don't know how to e-mail me, just simply bring up a new,
unwritten mail (this varies with different services. It should say
"Write Mail" on the button, though) and write out my e-mail address. For
the subject, copy and paste this: F-Zero GX FAQ. In the body of the
mail, write whatever you like, even hate mail! Just one request: Only e-
mail in English. Any foreign language e-mails will be discarded. Sorry,
I'm not smart enough to know a second language. I don't care what you
send, but positive feedback is always nice. But if you're into the hate
mail thing, I can dig that, too. And if you have pictures of kittens,
please do not send them. While I adore kittens, I will become paranoid
that it is a virus, and send the cops to your house. But I do love your
kittens, trust me.



::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::  :::     SECTION II. - CONTROLS     :::  :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


________________
/      MENU      \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
Control Stick ----------- General Toggle (Menu Screens) |
Start Button ---------------------------------- Confirm |
R Trigger ----------------- Change Color (Speed Screen) |
L Trigger ----------------- Change Color (Speed Screen) |
A Button -------------------------------------- Confirm |
B Button --------------------------------------- Cancel |
Y Button ------------------ Load Garage (Select Screen) |
________________________________________________________/


___________________
/      IN-GAME      \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
Control Stick ---------------------------- Move Vehicle |
Start Button ------------------------------------ Pause |
R Trigger ---------------------------- Sharp Turn Right |
L Trigger ----------------------------- Sharp Turn Left |
A Button --------------------------------- Acceleration |
B Button ---------------------------------------- Brake |
Y Button ---------------------- Boost (After First Lap) |
X Button + Control Stick ---- Run Into Enemy (If There) |
D-Pad Up -------------------------- Change Camera Angle |
D-Pad Down ------------------------ Change Camera Angle |
Z Button --------------- Power Spin (Damages Opponents) |
L Trigger + R Trigger --------------------------- Drift |
________________________________________________________/




::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::    SECTION III. - VEHICLE INFORMATION    :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


Here, you will find descriptions of each vehicle. Finds which one is
right for you! They are listed by their numbers, 00-40. Enjoy.


______  ____________  ____________  ________________
/{NAME}\/{PILOT NAME}\/{CAR NUMBER}\/{VEHICLE WEIGHT}\_______
-------------------------------------------------------------\
\{BODY RATE}/\{BOOST RATE}/\{GRIP RATE}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯¯                      |
DESCRIPTION                                                  |
-------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

===============================================================


________________  ___________  ____  ________
/{DARK SCHNEIDER}\/{DEATHBORN}\/{00}\/{2080kg}\______________
-------------------------------------------------------------\
\{BODY: A}/\{BOOST: B}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Noooooooo, the Dark Schneider is not the next Rob Schneider  |
movie, it is simply the name of the vehicle that the main    |
villain in the game controls. Okay, for those curious, yes,  |
the Dark Schneider is a hidden vehicle, and you can unlock it|
by simply defeating every single one of the Story Mode       |
Chapters in the Normal difficulty. It will then be for sale  |
in the F-Zero Shop for 20 Tickets afterwards. Now that we    |
have that question out of the way, I can get to the          |
statistics of the vehicle! Ooh boy! Actually, the Dark       |
Schneider is a fairly average vehicle that the computer AI   |
does decent with (around 14th place) on certain courses, and |
very well with on other courses (in the top 3). As for a     |
user-controlled vehicle, the Dark Schneider can be a dream   |
to control, and it can also be a nightmare, as well. Due to  |
the fact that the grip is bad, you cannot control yourself   |
on certain courses (such as the ones that send you flying    |
into the air out of nowhere and you have to make a sharp turn|
to stay alive), but it can be devastating on other courses,  |
such as the Green Plant [Mobius Ring] and Fire Field         |
[Cylinder Knot]. Let us not forget the second Fire Field     |
[Undulation], where Dark Schneider can kick your ass all     |
over the place. An above average vehicle, and those that do  |
not like vehicles with good grip, this is a Godsend. He is a |
little bit heavy to go flying uncontrollably, so he isn't as |
bad as most vehicles in stages like Mute City [Serial Gaps]. |
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_____________  ________________  ____  ________
/{RED GAZELLE}\/{MIGHTY GAZELLE}\/{01}\/{1330kg}\____________
-------------------------------------------------------------\
\{BODY: E}/\{BOOST: A}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Red Gazelle is one of the few "main" vehicles from       |
F-Zero X that makes a return in true form, completely the    |
same from the last game. The Red Gazelle's boost is amongst  |
the best in the game due to the fact that his vehicle is both|
moderate in weight, and the boost is graded with an "A." You |
will find that the Red Gazelle is best for courses such as   |
Cylinder Knot, that have no walls to crash into (considering |
the fact that the Red Gazelle's body armor is terrible), and |
have a full-on zooming zone throughout. Pick Red Gazelle if  |
you are very talented at the courses, and do not crash into  |
things a lot. You can purchase the Red Gazelle for a mere 10 |
Tickets.                                                     |
-------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

___________  _____________  ____  ________
/{WHITE CAT}\/{JODY SUMMER}\/{02}\/{1150kg}\_________________
-------------------------------------------------------------\
\{BODY: C}/\{BOOST: C}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
White Cat is the second of the more recognizable characters  |
that are from F-Zero X in debut. White Cat is one of the idea|
"mediocre" vehicles in the game, somewhat similar to the     |
Hyper Speeder with Beastman as Pilot. While the grip is rated|
with an "A," it feels as if it is somewhere around a "B" or  |
so. I highly recommend this vehicle for racers that just     |
cannot decide what vehicle to try next, as White Cat is more |
of an in-between vehicle. With the weight around a mid-light |
in comparison to the general observer, the boost works       |
alright, about as well as it is rated. Sadly, the okay body, |
okay booster combination is NOT a good thing for starters--in|
fact, the average gamer will likely blow up right away, as   |
if you try to catch up by using your booster (which drains   |
very quickly due to the grade of it), and you hit a wall, you|
will explode. Beware of this vehicle, newbies. This vehicle  |
costs 08 Tickets.                                            |
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____________  _____________  ____  ________
/{GOLDEN FOX}\/{DR. STEWART}\/{03}\/{1420kg}\________________
-------------------------------------------------------------\
\{BODY: D}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Golden Fox is one of the original four "cast members" in the |
F-Zero series, and was a lot better back in his heyday. The  |
Golden Fox is easily the worst of the starting four          |
characters that you are given to race with, due to his       |
terrible body and very uncomfortable grip control. With the  |
average weight in his hands, his boosts are amongst the best |
in the game, if not the best due to his leveled weight and   |
such. It is just a shame that you will take so much damage to|
the point that you cannot even USE your boosts. Strictly for |
the experts to use.                                          |
-------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

____________  ______  ____  ________
/{IRON TIGER}\/{BABA}\/{04}\/{1780kg}\_______________________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: D}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Back in the days of F-Zero X, I constantly used Iron Tiger,  |
and I even held a few world records in the game for a few    |
years. Yet, like the old instructor that I am, those records |
have long since perished. Iron Tiger in F-Zero GX is quite   |
different, however, as the old "weight" factor has taken its |
toll on the old machine. Now, Iron Tiger can barely make any |
sharp turns, despite its awesome grip. Of course, despite the|
decent body on Baba's machine, the poor booster will really  |
wear thin by the third lap in the set. Plus, for sharp turns,|
you are pretty screwed, to be blunt with you. The Iron Tigers|
best courses are those such as Green Plant [Mobius Ring],    |
that are not big on abrupt turns, yet smooth sailing all the |
way through. Still, Iron Tiger remains famous for the "cool" |
factor, and is the choice if you are feeling confident with  |
your game. 07 Tickets is the price on the Iron Tiger's head  |
in the shop.                                                 |
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_______________  _______________  ____  ________
/{FIRE STINGRAY}\/{SAMURAI GOROH}\/{05}\/{1960kg}\___________
-------------------------------------------------------------\
\{BODY: A}/\{BOOST: D}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Hands down, the second best of the four starters that you    |
automatically receive from the get-go, Fire Stingray is one  |
of the four that have been from the very beginning of the    |
series. Despite being hot pink, do not be fooled by the witty|
work of Samurai Goroh, as this vehicle is one of the best in |
the entire game, yet not as well balanced as the Blue Falcon |
is. While the Blue Falcon is the obvious choice for new      |
players to the series, Fire Stingray is an easy choice for   |
the skilled veterans, and a good "stepping stone" character  |
to use once you begin getting better. The Fire Stingray is   |
best used in fast paced races, where you can charge through  |
out of nowhere, take the lead, and keep it that way.         |
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

____________  ______  ____  ________
/{WILD GOOSE}\/{PICO}\/{06}\/{1620kg}\_______________________
-------------------------------------------------------------\
\{BODY: A}/\{BOOST: B}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Read those stats, I say! A-B-C! Easy as 1-2-3! Come on, sing |
it with me now! ...Okay, fine, don't sing it with me. See if |
I care! Wild Goose is not a very disturbing name for a       |
vehicle, but the pilot, Pico, frightens the hell out of Mr.  |
Zero, the F-Zero Television reporter. Wild Goose has always  |
been a personal favorite of mine, despite my clinging to     |
vehicles with great grip. The Wild Goose is one of the       |
original four F-Zero vehicles from the beginning, along with |
Fire Stingray, Blue Falcon, and Golden Fox. The Wild Goose is|
quite good on courses such as Aeropolis [Multiplex], as it   |
can simply round corners with the swiftest of ease. While    |
the Wild Goose is not the best starting vehicle of the bunch,|
if you know how to use the vehicle properly, you will do a   |
lot of damage on the course, as the Wild Goose is ideal for  |
kills.                                                       |
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________  ________________  ____  ________
/{BLUE FALCON}\/{CAPTAIN FALCON}\/{07}\/{1260kg}\____________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: C}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Let's face it: the Blue Falcon, as well as the driver,       |
Captain Falcon, are a love/hate type of vehicle/character    |
duo. They are the sappy, "Oh, I'm such a pretty good guy to  |
save the day!" bunch, aren't they? Anyways, the Blue Falcon  |
is one of the original four starting cars from all the way   |
back in the day, and easily the BEST character for a newbie  |
to the series to start out with. So I guess that can stop all|
of those "Who should I start out with?" questions that I have|
seen come and go since this games release. The Blue Falcon is|
a great all-around vehicle, and considering it is free from  |
the start, you cannot go wrong!                              |
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

___________  _________  ____  _______
/{DEEP CLAW}\/{OCTOMAN}\/{08}\/{990kg}\______________________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: B}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Deep Claw is one of the finer toned vehicles in the game |
that I tend to fancy, myself. The Deep Claw is best used,    |
despite the fact that the Grip on the vehicle is rated C, on |
tracks with big turns, such as the Big Blue course in        |
Sapphire Cup. You can make easy turns due to the lightness of|
the vehicle, yet you cannot handle well when getting your    |
balance on solid tracks (i.e. Double Branches in Emerald Cup |
or Cosmo Terminal in Diamond Cup). Regardless, this one is a |
great choice for beginners and pros alike. You can buy the   |
Deep Claw for only 08 Tickets in the F-Zero Shop under       |
Customized.                                                  |
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____________  _________  ____  ________
/{GREAT STAR}\/{MR. EAD}\/{09}\/{1870kg}\____________________
-------------------------------------------------------------\
\{BODY: E}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Quite possibly the worst overall character in the game has to|
go to the Great Star and Mr. EAD. After all, his last name   |
represents his vehicle's statistics. Quite sad, really. Once |
you combine the statistics, what you have is a big chunk of  |
scrap metal with a wonderfully wasted booster. Let's face it,|
the body of the vehicle is TERRIBLE, and once you get hit    |
several times by an enemy, you do not have enough health to  |
use that booster to begin with. Combine his heavy weight with|
his terrible grip, and you have a vehicle that cannot even   |
straighten out on a clear path, much less a wobbly path with |
no sides to it. Avoid this vehicle unless you are a distant  |
relative of Jesus Christ. Oh, and this piece of garbage costs|
07 Tickets in the shop.                                      |
-------------------------------------------------------------/
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_______________  _______________  ____  ________
/{LITTLE WYVERN}\/{JAMES McCLOUD}\/{10}\/{1390kg}\___________
-------------------------------------------------------------\
\{BODY: E}/\{BOOST: B}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Yes, this guy is the single most obvious character from      |
another series in the history of the F-Zero competition,     |
however, he is also the ONLY one. I will discuss the pilot in|
the Driver Profiles section, but as for his vehicle, as you  |
can tell by glancing at it, it is a moderated Arwing from the|
Star Fox series, and the main character from Star Fox was    |
named Fox McCloud. You put the pieces together. As for the   |
body of the vehicle, it is REALLY weak--one of the weakest   |
in the game. A few crashes against a wall, and you will be   |
dead meat in this puppy. However, if you are into Time Attack|
missions, I highly recommend Little Wyvern for Lightning     |
[Half Pipe] over every other vehicle out there. This thing   |
handles like a beauty, with good grip, and a nice booster for|
those times when it is clear to boost away. A recommended car|
on clear courses with no walls. Oh, and the Little Wyvern is |
12 Tickets in the shop. Costly!                              |
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__________  _______  ____  ________
/{MAD WOLF}\/{BILLY}\/{11}\/{1490kg}\________________________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: B}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The statistics for Billy's vehicle, the Mad Wolf, spell out  |
the call letters for a popular British television station.   |
Monty Python rules. Anyways, the Mad Wolf is one of the few  |
vehicles that I am indifferent to. I will select this vehicle|
for various stages at random, including Lightning [Loop      |
Cross], which he seems to handle well in, for some obscure   |
reason. You can easily win more than a few races with the Mad|
Wolf, as the car handles swell under sharp turn pressure, yet|
suffers from trouble under stressful conditions, such as the |
Cosmo Terminal stage in Diamond Cup. The Mad Wolf costs 08   |
Tickets in the shop.                                         |
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_______________  ___________  ____  ________
/{SUPER PIRANHA}\/{KATE ALEN}\/{12}\/{1010kg}\_______________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: C}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Super Piranha is an alternative choice to the Blue Falcon|
for those type of players that absolutely despise Captain    |
Falcon. After all, the car stats are the same, and the weight|
difference isn't by much at all. With all due respect to the |
Super Piranha, the Blue Falcon is the more balanced of the   |
two vehicles due to the heavier weight, however, if you are  |
looking for a vehicle with more balance for those rough turns|
than that of the Blue Falcon, then I see no better choice    |
than the Super Piranha, if you fancy the Blue Falcon, that   |
is. You can unlock the Super Piranha in the F-Zero Shop for  |
a mere 10 Tickets.                                           |
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______________  ______  ____  ________
/{DEATH ANCHOR}\/{ZODA}\/{13}\/{1620kg}\_____________________
-------------------------------------------------------------\
\{BODY: E}/\{BOOST: A}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Death Anchor is a give or take vehicle to me personally, |
as there are tons of other vehicles that I would recommend   |
over it, however, there are a lot of folks that are major    |
fans of the Death Anchor, as well as its pilot, Zoda. Some of|
these fans include the developers themselves, as they tend to|
use this vehicle in the Staff Ghosts (see Staff Ghosts       |
section for more details on the Staff Ghosts), and I can see |
why they do--after all, the Death Anchor has one of the best |
boosters in the entire game. Once again, to me, if you want  |
a truly awesome booster, though, you need the body armor to  |
back it up in defense. There is nothing more deadly than a   |
rock solid booster/armor duo out there in the heat of the    |
battle. While I, personally, am a body/grip player, the old  |
body/booster players are amongst the best in the game. You   |
can purchase the Death Anchor in the F-Zero shop for 08      |
tickets.                                                     |
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_____________  ____________  ____  ________
/{ASTRO ROBIN}\/{JACK LEVIN}\/{14}\/{1050kg}\________________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: D}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Ahhhh, my personal favorite! Despite the overly giddy and    |
sometimes annoying pilot for the Astro Robin, Jack Levin,    |
this vehicle is highly tuned towards the driver that has the |
need for Max Speed instead of acceleration. The Astro Robin  |
is the type of vehicle that cannot make rough, jerky turns in|
comparison to the smooth, dead-ahead sailing, yet it can     |
make the kind of turns that are full-on in such stages as    |
Sand Ocean [Surface Slide], and Lightning [Loop Cross]. Not  |
to mention the vehicle is the perfect zoomer to use in stages|
such as Sand Ocean [Lateral Shift], where sudden turns are   |
in need of being made in alignment of lining your vehicle up |
in the center of the road without falling overboard. An      |
awesome pick-up of a mere 08 Tickets in the F-Zero Shop, so  |
go out and buy it already!                                   |
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__________  _________  ____  ________
/{BIG FANG}\/{BIO REX}\/{15}\/{1520kg}\______________________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: D}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Sharing the same stats as Astro Robin, yet quite a weight    |
difference in comparison. Some would argue that this makes   |
Bio Rex to be quite better than the Astro Robin, which is all|
based upon preference, I suppose. Regardless, he is the      |
perfect weight for a car with his stats, as Iron Tiger simply|
feels too heavy now, and the Big Fang is in between the Iron |
Tiger and the Astro Robin in weight. This means that the     |
grip on the vehicle is both great for staying on courses with|
no walls to keep you on, as well as the fact that you can    |
make sharp turns with ease. This is one of the best all-     |
-around vehicles in the game. You can purchase it in the F-  |
-Zero shop for 08 Tickets.                                   |
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_______________  ___________  ____  ________
/{SONIC PHANTOM}\/{THE SKULL}\/{16}\/{1010kg}\_______________
-------------------------------------------------------------\
\{BODY: C}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Sonic Phantom was one of the last unlockable vehicles in |
F-Zero X, and was one of the very first that I unlocked in   |
F-Zero GX. For some reason, despite the crappy statistics, it|
always seems to do wonderfully good in the Grand Prix modes, |
so I guess the old saying of "statistics simply alter the    |
machine, not make it worse" is true. Of course, the great    |
boost keeps it up there in the Grand Prix ranks, and not to  |
mention that the body is not as terrible as most bodies with |
great boosts are. The Sonic Phantom is among the best        |
vehicles in the game for the Mute City [Serial Gaps] stage   |
that everyone constantly has trouble with. You can buy Sonic |
Phantom for 10 Tickets in the F-Zero Shop, so go do so, if   |
you're having trouble on that course or something of the     |
like.                                                        |
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_______________  ________________  ____  ________
/{GREEN PANTHER}\/{ANTONIO GUSTER}\/{17}\/{2060kg}\__________
-------------------------------------------------------------\
\{BODY: A}/\{BOOST: B}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Green Panther is a very tough vehicle, and has a nearly  |
perfect body on the ship, seriously. Out of all of the       |
vehicles in the game, I have the most trouble with destroying|
the Green Panther in the Grand Prix. Regardless, his grip is |
very bad, and while his boost is pretty good, it is tough to |
get a straightaway path without zig-zagging from side to side|
constantly. Even so, the Green Panther is one of the         |
computer AI's favorite characters, and while I do not fancy  |
the vehicle personally, I do think that you would enjoy the  |
little bugger. You can buy the Green Panther in the F-Zero   |
Shop for 07 Tickets.                                         |
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_______________  __________  ____  ________
/{HYPER SPEEDER}\/{BEASTMAN}\/{18}\/{1460kg}\________________
-------------------------------------------------------------\
\{BODY: C}/\{BOOST: C}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Despite the highly lackluster-to-average statistics on the   |
Hyper Speeder, many fans, as well as readers, have a strong  |
point when playing with the vehicle--in fact, it is a huge   |
fan favorite. I guess it has to do with all of those snaking |
freaks out there that do that kind of stuff every second of  |
a course. Regardless, I also believe that the Hyper Speeder  |
is a pretty good vehicle, as the grip is amazing, and the    |
boost blends well with the grip. If you run into a lot of    |
walls, try Super Piranha instead, but if you are slightly    |
more advanced, I suggest trying this one. For your           |
information, Dr. Clash (the pilot to the Crazy Bear) built   |
the Hyper Speeder, as well. The relationship between the two |
pilots is unknown at this time. You can purchase the Hyper   |
Speeder in the F-Zero Shop for 10 Tickets, and do trust me,  |
it is well worth it.                                         |
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______________  ______  ____  _______
/{SPACE ANGLER}\/{LEON}\/{19}\/{910kg}\______________________
-------------------------------------------------------------\
\{BODY: C}/\{BOOST: C}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Poor old Leon and his Space Angler. If you are familiar with |
wrestling terms from the early 1980s, you would know the term|
"Jobber," which means a person that intentionally loses a    |
match to make the bigger stars look stronger. And no, I'm not|
a new age wrestling fan, so don't bother me in e-mail with   |
all of that "Triple H" hoopla. Anyways, if wrestling terms   |
apply, the Space Angler is the biggest jobber in the entire  |
game, which is sad, because his vehicle is decent, yet the   |
computer AI is so terrible when using him. As a human        |
controlled character, the Space Angler can be highly         |
effective, much like the Hyper Speeder, only lighter in      |
weight. The best stage for the Space Angler is likely the    |
Phantom Road [Slim-Line Slits] stage in Diamond Cup, where I |
have had the most success using him. He is an above average  |
vehicle that a lot of players will take kindly to. You can   |
purchase the Space Angler in the F-Zero Shop for 10 Tickets. |
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_____________  _____________  ____  _______
/{KING METEOR}\/{SUPER ARROW}\/{20}\/{860kg}\________________
-------------------------------------------------------------\
\{BODY: E}/\{BOOST: B}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The King Meteor is a very light weight vehicle, which isn't  |
very King-like at all, is it? In fact, it weighs LESS than   |
the Queen Meteor vehicle, which is his wife's. Between the   |
two very similar vehicles, the King Meteor has a lot better  |
grip on the straightaway roads opposed to his wife's machine,|
but his overall turning abilities hamper in comparison. But  |
still, the King Meteor, in my opinion, is the better vehicle |
of the two that have the same statistics, because while the  |
Queen Meteor is heavier, it scatters all over the place      |
during the easiest of courses, and is like suicide on courses|
with small paths, such as Aeropolis [Dragon Slope]. You can  |
buy the King Meteor in the F-Zero Shop for 12 Tickets, which |
is costly for a below average vehicle.                       |
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______________  ____________  ____  ________
/{QUEEN METEOR}\/{MRS. ARROW}\/{21}\/{1140kg}\_______________
-------------------------------------------------------------\
\{BODY: E}/\{BOOST: B}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Queen Meteor has the same exact statistics as the King   |
Meteor, besides the whole weight difference and all. However,|
the funny part about it all is the fact that, despite having |
nearly the same exact machine, the Queen Meteor handles a lot|
differently than the King Meteor does, and I do not mean that|
in a good way. In my honest opinion, the Queen Meteor is one |
of the worst vehicles in the competition, as it cannot stay  |
still when riding along smooth surfaces, which makes for a   |
brutally challenging time when trying to glide straight ahead|
in stages such as Aeropolis [Dragon Slope] with your B rated |
booster, only to run into several walls. However, her turning|
abilities save her poor vehicle from total abomination, as   |
they are amongst the most precise in the entire game. You can|
purchase the Queen Meteor for 12 Tickets in the F-Zero Shop  |
and try it for yourself. Please no hate mail for the         |
statements above, as they are MY opinions. Thank you.        |
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

______________  _______________  ____  _______
/{TWIN NORITTA}\/{GOMAR & SHIOH}\/{22}\/{780kg}\_____________
-------------------------------------------------------------\
\{BODY: E}/\{BOOST: A}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
You know what is sort of funny? Despite having lackluster    |
statistics, the computer AI OWNS ASS with this machine. Sort |
of ironic, given their storyline (check the driver profiles  |
section for more information regarding them). The Twin       |
Noritta is the lightest vehicle in the game, so I do not     |
really recommend driving over to a tough track on the        |
handling, considering light weight vehicles tend to fly all  |
over the place. But all in all, the Twin Noritta is a solid  |
vehicle that I believe everyone can appreciate in their own  |
little way. This ranks up there with Black Bull and Queen    |
Meteor in the "Computer AI Destroying User Players In Ranks" |
department, as the computer tends to rock with this machine. |
Just try not to get hit very frequently. You can buy it in   |
The F-Zero Shop for 12 Tickets.                              |
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_______________  ________________  ____  ________
/{NIGHT THUNDER}\/{SILVER NEELSEN}\/{23}\/{1530kg}\__________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: A}/\{GRIP: E}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Woooohoooooooo!! Boy, doesn't Silver Neelsen look like Willie|
Nelson? He also controls like Willie Nelson after he drinks  |
himself silly over his tax problems. Seriously, if you ever  |
needed a reason NOT to drive drunk, just play as Night       |
Thunder and you will see how you will handle under such      |
situations. Old Silver is looking for a title out of all of  |
those years that he has been racing, and this vehicle still  |
has a bit of gas in it. Despite the fluke controls, the car  |
is a dream in the boosting category, and while it may sound  |
odd, the crappy grip and the awesome booster work wonders    |
together here, making this the ultimate vehicle for the      |
players that enjoy coming up from behind and snatching the   |
lead. Night Thunder is awesome on stages such as Casino      |
Palace [Double Branches], and can be purchased for 10 Tickets|
in the F-Zero Shop.                                          |
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___________  _______________  ____  ________
/{WILD BOAR}\/{MICHAEL CHAIN}\/{24}\/{2110kg}\_______________
-------------------------------------------------------------\
\{BODY: A}/\{BOOST: C}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Now, if you want to mention a vehicle that I am absolutely   |
terrible with, you want to mention the Wild Boar. I'm the    |
type of player that enjoys lighter weight vehicles with great|
grip, and this is the exact opposite of that. If you want a  |
vehicle that will fall off of Lightning [Half Pipe] every    |
five seconds if you do not know what you are doing, look no  |
further. But, just because I am god-awful with him does not  |
mean that this vehicle is a complete waste---in fact, most   |
players are huge fans of the Wild Boar, and conquer the most |
difficult cups in Master class. With the wide fanfare aside, |
I would still recommend Wild Boar to all players, especially |
new ones that have yet to decide for a vehicle to call their |
own. You can purchase the Wild Boar in the F-Zero Shop for 07|
Tickets.                                                     |
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____________  ______________  ____  ________
/{BLOOD HAWK}\/{BLOOD FALCON}\/{25}\/{1170kg}\_______________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: A}/\{GRIP: E}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Blood Hawk scores in with the same exact statistics of   |
the Night Thunder, only even worse grip when actually playing|
which means that this vehicle officially has the worst grip  |
in the game! That means that, if you are great with vehicles |
that have sucky handling, you will instantly fall in love    |
with the Blood Hawk and its cloned driver, Blood Falcon. You |
will feel as if you are going to vomit as you cruise down a  |
track such as Green Plant [Spiral] and zoom every which way  |
but loose. While the bad grip is no excuse, the great booster|
nearly makes up for it alone. The Blood Hawk is your typical |
vehicle that leaves little to be desired, but worth trying.  |
You can purchase it for 10 Tickets in the F-Zero Shop.       |
-------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________  _____________  ____  _______
/{WONDER WASP}\/{JOHN TANAKA}\/{26}\/{990kg}\________________
-------------------------------------------------------------\
\{BODY: D}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Okay, I think I can officially say this: Wonder Wasp is the  |
stupidest name I have ever heard for an F-Zero machine.      |
Period. No arguing it. Well, okay, Bunny Flash is also lame, |
but Wonder Wasp deserves an award for being really stupid.   |
The actual vehicle itself, however, is fairly average. The   |
lackluster grip and armor can really take a toll on the poor |
vehicle, since they do not blend well together (go out of    |
control because of the grip, hit a wall and lose a big chunk |
of health because of the armor), but if you can handle the   |
challenge, sit back and boost like crazy! Just don't get hit,|
or else you might go "Kaboom!" You can purchase the Wonder   |
Wasp in the F-Zero Shop for 08 Tickets.                      |
-------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

________________  ______  ____  _______
/{MIGHTY TYPHOON}\/{DRAQ}\/{27}\/{950kg}\____________________
-------------------------------------------------------------\
\{BODY: C}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Despite the Mighty Typhoon and Mighty Hurricane being        |
brother/sister vehicles, they are both VERY different in the |
statistics department. While the Mighty Hurricane is a huge  |
freak when it comes to being a leveled booster/grip machine, |
the Mighty Typhoon is the ultimate boosting monster! Of      |
course, the bad grip cannot help the booster to complement it|
that much, it is still a welcome addition to the vehicle     |
roster, if you ask me. If you are looking for a lightweight  |
challenge, try the Mighty Typhoon is a cup such as the       |
Diamond Cup, where there are a lot of hazard zones. I would  |
give the Mighty Typhoon an average grade, and is the "sister"|
vehicle to the Mighty Hurricane. No offense, ladies, as it is|
a common term. If it were up to me, it would be the men are  |
the weaker of the two sexes. You can purchase the Mighty     |
Typhoon in the F-Zero Shop for 10 Tickets.                   |
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__________________  ______________  ____  ________
/{MIGHTY HURRICANE}\/{ROGER BUSTER}\/{28}\/{1780kg}\_________
-------------------------------------------------------------\
\{BODY: E}/\{BOOST: B}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Mighty Hurricane is the brother of the Mighty Typhoon, as|
they were both abandoned vehicles that two deliverymen used  |
in the F-Zero Grand Prix. The Mighty Hurricane is a huge fan |
favorite amongst F-Zero GX players, and there is no question |
as to why. The Mighty Hurricane, simply put, is a very good  |
vehicle that is a must purchase for veteran players, as new  |
players may have a little trouble not hitting the walls. And |
because the Mighty Hurricane has terrible armor, running into|
walls is not a good idea. The Mighty Hurricane does best in  |
stages like Cosmo Terminal [Trident], and even stages like   |
Big Blue [Ordeal]. You can purchase the Mighty Hurricane in  |
the F-Zero Shop for 10 Tickets.                              |
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____________  ___________  ____  ________
/{CRAZY BEAR}\/{DR. CLASH}\/{29}\/{2220kg}\__________________
-------------------------------------------------------------\
\{BODY: A}/\{BOOST: B}/\{GRIP: E}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The pilot to the Crazy Bear, Dr. Clash, is a complete mystery|
according to the instruction manual and such, so I will go   |
straight to the vehicle information... well, before I do     |
that, what ever happened to the smiley face that was on the  |
front of the Crazy Bear in F-Zero X on the Nintendo 64,      |
anyway? It is no longer there! It disappeared without a trace|
or something! Anyways, the Crazy Bear's body is, quite       |
possibly, the best in the entire game, due to the thick      |
structure of the vehicle and such. And need I mention that   |
the excellent booster complements the nearly perfect body of |
the vehicle so well that it automatically makes the Crazy    |
Bear an instant keeper in your collect? It's true. Despite   |
the faulty, "E" graded Grip, I believe that several players  |
can easily overlook the bad grip and take the great booster  |
and the great body. You can purchase the Crazy Bear in the   |
shop for 07 Tickets, which is a steal.                       |
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____________  ______________  ____  ________
/{BLACK BULL}\/{BLACK SHADOW}\/{30}\/{2340kg}\_______________
-------------------------------------------------------------\
\{BODY: A}/\{BOOST: E}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Black Bull is the most feared vehicle amongst the other  |
F-Zero pilots... well, until Dark Schneider in unlocked,     |
anyway. Regardless, the computer AI for the Black Bull is    |
better than any other AI in the game, winning or finishing   |
second only to you in 88% of the Grand Prix competitions. You|
can easily see why, as well, considering it is THE key car   |
for those learning for to snake (see the FAQ section for more|
on the snaking technique), not to mention its awesome grip,  |
heavy weight, and near perfect body armor. While the booster |
is terrible, the computer never needs it with the snaking    |
technique under its belt. You can purchase the Black Bull for|
10 Tickets in the F-Zero Shop, which is a complete steal,    |
since it is one of the best vehicles in the entire game.     |
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___________  ___________  ____  ________
/{FAT SHARK}\/{DON GENIE}\/{31}\/{2490kg}\___________________
-------------------------------------------------------------\
\{BODY: A}/\{BOOST: B}/\{GRIP: E}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Fat Shark can be      |
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 4 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. Let me just come out and state   |
this: The Fat Shark is one of the most unique vehicles in the|
entire game with the way that it plays. It not only feels    |
completely different than all of the rest of the vehicles,   |
but the top speed on this baby is flat out awesome. I'm not  |
one for heavy vehicles with no grip, and I pretty much suck  |
with the Fat Shark, but this, when used properly, could be   |
the most devastating vehicle in the entire game, hence why   |
the computer AI is so high with this vehicle. The turns are  |
slower than a turtle getting across a highway, even when     |
using the L and R Triggers. For jerky stages, the Fat Shark  |
is complete suicide, but on stages such as Mute City [Sonic  |
Oval], it gets absolutely no better than this one.           |
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________________  __________  ____  _______
/{COSMIC DOLPHIN}\/{DIGI-BOY}\/{32}\/{900kg}\________________
-------------------------------------------------------------\
\{BODY: E}/\{BOOST: A}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Cosmic Dolphin can be |
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 5 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. Considering the tough mission    |
that you unlock this ship from, I was honestly expecting     |
something a little bit better (Groovy Taxi, maybe), but I    |
guess I can make do with the Cosmic Dolphin. It is not that  |
the vehicle is that bad, as it is pretty mediocre, but a lot |
of gamers were very angry that this was the reward from the  |
very tough Chapter 5 on Very Hard. Oh well. This machine is  |
actually fairly decent if you actually give it a try once in |
a while, and I must say that it is one of the best vehicles  |
to use on Outer Space [Meteor Stream], as well as the Port   |
Town [Long Pipe] stage. Despite the shape of the vehicle     |
looking like the shape of the male genitalia, do not cast    |
this vehicle as the worst of the AX machines, as that one    |
likely goes to the Silver Rat.                               |
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____________  __________  ____  _______
/{SILVER RAT}\/{DAIGOROH}\/{35}\/{880kg}\____________________
-------------------------------------------------------------\
\{BODY: D}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Silver Rat can be     |
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 6 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. Since that is out of the way, let|
me say that the Silver Rat is a very funny vehicle. It is    |
very little in stature, to the point that it sort of looks   |
like an RC car. Sounds crazy, I know. Being so light in      |
weight, the Silver Rat goes very slow when mixed in with the |
tiny body of the vehicle (but then again, a little kid IS    |
driving it, keep in mind). However, once you get your booster|
kicked into gear after that deadly first lap, the competition|
should watch out, as your top speed is VERY high. A double   |
edged sword is what this vehicle is, so be very warned. Also,|
the grip isn't as bad as the ratings say. When playing       |
through Sapphire Cup on Master, I only went out of control   |
twice. The grip is more like an average C.                   |
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____________  _________  ____  ________
/{SPARK MOON}\/{PRINCIA}\/{36}\/{1620kg}\____________________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: C}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Spark Moon can be     |
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 2 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. And yes, I realize that I am     |
using the same speech over and over again at the beginning   |
of the AX vehicle descriptions, so sue me. It needs to be    |
said. With that out of the way, let me state that THIS IS THE|
COOLEST LOOKING VEHICLE EVER! There is no way to even        |
describe how this thing looks, as you simply have to see it  |
for yourself. It is also quite dandy as an overall vehicle,  |
too, and my second favorite of the AX vehicles only to the   |
Rolling Turtle. The grip works very well with the weight of  |
the vehicle, and the body armor is highly solid on those     |
tough courses like Sand Ocean [Lateral Shift]. The easiest   |
to unlock of the AX vehicles, and one of the very best! Need |
I say more?                                                  |
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________________  _____  ____  _______
/{ROLLING TURTLE}\/{QQQ}\/{39}\/{999kg}\_____________________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: D}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Rolling Turtle can be |
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 3 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. Now that we have that out of the |
way, it is safe to say that the Rolling Turtle is one really |
awesome looking machine, and the pilot is cute, to boot. Hey,|
I just made a rhyme! Whee! Anyways, the Rolling Turtle is one|
of my favorite vehicles in the game, as it is lightweight and|
the grip in unmatched by any vehicle I have played in yet.   |
The Rolling Turtle is the ideal vehicle for courses like Big |
Blue [Drift Highway], which so many people have trouble with.|
The Rolling Turtle is also excellent of courses like Mute    |
City [Serial Gaps], another one that players have a ton of   |
problems with. It should be noted that the Rolling Turtle is |
one of two vehicles in the entire game whose weight ends with|
a number other than zero, the second being Bunny Flash.      |
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_________________  _________  ____  ________
/{RAINBOW PHOENIX}\/{PHOENIX}\/{40}\/{1080kg}\_______________
-------------------------------------------------------------\
\{BODY: B}/\{BOOST: B}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Rainbow Phoenix can be|
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 1 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. Okay, with that out of the way,  |
let me state that you should not let these statistics fool   |
you. The grip on this vehicle is brilliant due to the shape  |
of the body, and all of the statistics work well together in |
creating one hell of a ride. The Rainbow Phoenix is best used|
in stages such as Port Town [Aero Dive], as it showcases the |
light turns that it can make. Even though the vehicle is     |
little over 1000kg, it feels heavier due to the balanced     |
frame of the body. For those taking notes, when you fly off  |
of a course to another level of the course, the wings on the |
vehicle will spread out to soar, making this one of the      |
cooler vehicles in the entire game.                          |
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::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::     SECTION IV.   -  DRIVER PROFILES     :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


Here is where you can find a list of all of the pilots, and their
stories (or lack thereof). Thanks to the instruction manual, as well as
the in-game profiles, for most of this information.


_____________________
---------------------\
----ANTONIO GUSTER----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Antonio Guster has absolutely no relationship with the very cool college
band Guster, whose music you should definitely check out. Back on topic,
Antonio Guster is dressed up in a laboratory trench coat and a pilot's
helmet, which look very awkward together, as you can probably imagine.
Antonio Guster used to work for Samurai Goroh as his right-hand man,
until Samurai Goroh betrayed Guster, and shipped him off with the
Galactic Space Allies. Now a solo bad guy, Antonio Guster now seeks out
Samurai Goroh for revenge, and possibly steal his trophies along the
way! See what true friends are for? Backstabbing you. So go and beat up
your best friend before s/he turns you in to the poh-poh.
-----------------------------------------------------------------------/
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_____________________
---------------------\
---------BABA---------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Ooooookay. That is all I really have to say about Baba. Oh, and "What
happened?" as well. With all due respect to those that swing both ways,
as well as the ones that swing the opposite way, Baba was a complete bad
ass in F-Zero X, as was his Iron Tiger machine. One of the best
characters in the game, in fact. Now he seems as if he is a raver that
is confused about his sexuality (which is fine and dandy by me, as I
love everybody, but where was the transition to all of this?). He has a
lisp that would make Richard Simmons to the shimmy, and, dare I say it,
dances like a woman from the disco era. However, his voice acting is
amongst the funniest in the entire game, and I must say that I have
beaten the game more than twice just to hear all of his different
speeches. Marvelous. Oh, and Baba comes from the planet Giant, and he
happens to be 19 years old, and is the Keyshawn Johnson of the F-Zero
Competition. You go girl!
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_____________________
---------------------\
-------BEASTMAN-------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
The Beastman is one of the sort of funny, yet really cool characters
that developed since the previous game in, well, character. No, I'm not
being sarcastic for once. If I wanted to be sarcastic, I would say that
he looks like a real beast with that stupid hat on. Beastman, 30 years
old, became an original Steve Irwin after encountering a gigantic
crocodile on the planet White in the galaxy, and took quite a hit from
it all. After he was proclaimed a survivor of the animal attack, he made
the choice of protecting people from such deadly beasts in the future.
What a courageous man. Or beast. Whatever. The reason he wears that
goofy hat has to do with the fact that he is shy. Poor fella. After he
entered the F-Zero competition, he met up with Bio Rex, and sort of
figured out that Bio Rex was wishing to cause destruction. He has vowed
to keep a close watch on Bio Rex's actions in the Grand Prix, and win
all the while.
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_____________________
---------------------\
---------BILLY--------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Ooh ooh! Aah Aah! Billy is a big old human-ish monkey that is wanting to
take over the world and make Marky Mark miss his Funky Bunch. Okay,
enough joking around. Billy, at the tender young age of 7, is the
descendant of the very first monkey in outer space. Oh, how ironic that
he is a racer in a competition that takes place all around the galaxy!
For some strange reason (genetics, possibly?), Billy is an exceptional
pilot, despite his lack of control on the fighting field, his speed is
stellar, as well as the body of his machine, and being a DIRTY APE, he
wants to TAKE OVER THE WORLD AND DESTROY THE HUMAN RACE!!! Actually,
that is my paranoia talking... psst, don't look at the monkey. He can
read your mind just by simply looking at you, I say...
-----------------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________
---------------------\
--------BIO REX-------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Oh yes! Well, what would a futuristic racer be without a big ol'
dinosaur behind one of the steering wheels? Not much of a futuristic
racer, I'd say! After all, we all know that dinosaurs will be pilots of
floating vehicles in the near future. Bio Rex, despite only being 9
years old, is highly intelligent to the point that he speaks English
quite well (or Japanese, if you have the import version---hey! He is bi-
lingual!), and he is also one of the better pilots in the circuit this
time around, as well as last time around. He initially entered the Grand
Prix to defeat humans, however, he has quite the big appetite, and will
now run the humans off of the tracks, and eat their flesh. Bon appetite,
Rex!
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_____________________
---------------------\
-----BLACK SHADOW-----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Black Shadow is the main bad guy in the game, overall, even over
Deathborn. Black Shadow is the pilot to the Black Bull, which just so
happens to be the vehicle that constantly destroys every other vehicle
in the Grand Prix when controlled by the computer AI. Black Shadow is
the arch rival of Captain Falcon (pilot of the Blue Falcon), and is out
to not only beat the Blue Falcon in the Grand Prix, but even go as far
to KILL Captain Falcon off of the tracks by planting bombs on his
vehicles and such. Thirsty for blood, it is your job to hunt down and
destroy Black Shadow in the Story Mode, before he can destroy you, young
trooper. Oh, and he looks a lot like Batman on the racing screen "Top 6"
lineup.
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________
---------------------\
-----BLOOD FALCON-----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
The Blood Falcon is, basically, an identical clone of Captain Falcon.
Using Captain Falcon's DNA (which was stolen when Captain Falcon was
hospitalized in the gigantic accident in the Grand Prix that Pico, the
pilot of the Wild Goose, caused), Black Shadow made an evil clone of the
wussy Captain and named it the Blood Falcon. It looks just like Captain
Falcon, only it wears purple on red instead of the usual colors. Oh, and
the Blood Falcon is also 37 years old, obviously, and constantly under
the controlling hand of Black Shadow. What a big meanie face!
Technically, despite his age, Blood Falcon is only four years old.
-----------------------------------------------------------------------/
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_____________________
---------------------\
----CAPTAIN FALCON----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Captain Falcon is the "love or hate" pilot of the most popular vehicle
in the F-Zero competition's history, the Blue Falcon. Captain Falcon has
many enemies amongst the competitors, being that he is the clichéd
bounty hunting good guy that will string in bad guys by the ton,
especially the likes of Samurai Goroh. Also, if you are playing in the
Story Mode of the game, you will have to play as Captain Falcon
throughout, with no other option to play as a different racer. Hell, not
even a different color of the Blue Falcon. Just blue! Regardless, the
game's story revolves around Captain Falcon putting an end to the reign
of Black Shadow, who is the driver of the Black Bull. Captain Falcon is
at the ripe age of 37 years, and his hometown is Port Town. Good luck,
young pilot!
-----------------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________
---------------------\
-------DAIGOROH-------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Daigoroh IS related to Samurai Goroh, so before you even click that
"Send" button on your e-mail preferences, that has now be answered. He
is the father to Daigoroh, who is considered a spoiled brat amongst all
of the other kids with a single parent. Gee, I wonder why Samurai Goroh
is single? After all, just look at those rock hard abs. Like I'm one to
talk... Anyways, Daigoroh is constantly boasting about his father's
accomplishments in every one of his classes, and often picks on all of
the school kids because of it. Being an only child spoiled brat (much
like myself), Daigoroh wanted to become an F-Zero Grand Prix competitor,
and his father granted his wishes. After all, like father, like son.
Daigoroh hopes to defeat Captain Falcon to make his papa proud, and who
can blame him? Earning the respect of Samurai Goroh is seemingly tough
to do. Before you ask, Daigoroh is the pilot to the Silver Rat, which
can be unlocked in the arcades, or at home, for that matter. Look at the
Vehicle Information section for more information regarding unlocking
Daigoroh and his Silver Rat vehicle, which looks like an RC car or
something of that nature.
-----------------------------------------------------------------------/
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_____________________
---------------------\
------DEATHBORN-------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Deathborn is the lone secret driver that is an F-Zero GX original (and
not an F-Zero AX original) in the game, and can be unlocked in the shop
for 20 tickets for defeating all of Story Mode on Normal (default). So
now that we have that question out of the way, exactly who, or what, is
Deathborn? Well, Deathborn is an immortal that was once a man, and
managed to escape death's grip several times, but at a cost. Deathborn
lost quite a few limbs, and replaced them with robotic limbs that now,
in essence, make him immortal. Hmm, you would think that his heart would
just eventually stop ticking or something. Anyways, along with being the
coolest looking pilot in the game, Deathborn can also teleport to any
place at any time due to a system that was implanted into his new body,
and is feared by all (including Black Shadow), considering he launches
his opponents into the oblivion of endless space to float in existence
until they die. Is that sanitary? Regardless, the bottom line is that
Deathborn is, indeed, one bad Joe Mama, and not to be messed with in the
slightest bit.
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_____________________
---------------------\
-------DIGI-BOY-------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Okay, let's face it: Digi-Boy is a major weenie. I don't believe that
anyone even LIKES Digi-Boy, much less gives a crap about him. He pilots
a vehicle that is hated by many with the Cosmic Dolphin, and even more
people hate him in general to the point that I almost feel sorry for
him, but then I realize that it would be stupid to feel sorry for a
video game character. Digi-Boy is an 8 year old loser whose real name is
Terry Getter. The reason he is named Digi-Boy to begin with is the fact
that he is a genius with computers and such, hence why he has entered
the Grand Prix event. By doing research, he has developed paths that
will easily win every race from his competition... that is, until Black
Shadow rams his vehicle off of the track and he explodes. Okay, you have
to admit, THAT was a funny thought.
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_____________________
---------------------\
-------DON GENIE------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Don Genie is a really, really fat man, hence why he pilots the Fat
Shark. And don't e-mail me complaining about me making fat people jokes,
as I am a hefty load myself. Anyways, Don Genie, as you could probably
guess from the name alone, is a huge mobster that is involved with many
illegal activities, including trading illegal weapons and energy
resources. This old 65 year old man has entered the F-Zero Grand Prix to
likely win a hell of a lot of money by having his "boys" gamble on the
races. He is deeply involved with the highly evil madman, Black Shadow,
and rumor has it that they are conspiring with one another to set
something nasty up in this race. The plot thickens... Oh, and apparently
by the flashing attire, ol' man Genie is a trillionaire (I'm assuming
"trillionaire," as currency has likely boosted in the game), as he bails
himself out of trouble every time he seems to find himself in it. Only
time will tell what he and Black Shadow are up to...
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_____________________
---------------------\
-------DR. CLASH------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
The cute genius, Dr. Clash, likes to drive a big box. Well, at least
that is what his vehicle, the Crazy Bear, looks like. Whatever happened
to the smiley face on the front of the Crazy Bear that was in F-Zero X,
anyway? Regardless, Dr. Clash invented this vehicle, along with
Beastman's Hyper Speeder. He is 55 years of age, and he is also an
engineer, which you probably guessed, considering he built two machines
for the Grand Prix. Is he a villain? The name suggests so, however,
considering the fact that he built Beastman's (who is a good guy)
vehicle, everything else points to "No." I guess it is up to you to
decide, considering Nintendo never really gave any solid information
regarding Dr. Clash, except he is an old guy that has always wanted to
race in the Grand Prix, and now finally can. I'd say "good guy," though.
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_____________________
---------------------\
-----DR. STEWART------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Dr. Robert "Bobby" Stewart is one of the original four pilots from the
original masterpiece, F-Zero, and he pilots the Golden Fox in every game
that it has appeared in. Not sure about Super Smash Bros. Melee, though,
considering it WAS in the background and all. Oh well. Anyways, Dr.
Stewart is an actual doctor, not some George Clooney wannabe that likes
to "play doctors" with a different chick every weekend or something. In
fact, there was an incident four years ago in an F-Zero Grand Prix
competition that was caused by Pico, the driver of the Wild Goose, and
Dr. Stewart used his body mechanic skills to save a few lives here and
there. What a nice guy. Without him, lots of crappy pilots would be
dead. Thanks a lot, Dr. Stewart! Oh yeah, he is 42 years of age, and he
became an F-Zero pilot after his father's death. Go make your papa
proud, Bobby.
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_____________________
---------------------\
---------DRAQ---------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Draq is one of the biggest F-Zero Grand Prix fans in the entire galaxy,
as he has been known to attend an event or two. His biggest dream in
life was to be able to pilot an F-Zero machine through the Grand Prix,
if only once, and his dream came true. At the age of 137, Draq worked at
a cargo shipment facility with Roger Buster, and one day, they found two
respective machines: The Mighty Typhoon and the Mighty Hurricane. There
were no registration papers included with the machines, so Draq
convinced Roger that if they entered the F-Zero competition, the
rightful owners would step up and claim their vehicles. Well, that never
happened, so they enter again this year in hopes of winning. If Draq
wins, and the owners step up, he will use his prize money to buy a new
F-Zero racer of his very own.
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_____________________
---------------------\
-----GOMAR & SHIOH----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
If you are one of the many people on our great planet that has a phobia
of midgets/dwarfs/small people in general, I do not recommend that you
take a look at Gomar of the duo, as he is very tiny in stature. Not only
do they look like big blobs of raw sewage that are dressed up in bad
pimp outfits, but they also dance like complete idiots. Easily, these
two co-pilots are the scariest looking drivers of the entire bunch. Both
at the age of 102 years, Gomar and Shioh come from the planet Huckmine,
and are of the species Furikake. As soon as they were born, it was their
custom to find a partner and do everything together until the day that
they die. Sounds like a religious cult. So, they paired up together, and
it is basically a "Smart/Dumb" couple. Gomar (the scary short one) is
the highly intelligent of the two, while Shioh is the lanky moron of the
two. This will likely be their last F-Zero Grand Prix, as they will both
be getting married to their respective loves, and must part from one
another. How touching! But Gomar is still creeping me out, big time.
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_____________________
---------------------\
------JACK LEVIN------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Eww girl, Eww! Even spicier than my boys from Three Times One Minus One,
Jack Levin is one of the galaxy's brightest and youngest pop stars that
there are, so Justin Timberlake, rock your ass on out of here! Jack
Levin has decided to ditch his singing career in order to pick up a race
car and zoom on out on those tracks! While all of the rebel, pro-punk "I
hate anything of culture despite being a part of the culture myself"
fanboys are wishing Jack would crash into a wall and blow up, Jack's
fans are supporting his decision to become an F-Zero pilot. Ahhh, I can
see all of the teenieboppers of this 19 year old pop sensation at a Port
Town Platters baseball game, saying "OMGGG HE JUZT TUCHD 3TH BASS
OMGGG!!!" while screaming and jumping up and down, can't you?
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_____________________
---------------------\
----JAMES McCLOUD-----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Now, I bet if you are reading this section, it is regarding lovely old
Mr. James McCloud, and his relation to Fox McCloud, the wily, furry
pilot in the Star Fox series. James McCloud, in the Star Fox series, was
Fox McCloud's father. Is there any relation to the two in the F-Zero
series? Not really, despite the fact that his name is James McCloud, and
he pilots a moderated Arwing from the Star Fox series. Personally, I
believe that Nintendo did this to just mess with you people, as they
knew there would be a million and four different conspiracies on the
subject at hand. And yes, I know that the storylines really push towards
the two of them being related, even a mention about his "young son" and
how he is a pilot to the air fighter that he has moderated for the Grand
Prix. In other information regarding the pilot, he is 32 years of age.
Just remember folks, Nintendo is likely screwing with your head. After
all, my grandfather was named Frank McCutcheon, but it doesn't mean his
eyes and tongue were removed in surgery, ala Twisted Metal Black. Of
course, your theories are always welcome, and will be placed in this
tiny section.
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_____________________
---------------------\
-----JODY SUMMER------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Jody Summer, to be frank, is a drop-dead knockout of a lady. She is not
only a former model (and has soothing Profile Screen music), but a
highly regarded F-Zero pilot by her peers, to boot. At the tender age of
25 years, she is one of the upcoming pilots in the F-Zero competition,
and one of the most talented young drivers in the entire F-Zero
competition, which is quite remarkable. She is a pilot for the Galactic
Space Federation, as well as the spokesperson for the Federation under
these circumstances. She did not come out as the victor of the last
Grand Prix event, but everyone kissed her ass for it, anyway,
considering she is a good looking female. A true natural talent against
all of the competitors in the competition.
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_____________________
---------------------\
------JOHN TANAKA-----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
John Tanaka, 31 years old, is the official mechanic of the Galactic
Space Federation, and resides at work in the same unit that accompanies
the lovely Jody Summer. Uh oh, guess who has a big crush on Miss
Sumnmers? If you guess John Tanaka, you would be correct. While he loves
the daylights out of the lady, he has entered the F-Zero competition to
protect his love. With a vehicle like that, he couldn't begin to protect
a house fly, much less a bodylicious babe. If he just so happens to win
the F-Zero Grand Prix, he is considering proposing to Jody Summers. Hey,
if all else fails, maybe his floating robot-thing will go out with him
wearing a wig, instead? Ever notice that when you attack White Cat in
the Grand Prix, John does absolutely nothing to stop you? Yeah, he
REALLY cares for her safety. I think he just wants to win the money and
put it into the stock market.
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_____________________
---------------------\
-------KATE ALEN------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
The lovely and beautiful Kate Alen is a "megastar" pop singer that
figures that her sales would increase through racing in the F-Zero Grand
Prix. Actually, she has entered the Grand Prix due to the fact that she
has wanted to become an F-Zero pilot ever since she began opening the
ceremonies with her renditions of several different songs of meaning.
Despite her thoughtless decision (how in the hell will she ever make a
lot of money in the F-Zero Grand Prix when Black Bull constantly wins?),
she is very passionate towards racing, something that a pop singer isn't
really known for. In fact, there are two pop stars in this game. Just go
over and read Jack Levin's profile for more information. Kate is 30
years old, and obviously female.
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_____________________
---------------------\
---------LEON---------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Good old Leon, the most under-appreciated pilot in the entire F-Zero
competition. Why is he, you ask? Because rarely does he ever finished
above the 25th place in the F-Zero GX Grand Prix. Poor little guy.
Anyways, Leon is from the planet Zou, and is a mere 16 years of age. His
home planet has been under war for quite some time, and he lost both of
his parents 12 years ago in that war. Leon is the great hope for the
planet of Zou, sort of like Kevin Garnett on the Timberwolves or
something. If Leon wins the Grand Prix (fat chance, unless you are
controlling him), he plans to get the children of his home planet out of
poverty. If I had a glass of wine, I'd raise a toast to the poor fellow,
but I am too cheap to buy wine for video game characters.
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_____________________
---------------------\
-----MICHAEL CHAIN----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Michael Chain is one of the four really evil bad guys in the game that
wants Captain Falcon's head on a platter, so much in fact that he sicks
his gang on you in the Story Mode. Michael Chain is the leader of a gang
(the Bloody Chain) that is quickly losing members over the galaxy, and
Michael must do something to revive his gang quickly before they
eventually disband. In other words, the elimination of Captain Falcon
would prove to be quite worthy of note amongst the bad guys in the
universe, and would automatically make the Bloody Chain the most feared,
elite group in the entire galaxy, possibly even over Deathborn himself.
And his henchmen are highly annoying.
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_____________________
---------------------\
----MIGHTY GAZELLE----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Okay, now, let me state that I am all for science fiction. Sure,
whatever, Star Wars is cool, and I can tolerate Star Trek to a degree,
as long as I do not have to watch a lot of episodes at once or anything.
But let me state that this characters story is really creeping me out,
man, and I'm not lying. Mighty Gazelle was once a real human that was 37
years old, but now he is a robot. This came to be in the massive vehicle
accident that Pico, driver of the Wild Goose, started four years ago. Of
all of the pilots, Mighty Gazelle took the worst damage of all. He
barely escaped the claws of death, but at a price: he was transformed
into a robot to continue living. Now, with no emotions in tact, he can
focus on racing 100% of the time, despite all of the protesters that
advise him to do otherwise. So now he is a lifeless robot instead of a
person. This sort of thing makes me paranoid... AHH!!!
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_____________________
---------------------\
-------MR. EAD--------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Ahhhh, good old Mr. EAD. One of the things that everyone pretty much
goes crazy over is the fact that Mr. EAD was developed by the EAD
development group, which was codename for the development team that did
F-Zero X on the Nintendo 64 (the greatest racing title ever made, might
I add), which truly comes as no surprise, considering he was IN F-Zero
X. I mean, come on guys, what is so shocking about that? Anyways... Mr.
EAD was developed by the EAD team, and is entering the F-Zero
competitions to develop a sense of intelligence, as the Grand Prix is
Mr. EAD's final test in artificial intelligence (AI) resources. Might I
add that my girlfriend Valerie, despite being about 600 pounds thinner
than Mr. EAD, still manages to dance very similar to him? Just food for
thought, really.
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_____________________
---------------------\
------MRS. ARROW------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Mrs. Arrow may look as if she is Jane Fonda from the 1980s, transported
into the future, but she is actually the wife to her loving husband and
superhero, Super Arrow. Super Arrow has a long standing feud with the
obscure character, Zoda, who seems as if he has a substance abuse
problem, if you know what I mean. And judging by the looks of those
muscles on Mrs. Arrow, I'd say that she does, to boot. Mrs. Arrow is 27
years old, and used to be a professional model before she became an F-
Zero pilot to assist her husband in capturing the wild crankhead, Zoda.
That is awfully selfish of him, making his wife help him in a dangerous
situation. He must not be a very good husband, and his superhero powers
must suck considerably, under the circumstances that still cannot
capture Zoda.
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_____________________
---------------------\
-------OCTOMAN--------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Octoman is the very sincere pilot to the Deep Claw that I believe we can
all agree to adore. While his voice acting is amongst the best in the
game (which is not saying much at all, considering he sounds as if he is
underwater), his character's look is quite frightful, yet this big half
octopus/half man creature is actually a big softie inside, once you get
to know him. At the tender age of 88 years old, Octoman comes from the
planet of Takora, which is under an intergalactic battle with the Milky
Way Space Federation. Octoman has entered the F-Zero competition to help
out the children of his species on Takora, in order to provide a future
for them. See what I am saying? 100% gentleman... Or should I say, 100%
gentleOCTOMAN? HO HO HO! So funny...
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_____________________
---------------------\
--------PHOENIX-------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Phoenix's music is friggin' awesome. I love those guitar parts.
Anyways... For those curious as to who the much cooler looking Captain
Falcon guy is in the F-Zero AX posters, it is Phoenix, and he is the
pilot to the Rainbow Phoenix, his time traveling machine. Yes, he is
from the future, hence why his machine can travel through time. Word has
gotten around to him that something could go terribly awry at this
year's F-Zero X Grand Prix, so he has taken it upon himself to travel
back in time and correct this mistake from happening. Phoenix is 26
years of age, and his occupation is a space detective. Pretty young for
a detective. You can purchase him in the F-Zero Shop after you either A)
defeat Story Mode, Chapter 1 on Very Hard, or B) Unlock him in the
arcades and transfer him to your memory card, for 20 Tickets.
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_____________________
---------------------\
---------PICO---------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Pico is the pilot of the Wild Goose, and along with three others, was in
the original F-Zero, and has appeared in every F-Zero title ever since
that. Basically, Pico is a green, alien-like thingymajigger. He is VERY
deadly, and a threat to most other racers in the Grand Prix. In fact,
four years ago Pico caused a major accident at one of the Grand Prix
events. If it were not for Dr. Stewart's swashbuckling rescue to the
other drivers, Pico would have been in deep. A former member of the
Poripoto Army, Pico carried out various dangerous missions that only a
complete lunatic could execute with ease and precision. Basically, think
of Martin in Grosse Point Blank, besides the fact that he was human, and
he had feelings and such. Pico is 124 years young, and looking every day
of it. When you win a race with the Wild Goose, Mr. Zero (announcer)
will appear to be extremely frightened of Pico. Just food for thought.
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_____________________
---------------------\
--------PRINCIA-------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
For some ungodly reason, I like Princia's music in her profile screen.
Anyways, Princia is the pilot of the Spark Moon, an AX-exclusive vehicle
that you can unlock by beating Chapter 2 of Story Mode on Very Hard (or
unlocking it on F-Zero AX in the arcades). Princia is the princess of
the Desert Kingdom on the planet Magica, where the knowledge of
scientific assertions flows freely. Princia escaped the castle with her
bodyguards in an escapade to explore the entire universe! Interesting.
While on the planet Earth (that's where we live, in case you didn't know
that), she found out about the F-Zero Grand Prix competitions and became
infatuated with them. Her bodyguards, knowing that she would not change
her mind, helped her acquire a vehicle, and she entered the Grand Prix
in hopes of winning. Damn, that vehicle is cool. Princia is 16 years
old.
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_____________________
---------------------\
----------QQQ---------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
QQQ... That's a cute name for a trash can. Oh, wait! QQQ is not a trash
can! He is the pilot to the Rolling Turtle, which can be unlocked by
beating Story Mode Chapter 3 on the Very Hard difficulty, or by
unlocking him in F-Zero AX (the arcade version) and transferring him to
your memory card! Poor QQQ is a lot like Clank from Ratchet & Clank, as
he was a junk robot from the future that was cast aside. Regardless, the
pilot to the Rainbow Phoenix (Phoenix) took the poor robot in, and
repaired him with knowledge of the future... Sadly, poor QQQ cannot
remember what exactly it is that he is forgetting, and the thing that he
is forgetting is this whole time traveling bit, as his AI was severely
damaged when he was discarded. Yes! The poor fella knows how to time
travel! Boy, I have said "poor" about 50 times in this description
alone. Poor little guy...
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_____________________
---------------------\
-----ROGER BUSTER-----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Roger Buster, 41, works for a deliver service where the motto is "No
consignment too dangerous!" His co-worker goes by the name of Draq, and
that is also who got him into this whole mess. One day, when working at
their department, they found two lonely F-Zero vehicles with no owners
on any of the merchandise. Draq convinced Roger that, if they used the
vehicles in an F-Zero Grand Prix, the rightful owners may step up and
claim their purchase. That never happened, so the two drivers enter the
Grand Prix in hopes of winning this year. Roger is not too big of a fan
of the competition, to be quite honest, and would rather the rightful
owners claim them as soon as possible. Draq, on the other hand...
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_____________________
---------------------\
----SILVER NEELSEN----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Whoa nelly! Now this guy is one old man, clocking in at 98 years young.
Silver Neelsen is one of a kind, as he holds the record for the most F-
Zero Grand Prix events entered in the history of the competition. Sadly,
he also holds another record in the competitions history, as well: the
most Grand Prix events entered without winning a title. Yes, old Silver
has never won a Grand Prix event. Poor old man. His dream, other than
winning a Grand Prix, is to continue racing in the F-Zero competitions
until he is over 100 years of age, which is not too far off. Still, he
may retire after this year, but his competitive adrenaline flows through
him, so the possibility is shrinking to neigh. Do the old man a favor,
and select him, win a Grand Prix (even if on Novice), and make him a
happy old buffoon.
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_____________________
---------------------\
-----SAMURAI GOROH----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Another one of the original four returns to the F-Zero Grand Prix, and
this time, it is Samurai Goroh, the wily pilot of the Fire Stingray (one
of the better vehicles in the game that always seems to get crushed by
the computer AI scheme). Samurai Goroh is still the leader of his Asian
gang of floating vehicle pilots, and he is still neck-to-neck with
taking Captain Falcon out, but has taken a backseat to Black Shadow and
Deathborn as the third bad guy/villain in F-Zero GX. Out with the old,
in with the new, I suppose. Regardless, Samurai Goroh challenges Captain
Falcon in Story Mode (Chapter 2) to a vicious race to the death. Other
than that, Samurai Goroh's evil deeds have taken a backseat to the likes
of the two mentioned before, as well as failing gang leader Michael
Chain, the pilot of the Wild Boar.
-----------------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________
---------------------\
------SUPER ARROW-----\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Super Arrow is the husband to the lovely Mrs. Arrow, that drives the
Queen Meteor. Obviously, Super Arrow pilots the King Meteor. After all,
that would make the most sense, right? Yanno? King and Queen? Anyways...
Super Arrow originally entered the Grand Prix in F-Zero X, in an attempt
to stop the devilish Zoda (the pilot of the Death Anchor) from getting
away with more crimes. It was so abrupt that Super Arrow had to register
as a new driver on the spot! He is also 35 years of age. Now that we
have the basics out of the way, now I can ask a real question that has
been coming up in my mind: There are quite a few "bounty hunting
superheroes" in F-Zero GX, yet they rarely (or barely) get the bad guys!
What is up with this, seriously? I am really curious as to why there are
so many good guys, yet they can never capture the baddies.
-----------------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________
---------------------\
------THE SKULL-------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
The Skull is a skeleton. The end. Actually, there is more to the story
than the poor gu... er... skeleton being a member of the undead society
(I wonder if they have a union?). The Skull was one of the grandest F-
MAX competition pilots in the history of the sport, until one day around
200 years ago, he up and died. Thanks to the lovely workings of science
and black magic combined (otherwise known as, a Christians worst
nightmare), The Skull was risen from the dead, and is now back on the
tracks of the F-Zero courses, and with him being undead, maybe he wants
to make you his undead friend... Okay, I admit, that was a terrible
attempt at a joke, and I apologize for it.
-----------------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________
---------------------\
---------ZODA---------\
-----------------------\_______________________________________________
-----------------------------------------------------------------------\
Zoda is one baaaad mother. In fact, just imagine the Joker from Batman,
on speed and cocaine. If you combine the lethal drugs with the Joker (if
he wasn't on some, himself), then you get good ol' Zoda! The reason that
Zoda is a druggie is due to the fact that the device attached to him
pumps adrenaline and dopamine into his body constantly, so he is a big
ball of energy! I guess that sort of explains why he does all of those
stupid victory poses at the end of the Grand Prix... Anyways, Zoda is
one of the bad guys in the storylines, and his arch rival is Super
Arrow, one of the many superheroes in the galaxy as we know it. He has
also crossed paths with Captain Falcon several times before. Boy, those
GREAT superheroes are really slick, letting him go and all. See? That is
why I always root for the bad guys in situations like this. His purpose
in the Grand Prix is strictly for the money, as he owns a charity called
"Feed Zoda Lots of Illegal Substances," which is a non-profit
organization.
-----------------------------------------------------------------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯




::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::    SECTION V.   -   COURSE STRATEGIES    :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


Here is where you can find all of your favorite strategies for both the
Cups themselves, and Time Attack! Enjoy your stay!

NOTE: The opinions expressed here are merely the author's point of view.
These things are NOT statistical, just simple suggestions, or
guidelines, if you will. They are not guaranteed to help, but under the
author's assumption, are worthy of note. Thank you.


//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\
||--------------------------------------------------------------------||
||------------------------------RUBY CUP------------------------------||
||--------------------------------------------------------------------||
\\____________________________________________________________________//


                                 Va.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-      M U T E   C I T Y  [twist road]      -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


~DIFFICULTY: *
~RECOMMENDED VEHICLE: Mighty Hurricane
~RECOMMENDED METER SETTING: Full Max Speed

==================
TIME ATTACK ADVICE
==================

With your full Max Speed on, you can crank out some easy miles by going
as fast as possible. Any vehicle will do on this course, but those that
have solid grip and good boost work the best. Since you will not be
bumping into a lot of things in this stage, I suggest taking someone
with little armor.

==============
OVERALL COURSE
==============

At the start of the course, you will want to get off to a good start and
hug the right wall a bit. This will give you the lovely time advantage.
After this, the course will begin turning light-way to the right, and a
booster icon will soon be found in between the lines on the far left.
Make sure that you hit it, and zoom forward. Up here, the light-way turn
towards the right will end, and you will face an upcoming booster icon.
Hit it.

Down below, you will encounter two gigantic Health Recharge Pads, which
you will use to get your boost back in the second and third laps. Stay
on the left Health Recharge Pad, and the course will soon begin turning
left slightly, so barely hold left. After this turn, you will soon hit a
medium right turn that will lead you through a tunnel. Staying straight
in between both turns before you hit them is the best possible scenario.

After the tunnel area, you will go through a small looping area. There
are a couple of booster icon towards the middle of this platform, and
you will definitely want to hit them on this lap. After this, you will
hit the finish line and end the first lap. For the second lap, you will
want to follow the above directions, and boost constantly until you
reach the Health Recharge Pads, where you can get a couple of free
boosts on them. Follow the directions for lap one, and boost several
times on the looping platform, and the straightaway before the
checkpoint.

Conserve your boosts on the beginning of the third lap, as you should
have around 25% of your health left. Boost at the beginning, and in
between the two booster icons, both of which you should definitely hit.
Get on the left Health Recharge Pad, and get your two free boosts. From
here on out, boost like crazy, never letting up off of it. You should
finish first/with a good time.



                                 Vb.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-  C A S I N O   P A L A C E  [split oval]  -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


~DIFFICULTY: *
~RECOMMENDED VEHICLE: Big Fang
~RECOMMENDED METER SETTING: Full Max Speed

==================
TIME ATTACK ADVICE
==================

Much like the first course in the Ruby Cup, you will have to fight your
way through this course while going VERY FAST with full Max Speed. Of
course, those folks that snake will enjoy choosing Black Bull with full
Acceleration and doing their jig, but you will need a tight grip with a
medium load vehicle, hence why I chose the Big Fang. Your boost is
needed, but not to the point of choosing a vehicle with a great boost,
since there are a lot of booster icons in this stage.

==============
OVERALL COURSE
==============

Starting the stage out, you will be thrust into action with a booster
icon straight ahead, followed by one to the left, another to the right,
and one back over on the left again. Do NOT go out of your way to hit
all of the booster icons, as this will hurt your time more than it will
help you. Plus, if you are in the Grand Prix, other vehicles could
easily take the lead like this. Definitely not good.

Up ahead, you will find a few more booster icons scattered all over; one
straight ahead, one on the right, one on the left, straight ahead, on
the left again, and soon you will find another booster icon leading
straight into the fork in the road's wall. Go on the right side for your
first lap, as there are two booster icons in this line, as well as a
full line of them awaiting you at the exit, which will send you flying
passed all of the vehicles in the Grand Prix.

After you get through this, you will soon encounter two booster icons,
the first is on the right, and the second is on the left. It IS possible
to hit them both, but I do not recommend it. You will soon pass the
checkpoint after this, and your booster will be unlocked. You will want
to boost as much as possible here, avoiding the booster icons only when
they are not straight ahead in your sights.

When you finally reach the fork in the road, you will want to go to the
left and onto the Health Recharge Pad to collect your health back. Get a
free boost whilst on the Health Recharge Pad, and conserve your boosts
until you third lap by hitting the booster icon until then. After you
pass the checkpoint, start boosting like a madman, hitting those booster
icons as they come convenient to you. Once again, take the fork in the
road to the left, and get your free boost. Remain calm and stay in the
center while using your entire booster up to reach the finish line.




                                 Vc.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-    S A N D   O C E A N  [surface slide]   -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


~DIFFICULTY: **
~RECOMMENDED VEHICLE: Hyper Speeder
~RECOMMENDED METER SETTING: 60% Max Speed

==================
TIME ATTACK ADVICE
==================

There are a lot of turns that are somewhat rough, and even if you are
riding in a vehicle such as the Black Bull with great grip, you will
likely have a rough time finishing in a high place with as heavy as you
are. You will need a light to medium load with "A" grip, no exceptions.
The Hyper Speeder is great for Time Trial, as you have enough grip to
not run into the walls to damage your average body. 60% Max Speed, if
you know the course. I would suggest 70% Acceleration otherwise. But you
do want to win, right? Try the suggested meter setting and see if it
tickles your fancy.

==============
OVERALL COURSE
==============

As this course starts off, you will have start zoom ahead of the
competition by hitting that booster icon straight ahead, and rounding a
corner to the left. From here, another booster icon is in the middle, so
hit it. You will now fall to a narrow platform down below, taking in the
scenery of sand tornadoes along the way. If you are having problems
making the transition from top to bottom, try not moving your vehicle.
Chances are, if you hit the booster icon, your vehicle is straight
enough to make it. If not, do not panic, and instead try slowly
adjusting the vehicle instead of grabbing it and twirling it like a
maniac.

After the fall from above, you will be in a narrow area of the course.
Soon after this, you will enter a dark tunnel where the ceiling is huge.
Inside on both sides of the field are two Health Recharge Pads, and
poorly placed, might I add. You will have to make a rolling turn to the
right after the Health Recharge Pads, and you will be delivered to the
outside of the stage once again.

Once you have made it out here, you will have to make a sharp turn to
the right. To make this turn, hit the L Trigger, and let go in
transition to the R Trigger. Sounds crazy, however, it will help you
make the turn. You could also drift, as well, by holding R Trigger + L
Trigger. After this turn, you will be forced to make another sharp turn,
this time to the left, so either hit the R Trigger and then the L
Trigger, or drift by holding both of them and moving with the Control
Stick.

Ahhh, this is the part that I like to call the "open range." When I
mention this on lap two and three, you will know what I am talking
about. This right here is a long stretch of straightaway pavement, thank
goodness. However, up ahead you will have to slowly turn over towards
the right, and then the left. The level has two tiers that you can reach
easily, a lower one and an upper one. I prefer to stay in between them,
but if you are racing in the Grand Prix, be sure not to get hit by
another car and fly off of this.

After the two tiered pavement stops winding for the first time, you will
go somewhat straight, and begin winding towards the left yet again.
Afterwards, the pavement becomes flat, and you will pass the checkpoint.
Begin zooming with your entire boost while hitting the two booster icons
along the way as you glide down to the lower level of the stage. Use as
much boost as possible until you reach the Health Recharge Pads, in
which you should stop boosting and collect as much health as possible.

As you round out of the Health Recharge Pad Cave, boost once more before
you exit, and you will now have to make those two drifting turns, so try
boosting while you drift to get the most out of the stretch. Boost twice
more on the open range, and save up your other boosts until after you
cross the checkpoint for lap three.

On lap three, begin using the rest of your boost after you hit the two
booster icons. Recharge to the max in the Health Recharge Pads, and
ignore boosting while you drift on the corners. Boost three times on the
open range/transition to tiered pavement. Don't forget to check out
those sand worms in the background, as they are too cool to miss out on.
Once you reach the area where the winding ends for the first time, begin
using the rest of your boost to reach the finish line.



                                 Vd.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-       L I G H T N I N G [loop cross]      -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


~DIFFICULTY: ***
~RECOMMENDED VEHICLE: Astro Robin
~RECOMMENDED METER SETTING: 60% Max Speed

==================
TIME ATTACK ADVICE
==================

There are some REALLY winding turns on this course, hence why you are
once again bested with the 60% Max Speed meter setting. As you know, if
your settings are faced more on Max Speed, it is harder to make those
winding turns, as your turn success ratio is down. You will have to use
the R and L Triggers to slow down and make the sharp turns. And I DARE
you to find a better overall vehicle for this course than the Astro
Robin.

==============
OVERALL COURSE
==============

As the course starts off, you will want to get off to a dandy start by
hitting the booster icon that is near the middle-right of the course up
ahead, and you will then deal with a loop that will send you upside-down
on the course. After the loop, get prepared to hit a booster icon on the
middle-left of the stage to get that extra "zoom" in there.

It is now that you will find a path of dirt to the left as the course
begins turning right. If you are using Astro Robin, making the turn here
will be a breeze without using the R Trigger to slow your vehicle down
on the winding turn towards the right. Once the path becomes straight
again, you will want to settle in for the upcoming duel paths.

There are two paths to take at two separate times; the first time
consists of the left, where there is a booster icon, and the right,
where there is a Health Recharge Pad. For lap one, select the left path
and hit the booster icon. Right after this, you must quickly decide
which path to take: the left, which is a Health Recharge Pad, or the
right, which is a booster icon. Choose right on the first lap, that way
you can hit both of the booster icons to get the edge on the opposing
vehicles, or even the Ghost Staff time.

Soon after this happens, you will enter a tunnel that slowly curves to
the right. After the tunnel, you will deal with a large drop-off point
where you must deal with the course having a "bump" in the center of it.
This is very dangerous in the Grand Prix, as other vehicles may bump
into you, sending you off of the course. Ouch. Try to stick to one of
the inner walls.

After the bump, you will go down, and soon be brought back around to the
right. The center of the stage will begin to sink in, like the opposite
of what we just went through with the center sticking up for the "bump"
and such. After this, we will enter a tunnel that curves towards the
right, and you will soon pass the checkpoint.

Begin boosting after the checkpoint, and let up on boosting before you
hit the booster icons (two) along the way. By time you hit the dirt
path, you will want to have little under half of your health left. Boost
once on the winding road to the right (only if under control), and boost
twice more at the straightaway. Go through to the right on the dual
option path to collect some health, but lay off of the boosting here. As
soon as it ends, trail on over to the left and boost through the Health
Recharge Pad to gain a free boost.

After this, you will want to boost three times from here until the
checkpoint, and never boost on the stretch of paths where the center of
the road either pops up or sinks in, as you could very easily die if
other vehicles are on the road. Follow my advice as you pass the
checkpoint for the third and final lap, only you should have one boost
left by time you hit the dirt path. Save it for the straightaway path
right after the dirt path, and you should be set. Remember to boost like
hell, even on the popping and sinking path, to finish first/with a great
time. This should be enough to unlock the Staff Ghost, if you are
playing the Time Trial.



                                 Ve.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-       A E R O P O L I S [multiplex]       -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

~DIFFICULTY: ****
~RECOMMENDED VEHICLE: Wild Goose/Rainbow Phoenix
~RECOMMENDED METER SETTING: 50% Even

==================
TIME ATTACK ADVICE
==================

The Wild Goose is the ideal Time Attack vehicle for the job, as with the
odd ways that it turns and slopes when rounding corners, it can easily
get the job done without a lot of bumping into walls and such. The body
is great if you DO manage to hit a wall, and the booster is good to last
throughout the course without running dry or anything. You will have to
deal with all of the harsh turns and the like, as this stage is the most
like an original F-Zero course more than any other in F-Zero GX. Enjoy
it.

==============
OVERALL COURSE
==============

From the start of the course, you will want to hit the first booster
icon, and have the choice of either hitting a jumping icon straight
ahead, or hitting a booster icon. I suggest the booster icon to the
right for the first lap only. After this, the course will begin shifting
towards the left ever so slowly.

After the shift has taken place, you will be on a straightaway path that
rolls up and down before turning towards the left. Soon after you turn
on the left, you will have to turn on the right. There is a booster icon
in the middle of the road, so be sure to hit it. After this, you will
have to turn in an upside-down "U" fashion to the left. This is a
nightmare for bigger vehicles, and usually the part of the course that
gamers lose their top spot on. The Wild Goose makes this turn just fine.

Once you get through with the upside-down "U" turn, you will have to hit
a booster icon in the middle of the road, which will take you up high
into the road, where you will fly straight into the air and land on the
course again. On this "hilltop," you will have to hit the booster icon
in the center-left on the course and fly off of the track. You must land
slightly to the left to stay on course.

Right as we land from the high jump off point, we will soon find two
Health Recharge Pads on both sides of the upcoming swerving road. There
is a booster icon towards the end in the center, so be sure to hit it.
Soon after this, you will have to pass the "C" shaped part of the
course, where most gamers pick up the speed that they lost at the "U"
shaped part of the course.

Try to even your vehicle out on the left in the center of the "C" shaped
road, that way you do not hit the walls. After you get through the first
part, hold right slightly to make the complete turn that wasn't really
even a turn at all. Here is an ASCII chart of how to do it for the best
time...

_______
|       /
|      /______
|     | ______
|      \
|______ \


The "_" marks indicate where the walls of the course are, and the "\"
"/" and "|" marks indicate what direction your vehicle should be pointed
in at what times. I hope this helps, as it took a whopping twenty
seconds to whip up. Big deal.

Soon after the "C" shaped part of the course, you will have to face two
booster icons in the center of the road. After this, your vehicle will
be surrounded by a dirt path on each side as it slowly closes in, so get
in the center of the road. You will soon find that you will be riding on
the upcoming wall, so quickly hit the booster icon on the left as you
begin sloping upward.

This is where all of the booster icons REALLY kick in at... After the
first dirt patch, you will want to get on the right side and hit the
booster icon. After this one, get in the middle to avoid the two dirt
patches that surround you, and go to the left to hit the next booster
icon. Get back towards the center of the road to avoid the dual dirt
patches, and back on the left. Turn left, and you should hit another
booster icon as you round the corner.

Landmines are scattered all around the road in this section, so stay in
the center to avoid them completely. After this, round the corner to the
right and avoid the ice patch to the left, and then the one to the
right. Hit the booster icon in the center of the road, and pass over the
Health Recharge Pad (also in the center of the road). You will now pass
the checkpoint.

Begin using your booster from the start, and hit the jumping icon. You
will go flying, so even your vehicle out and land on the left slightly.
You should boost three times in between here and the "U" shaped part of
the course (doesn't matter when, but make sure to hit the booster icons
along the way). If you are using a vehicle such as the Wild Goose, boost
at the "U" shaped turn. Otherwise, boost after the turn.

Boost twice more before you reach the hilltop jump-off point, as you
will want to be nearing the destruction of your vehicle. Fuel up at the
Health Recharge Pad, and boost once before the "C" shaped turn, and once
halfway through the "C" shaped turn. Boost twice more from here until
the line of boosting icons, where you will not need a boost, and use the
rest up right after the landmine area. Fill up all the way, and do
everything on the third lap EXACTLY as you did on the second lap.
Remember to boost like crazy on that third lap, including the free
boosts on the Health Recharge Pad. Good luck!





//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\
||--------------------------------------------------------------------||
||----------------------------SAPPHIRE CUP----------------------------||
||--------------------------------------------------------------------||
\\____________________________________________________________________//


                                 Vf.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-      B I G   B L U E [drift highway]      -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


~DIFFICULTY: **
~RECOMMENDED VEHICLE: Rolling Turtle
~RECOMMENDED METER SETTING: 55% Max Speed

==================
TIME ATTACK ADVICE
==================

This stage is known for players hating it with a passion. For the
absolute best way of conquering the stage in the Grand Prix, you will
have to practice in the Time Attack to get the best possible strategy
for making those sharp turns in here. The stage is deadly on boosting,
but for some reason, the Rolling Turtle handles better in this stage
than any of the other vehicles. The speed meter setting is entirely up
to you, but 55% Max Speed always works for me.

==============
OVERALL COURSE
==============

Starting the stage off, you will want to begin the course rolling off to
your right, which will stall for quite a while in the midst of rolling,
and soon hit the booster icon in the center (forward) of the road. After
this, you will now move towards the left, and exit the tunnel to roam
free outside of the tunnel and into the blue-skied haven.

A moderately sharp turn will take place that moves to the right, and
leads to a small straightaway path that soon jumps off to a platform
below after you hit the booster icon in the center of the road. After
you land safely, you will soon enter a second tunnel area that moves
towards the right and stays this way for under a second.

After that small second, you will be thrust to the left, and then to the
right. This is the most deadly part of the entire course due to the fact
that, if you are on full Max Speed on your meter settings, and crash
into the wall, you start off VERY slowly, creeping up whenever you can.
If you are using the Rolling Turtle, it can very easily avoid the
accident.

Directly after the "S" shaped sharp turn area, you will continue rolling
over to the right ever so slowly, and soon hit a sharp turn to the right
yet again. There are two Health Recharge Pads on both the left and right
sides, and three booster icons in the dead center in between them both.
You MUST hit the three booster icons, and fly off onto the track below.
Be very careful of the three catwalks that vary in height and distance
as you crash down below, as they can stop your high speeds.

Begin boosting as soon as you hit the checkpoint, and boost twice from
here to the outside area of the course. Once out here, boost once as you
round the course to the right. As soon as you jump off of the stage
after hitting the booster icon, press your boost. Boost once more before
the sharp "S" shaped turn. Fill up completely at the Health Recharge
Pad, and hit the last booster icon. After you pass the checkpoint, do
NOT boost at the beginning, but do everything else exactly the same.
After you fly off onto the platform below, use the remaining boosts that
you have, and get your free boost on the Health Recharge Pad. Cheers to
your victory.




                                 Vg.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-       P O R T   T O W N [aero dive]       -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


~DIFFICULTY: **
~RECOMMENDED VEHICLE: Death Anchor
~RECOMMENDED METER SETTING: 60% Max Speed

==================
TIME ATTACK ADVICE
==================

There are a few great vehicles to use in this, most notably Spark Moon,
Astro Robin, Deep Claw, Death Anchor, and Rolling Turtle. This is one of
my absolute favorite courses to play on, as you can gain added speed
that even the Staff Ghosts forgot to gain. There are some heavy rolling
curves along the way on this course, so it is suggested that you know
what you are doing before you try to claim that top internet ranking and
such. Best of luck to you.

==============
OVERALL COURSE
==============

Starting the stage off, you will want to trail over towards the left and
hit the booster icon up ahead, which will send you down a line of
platforms that cut off. Once you pass the checkpoint, these platforms
will become our new best friend. Try to stay in a straight line to get
as much speed as possible on them. Once the bumps end, you will have to
begin turning towards the right very lightly.

You will soon be dropped down onto a platform with a large wall to the
right. Hit the booster icon as you pass by (in the middle of the road),
and follow along the path. Soon afterwards, you will have to hit the
next booster icon that is over to the right alongside the wall as you
turn that way. After you stop turning right, the course will begin
headed to the left. Oh joy.

After you round the fairly hard turn to the left, you will be dropped
down onto another road, where you will soon loop around in a circle. At
the beginning of the loop, hit the booster icon in the center of the
loop to gain speed. Soon after this, you must hit another booster icon
in the center followed by one final booster icon that will send you
speeding off of a cliff.

While you are soaring through the air, you will have to even your
vehicle out by leaning forward (press Up on the control stick) ever-so
slightly, as the longer you are in the air and going forward, the more
speed you will pick up as you zoom across the skies. Splendid! Once you
land, you will be on the second set of platform that you will "fall
down" as you drive along. This is your second "pick up speed" point on
the second and third laps. As for now, just keep your vehicle straight
to pick up some added speed.

Once you get through with that second set of bumping platforms, you will
have to deal with turn to the right, and hitting a booster icon. You
will begin going through an ordeal of several bumping platforms that are
longer, and confusing in direction. Go to the left on the first one, and
stay left as you go down some more. Begin turning right slightly until
you land solidly.

Hit the upcoming booster icon on left, and you will go up a sloping
hill. Quickly go to the right and hit the booster icon. Ignore the
Health Recharge Pad to the left for now unless you actually need health
(which you shouldn't), and hit the booster icons on the right instead.
Pass the checkpoint, and begin boosting.

As you boost down the bumping platforms, you will pass a LOT of vehicles
if you are in the Grand Prix (unless you were in first already, in which
good job, and you will gain even more speed and time on your opponents
behind you). Boost a total of two times here, and let up off of the
booster as you come to a brief landing before being dragged back into
action.

Save your boosters until you reach the area beyond the part of the
course with the high wall to the right. Boost once after this while you
turn (you should be fine, if you keep in control of your vehicle), and
hit all of the booster icons as you go up for the big plunge down below.
Level out your vehicle, and once you land, boost twice more. You will
want to conserve your last few saves for the area right before the
sloping hill where you recharge your health. Repeat everything exactly
like you did on the second lap to get the easy victory.



                                 Vh.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-    G R E E N   P L A N T [mobius ring]    -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


~DIFFICULTY: ***
~RECOMMENDED VEHICLE: Iron Tiger
~RECOMMENDED METER SETTING: 80% Max Speed

==================
TIME ATTACK ADVICE
==================

If you are feeling very confident about your racing performance on this
track, then by all means, set it to 100% Max Speed. Hell, I even do
that. But if you do not handle well under the bumps and lumps in the
roads of this course, I suggest either 70% to 80% Max Speed instead. The
Iron Tiger is the ideal vehicle here due to the fact that the weight and
grip of the vehicle keep it in place very well without sliding into the
walls when going top speed on those slight turns. Very well rounded,
overall.

==============
OVERALL COURSE
==============

On this course, you will want to start out steady, with a nice beginning
to the stage by hitting the booster icon. Soon after this, the course
begins moving ever-so slowly to the right. Get in between the two yellow
lines in the center of the road, and you will soon hit a booster icon to
get ahead of the pack (if you are in Grand Prix, hold off to the left
slightly to pass the vehicles).

Soon after the two booster icons, you will be on a straightaway path for
full gliding ahead. Soon, you will notice arrows pointing left, so begin
turning moderately towards the left. Get in the center of the road, and
the road will begin to shift where the center sinks in, and the sides
rise above it. In the center of the road, there is a Health Recharge
Pad. Stay in one position without moving much to get the most speed out
of this path.

Upcoming, you will find a few landmines lying around the stage that you
can avoid in the center of the road, and you will have to begin turning
to the left at a light to moderate speed. As you take in the beautiful
scenery as the road becomes a straightaway, do not get distracted too
much, as you will hit a small speed bump, and have to shift over to the
right quickly.

After you get through with the small speed bump, you will have to deal
with the course turning further right, and the grounds becoming uneven
yet again. Position yourself in the center of the course, and you will
soon drive into the second Health Recharge Pad. I love Health Recharge
Pads near the end of the lap, as it makes for extra boosts that you get
towards the finish of the third lap. Anyways, the center stays on ever
ground, while the sides will sink it, somewhat opposite to the last
Health Recharge Pad. Stay in the center to keep your speed up, and cross
the checkpoint.

You know, the second and third laps on this stage are absolutely simple.
Begin boosting as soon as you cross the checkpoint, and take breaks from
boosting to hit the booster icons instead. Keep boosting afterwards, but
slow down once you reach the first Health Recharge Pad. Carefully drive
into it, and fill up your health. Boost out of it. Begin using all of
your boost by boosting ever three seconds or so, and fill up at the
second Health Recharge Pad. Be sure to also watch out for that nasty
speed bump on the last two laps. Repeat the same steps on the last lap
to get the good time/victory.



                                 Vi.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-       P O R T   T O W N [long pipe]       -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


~DIFFICULTY: ***
~RECOMMENDED VEHICLE: Golden Fox
~RECOMMENDED METER SETTING: 100% Max Speed

==================
TIME ATTACK ADVICE
==================

You will need a vehicle with excellent boost throughout this course, as
there is only one Health Recharge Pad in the entire stage. The Golden
Fox is a great selection, as his grip is not as bad as the rating
indicates, and all you need the grip for is just getting through the
graters at the end of the course, anyway. There are a lot of booster
icons that you can easily miss throughout this course, so making up for
it with the boosters is very important in this case. 100% Max Speed is
good, as long as you do not hit the fan pillars/graters and such, which
you likely will not.

==============
OVERALL COURSE
==============

Stages like this, as well as Fire Field [Cylinder Knot] and such are
very hard to write a strategy for, so try sticking with me throughout
this course strategy, mmmk? Good. Starting the course out, you will
drive straight into a gigantic tube. You will turn left very slightly,
and then soon turn right in the same exact manner. On the left side of
the wall in a booster icon, so be sure to hit it.

After you hit the booster icon, you will want to move forward and to the
right to hit the second booster icon. Begin slowly trailing towards the
ceiling area of the course to hit the third booster (staying straight
and slowly flowing towards the right is great for your top speed rather
than simply jerking over there). From this booster icon, begin drifting
(not literally, just figuratively) to the left and hit the next booster
icon.

Slowly pull right just a tiny bit and hit the next booster icon, which
leads to another booster icon as you drive straight along the path.
Begin moving to the left and you will want to hit the booster icon on
the ceiling from where you were. You will now exit the booster part of
the tube, and to a second tube where two pillars that rotate the fan
inside of the tube and slowly turning. These are very easy to avoid.

Fall down into the third tube, where more of those fan pillars are
rotating at, and begin moving along the left side of the wall to hit the
booster icon. Drop down to the next level and avoid the six fan pillars
that move here. Trail over towards the right and hit the booster icon
that is slightly pushed onto the wall area of the course.

Moving on, we will begin moving downward into a long tube where you can
hit a booster icon on the slight left from where you were. Straight
ahead, you will come across another booster icon, so be sure to hit it
(it is straight ahead). You will soon discover that there are five speed
bumps that you will hit to slow your speed down a little bit, and a
booster icon to the immediate right of the speed bumps. Go straight a
little bit, and run over the booster icon on the right wall.

Follow the path that this booster icon is on, and you will run into
another booster icon. You will fall into an "elbow" of sorts, and have
to avoid caution boards that corrupt the flow of the tunnel. Here they
are in order: Right, left, right-center, left, left, center, left,
bottom row of booster icons, left and right together, line of three on
direct left (get on the right side to avoid), and then you will deal
with the graters, which look like two pound signs (#) put together. Get
in between one of the squares to cross through.

Even yourself out so you do not fall out of the course, and get on the
right side of the stage to collect health in the only Health Recharge
Pad on the entire course. Pass the checkpoint, and boost twice before
you reach the fan pillars. Boost three to four times before you reach
the cautions boards, and once more (if you have any left) before you
reach the Health Recharge Pad. Repeat these steps on lap three for an
easy victory by around 6 seconds or so, if you did everything correctly.



                                 Vj.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-      M U T E   C I T Y  [serial gaps]     -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


~DIFFICULTY: ****
~RECOMMENDED VEHICLE: Astro Robin
~RECOMMENDED METER SETTING: 50% Even

==================
TIME ATTACK ADVICE
==================

Boy, oh boy... People generally despise this course, and if you have
played it, you know why. This place is dangerous, and hard to get a good
time on, so put your meter settings around 50% even (in the middle).
There are a lot of really harsh turns that are sort of jerky throughout
this course, so you will definitely need a decent vehicle with a lot of
grip that is light, so Astro Robin and the Rolling Turtle both work
wonders in this stage. Plus, you can fly easily with these two vehicles,
something that is vital in this course.

==============
OVERALL COURSE
==============

Starting the course out, you will have to drive over towards the left in
the center of the road and hit the booster icon. Shortly after you run
over the booster icon, you will be forced to turn swiftly to the left,
and then a big rolling turn towards the right soon after that. While you
are making this steep turn, you can hit the booster icon towards the
left of the road, along the wall.

There will now be a Health Recharge Pad on the left side of the booster
icon, which you can hit the second and third times through (but on the
first lap, boosting is what counts, so run over that booster icon
instead of filling up). You will fly off and drop into a red tunnel
shortly below.

Once you are inside of the red tunnel, you will have to go down and back
up the path, hitting the Health Recharge Pad in the center of the road.
After this, you will have to hit (yes, as in run over) a couple of the
landmines here to gain an extra boost to push you out of the tunnel, and
onto the roadway towards the middle of the course that shifts left.

Soon after you get through passing this road, you will drop down onto a
path below that leads toward the left very gently. You will drop down
yet again, and be faced with several jumping icons on the right side of
the road, so hit one of them. Position yourself towards the right to
glide straight over the current platform and onto the next one, which
has a vicious hard right turn.

On this platform, you will be surrounded by ice patches on both sides of
your vehicle. Just stay in the center, and turn left on the upcoming
turn. Hit the booster icon in the center of the edge of the platform,
and you will begin gliding onto one of two different platforms. Here are
the descriptions of what you can find on those platforms...

HIGH PLATFORM: This is the platform that we will want to aim for all
three times we go around the track. This platform simply winds upward,
and there will be a booster icon on the right, so run over it without
falling off, as this platform has no rails to it. You will want to fly
off of it and hug the left slightly to stay on course. Once you land, go
right, and then straight.

LOW PLATFORM: On this platform, you will likely drop and land near the
center of the road. On the right side of the road is a very terribly
placed dirt patch that will slow you down considerably if you land in
it, so aim for the left when you do fall. You will make a big turn up
and to the right. There is a fairly large dirt patch on the left here,
so avoid it and hit the booster icon along the right side along the
wall. You will now be where the high platform let off.

Upcoming, after the two different platforms to choose (or lose) from, is
a fairly decent sized Health Recharge Pad. Once you cross the
checkpoint, you will want to begin boosting twice until you reach the
red tunnel. Fill up your health here, and boost out of the tunnel.
Remain in control of your vehicle, and boost once more before you hit
the jumping icon. This will send you FLYING, making great time.

Hit the booster once again before you fly off of the platform where you
make your decision on the two options. Try to land up top, and boost one
last time before you fly off to land on the straightaway. Repeat these
steps for the third and final lap to get an awesome time, or come in the
top 5 in the Grand Prix.




//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\
||--------------------------------------------------------------------||
||-----------------------------EMERALD CUP----------------------------||
||--------------------------------------------------------------------||
\\____________________________________________________________________//


                                 Vk.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-    F I R E   F I E L D [cylinder knot]    -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: **
-RECOMMENDED VEHICLE: Rainbow Phoenix
-RECOMMENDED METER SETTING: 100% Max Speed

==================
TIME ATTACK ADVICE
==================

This is one of those tracks that is really cool the first... oh, say...
forty times that you play on it. After that, it gets really repetitive
and annoying. 100% Max Speed is THE answer to beating the Staff Ghost on
this track, as well as a vehicle that has good to great boost, and
alright grip. The body doesn't really matter, as you rarely ever get in
the way of those pesky walls.

==============
OVERALL COURSE
==============

Okay, this is one of those tracks that are very tough to write for, so
just stay with me here. Starting the course off, you will want to hit
the booster icon in the center of the road before it becomes a full
fledged outer area of a tube. Stay straight, and you will soon hit
another booster icon on the left of the "top" of the tube. You can tell
top from bottom by looking at the top of the screen. If skyscrapers and
sky are on the top, you are on the top. If lava is on the top, you are
on the bottom.

Soon after this, you will want to hit the booster icon on the left side
of the tube to get a decent amount of speed. Keep going straight along
the left side, and once the track evens out, hit the next booster icon
along this path. You will now come up on a series of bumps that will
uneven your top speed by a few hundred miles per hour.

After you get by the speed bumps, you will have to follow the path
towards the right slightly, and go up on the "hump" in the course, as it
widens out more. Afterwards, directly in the center (top) of the course
will be a booster icon. Run over it, and turn left along with the course
to gain more speed.

Coming up after you round the left turn is another booster icon on the
left side of the screen. The course turns left further in the downward
spiral, and you must hit the booster icon on the far left side (left
side of screen should be lava, right should be skyscrapers). Straight in
the center (sky on top) will be another booster icon followed by a quick
straightaway.

Soon after you pass the "elbow" of the course, you will now go through
an ordeal with a set of three rings that go around the straightaway
right here. These rings are connected to the course via metal pillars.
If you are going straight in the center (top, with sky/canyons above).
You will avoid the first, and hug slightly right to avoid the second.

For the next pillar avoiding confrontation, just remain in the center on
top and you should avoid the two on each side of the course. The fourth
and final ring with pillars connecting will have three easily avoidable
pillars directly in front, zig-zagging to the right (upward). You can
avoid them by holding left and going around them, or going in between
them. The first option is safer, while the second is faster. Your
choice. Drop down, fill up on your health at the Health Recharge Pad,
and cross the checkpoint.

Once you cross the checkpoint, you will want to hold on boosting, and
instead, hit the three booster icons. After the boosts from them has
worn off, you must boost once here, and twice on the upcoming
straightaway. Boost once more before you hit the speed bumps, and save
the rest of the boost for the straightaway with the rings/pillars. Fill
up at the Health Recharge Pad, and repeat as told on the third lap. A
very easy boosting course, this is.



                                 Vl.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-    G R E E N   P L A N T [intersection]   -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: ***
-RECOMMENDED VEHICLE: Fire Stingray/Twin Noritta
-RECOMMENDED METER SETTING: 55% Max Speed

==================
TIME ATTACK ADVICE
==================

Ooooh, heavy vehicles are VERY good on this course compared to those
lightweight due to once simple reason: towards the end of the course,
lightweight vehicles can fly off and crash into the tree on the right
side. However, during the zig-zag path, lightweight vehicles have an
amazing advantage of the heavy ones. If you are truly good at staying on
the course, take a lighter vehicle through, such as Twin Noritta or
Super Piranha. 50% Even or 55% Max Speed are both good, as it is easy to
hit the walls on this one. Enjoy.

==============
OVERALL COURSE
==============

Starting the course out, you will want to hit the booster icon in the
center of the road. While boosting, turn left along with the course, and
hit the second booster icon in the middle of the road for extra boost.
Stay in this same exact spot, and you will hit the third and final
booster icon before entering the giant circular tube.

Inside of the tube, you will be jilted around throughout the entire
thing, making it incredibly hard to use your booster on the second and
third laps, as boosting matters not when you cannot get a grip on your
vehicle. You will be jerked to the left, and then to the right as the
tube begins to curve this way further.

The tube then begins turning towards the left, and drops off in a
straight line to slow your vehicle down some. It will curve slowly to
the left, and jilt back to the right soon after. Follow the path, and
turn left. On the left wall will be a Health Recharge Pad. Ignore it for
your first lap, and instead trail along to the right side to hit the
booster icon.

Go back to the left to center yourself out after you run over the
booster icon so that you can hit another booster icon. There will be a
Health Recharge Pad on both sides (left and right) of the tube. Get back
to the center after you fill up, as the tube begins to end. If you are
on the ceiling, you will likely fall off of the course and die.

The path here will begin curving over to the right ever-so gently, and
eventually you will come up on a gigantic tub stuck into the ground with
a booster icon to the right of it. Of course, hug right, and hit the
booster icon. There is a tube in every one of the upcoming option paths.

You can choose to either hit the booster icon at the opposite side of
the previous booster icon, or wait in a straight line. I prefer to hit
all of the booster icons my first lap, and boost straight ahead on the
right side on my second and third laps. After the five booster icons,
the course will turn a hard right, and hit a speed bump along the way.
Hold Up on the control stick to prevent from crashing into the tree off
of the course, and go to the right on the Health Recharge Pad.

Cross the checkpoint, and begin boosting. Ignore the first booster icon,
and booster after it. Stop and hit the two booster icons here, and boost
away at your health until you run dry. Collect some health at the first
Health Recharge Pad, and get the free boost by boosting whilst on top of
the Health Recharge Pad.

Keep boosting, and fill up your health at the dual Health Recharge Pads
coming up ahead. Slow down here to fill up your health completely (and
by slow down, I mean stop boosting), and then boost your little heart
out. Stay on the right side and hit the booster icons plus boosting with
your booster. Hold Up on the Control Stick to not die, and fill up at
the Health Recharge Pad. Repeat the same instructions on the third lap
as you did on the second.



                                 Vm.
_   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
-_- -_- -_-  C A S I N O   P A L A C E [double branches]  -_- -_- -_-
             ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: ***
-RECOMMENDED VEHICLE: Rolling Turtle
-RECOMMENDED METER SETTING: 75% Max Speed

==================
TIME ATTACK ADVICE
==================

This track can be tricky on lighter vehicles for reasons that are not
obviously to the common eye, yet lightweight vehicles are the best
source for victories on this course, as a vehicle such as Astro Robin or
the Rolling Turtle can get the job done on those rough turns here and
there. Because of this reason, we are keeping the Max Speed down to 75%,
as you do not want to crash into any walls.

==============
OVERALL COURSE
==============

Starting the course out, you will deal with two options that you can
choose: left, or right. So choose one of the two as you approach them...

LEFT-1:
As you join this road, you will need to hug the right side of the middle
slightly, far enough to run over the booster icon. The course will take
a moderate turn to the left, and you must straighten out your vehicle
once you reach the straightaway part of this path. You will want to hit
the booster icon in the middle as you go towards the right at the turn,
and run over the booster icon on the far right. Even out toward the
center of the wall-less road and hit the third booster icon, and head
back to the right slightly to hit the jumping icon. This will set you
out on the top road, where you can run over several booster icons. If
you stay on the lower path, you can hit three booster icons (left,
right, middle-right) to the exit.

RIGHT-1:
As you enter the road, you will want to stay on the left side towards
the wall to run over the booster icon. After you get the boost, you will
have to begin trailing over to the right at a moderate pace. You will
reach a straightaway path here that lasts for a second or two, and then
leans to the left, so make your turn. After this, there is a Health
Recharge Pad that is very long in length, followed by a booster icon on
the far right against the edge of the course. After this, directly ahead
of this is another booster icon, and one on the left soon after. I
recommend only hitting one, as it can get risky. Follow the path.

VERDICT: The left is the number one source for the first lap, with all
of the boosts and all. For the next few laps, the right is the correct
path, with the whole Health Recharge Pad thing.

At the exit of either path, you will want to hit the booster icon near
the end of the fork in the road. You will roll forward, and you will
come up on the second optional choice roads.

LEFT-2:
You will want to hit the booster icon at the bend of the path, and turn
right after impact. Ignore the left and right paths, and keep following
straight. Roll over the booster icon and catch some air, but make a hard
left turn to avoid contact with the wall.

RIGHT-2:
Exact like Left-2, only WITHOUT the booster icons. That should tell you
something.

VERDICT: Can't you figure that one out for yourself? Just read the
description for Right-2 for verdict. =P

After you come out from the path (whichever you might have chosen), you
can heal up on either one of the two Health Recharge Pads that you find.
Hit the booster icon near the left-center, and follow it to the booster
icon along the left wall. Run over it, and roll over the next booster
icon along the middle next. This will lead to another booster icon in
the middle, soon followed by the booster icon on the left. Hit it, to
boot.

LEFT-3:
On this side of the path, you will begin winding down the road extremely
fast. In fact, so fast that if you are using a booster (on your second
or third lap), you could easily fall straight off of it. There will be a
somewhat long straightaway, followed by a bump in the course. Hit the
booster icon at the top of the bump on the far right. Go in the center
of the course to hit the next booster icon, followed by booster icons
along the right wall, and the left wall soon after that. You cannot hit
both of these, so just choose one. Soon after this, you will find
another booster icon along the left wall, and a fairly straight road
leading to another booster icon along the right wall. Roll out of the
road into the upcoming path blending line.

RIGHT-3:
This path is a lot like the left. On this side of the path, you will
begin winding down the road extremely fast. In fact, so fast that if you
are using a booster (on your second or third lap), you could easily fall
straight off of it. Stay along the path and hug the right wall to hit
the booster icon. The road will become a straightaway; so hit the
booster icon on the left, then the right, and then the left. This takes
some crafty gripping. Coming up, you will want to hit a booster icon on
the left, and then quickly on the right. Follow the path.

VERDICT: It is a VERY close call, but I would give the edge to the Right
path, as the booster icons are easier to hit over there than they are to
hit along the Left side.

As you mosey your way on out of the optional path, you will want to
connect with the booster icon at the end of the intersection. Follow the
path and stay in the center of the road. You will come up on a booster
icon, so run over it, and choose another path.

LEFT-4:
Speeding as fast as you can currently go, you will want to make contact
with the jumping icon and hold the right to land on the right path. Soon
after you land, you will have to go to the left and make contact with
the second jumping icon. Even your vehicle out to take a nosedive if you
are stalling, and land where the Health Recharge Pads are located.

RIGHT-4:
You will have the slight advantage here due to the booster icons,
although it can screw you up royally if you do not turn well. Turn at
the bend and hit the booster icon, and follow the path straight ahead
from here. Round the next corner to run over the second booster icon for
the advantage.

VERDICT: I always go Left. Always. The jumping icons are bound to give
you the added push that you need, especially on the second and third
laps where you can boost at will to gain speed.

There are two fairly large Health Recharge Pads in this area, so you
should fill up for the upcoming checkpoint where you can boost. Be sure
to connect with the booster icon on the left side of the wall, and run
straight towards the right wall, but halt before you collide with the
wall just in time to hit the next booster icon. After the checkpoint,
you should boost once per path, or twice on the really long paths. Good
luck!



                                 Vn.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-       L I G H T N I N G [half pipe]       -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: ****
-RECOMMENDED VEHICLE: Astro Robin
-RECOMMENDED METER SETTING: 40% Acceleration

==================
TIME ATTACK ADVICE
==================

The main reason that the Emerald Cup is so hard is due to the fact that
Lightning [Half Pipe] rests inside of it. On the Master difficulty, this
one is nearly impossible to do in the Grand Prix. It is not that hard to
complete in the Time Attack, however. You will want to go with 40%
Acceleration, as you cannot turn as well with Max Speed blasting around
100%. You will want to take in a lightweight vehicle with great grip,
much like the Astro Robin, or the Rolling Turtle (again). This one is
not as hard as it looks, or seems. Best of luck to you.

==============
OVERALL COURSE
==============

This course is brutal hell on the average gamer, and not a pleasant
sight to even the F-Zero gurus. Start out by hitting the booster icon in
the center of the course as it turns into a half pipe. Oh boy, this is a
painful sight. You will jerk to the left after a huge breakdown in the
road (a big "hop," basically), and you will now be on a short
straightaway.

After the short straightaway, you will have to make a sharp right turn
and even your vehicle out. Hit the booster icon in the center to get
ahead of your competition (or a good time for Time Attack), and you will
make a slither turn on the course. By this, I mean you will have to make
a turn, and readjust yourself on the course before you happen to fall
off of the side and such.

Coming up, you will have to deal with a turn to the left that is
moderately difficult, as it shifts slowly, and then quickly. Get on the
other side (right) and touch the booster icon for an added boost. The
walls (or lack thereof) will now rise, or the road will lower, either
way, or vice versa. Either way, keep holding right for the winding turn.

Hit the booster icon along the left side of the wall, and put up with
the near straightaway before you must turn left hard, and readjust
yourself on the right side. Align yourself with the booster icon, and
drift very slowly to the left. The floor will give way here, and the
ceiling will become to floor. Do not become too comfortable with this,
however, as the ceiling gives way, and the floor once again becomes...
well, a floor. To avoid all confrontation with falling, follow the three
booster icons in this area, and hit the last booster icon to exit this
terrifying area of the course.

Since we have that ordeal out of the way, we will carry on our merry
journey by going through the curving turn to the right that leads to
another slither path, so turn right, left, and then right once more. Hit
the booster icon near the right-center of the road, and you will be
greeted by a lovely curving road that moves along slowly towards the
left. Enjoy the only non-frantic part of the entire stage.

You will have to run over the booster icon that is in the center, and
then hit the booster icon on the right wall, and hang left to hit yet
another booster icon. Major boostage! You will soon hit another bump in
the road... two, actually. These will pop your vehicle into the air a
few times, but nothing major.

Now, you will have to deal with a double slither turn that will take you
to the right, the left, and the right several times. On the final right,
you must place your vehicle in the center to run over the booster icon,
and soon make a big right turn. After this, you must hit a booster icon
on the left side of the half pipe. The laser beams CAN damage your
vehicle, but if you go fast enough, it should not prove to be much
trouble. Of course, try to get in between the laser beams. Once this is
done, you can fill up the health at the Health Recharge Pad on the
right.

Once you have crossed the checkpoint, you will have you hit the boost
twice after you have your vehicle even on the drive without hitting any
major turns or anything to throw you off of the course. Save the rest of
your boosts for the only safe area on the course (as I called it
earlier), and the stretch of land with the laser beams. Fill up at the
Health Recharge Pad and continue to do the same in the third lap.



                                 Vo.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-          B I G   B L U E [ordeal]         -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: *****
-RECOMMENDED VEHICLE: Super Piranha
-RECOMMENDED METER SETTING: 60% Max Speed

==================
TIME ATTACK ADVICE
==================

This is just one of those courses that you will likely do mediocre in,
yet they are just so damn fun! There is a LOT of falling from the sky in
this one, so you will definitely wish to keep that Max Speed down a
little bit, as it may become an annoyance in you continue to put it on
100% Max Speed and slow down with every chance given. I suggest taking a
drifting character such as the Super Piranha in this case, as those damn
Big Blue tracks LOVE those drifting characters, this one especially.

==============
OVERALL COURSE
==============

Starting the course off, you will want to go up the high hilltop, and
you will drop off from this dangerously high area. Stay straight, and
you will fall on a completely safe path. Make the hard right turn,
followed by a left turn to counter it. Take the straight path, leading
up the hill, to get the best possible time.

Stay straight as you fly off of this hill, and you will land safe and
sound. Make a left, and you will face another one of those classic F-
Zero course-like maneuvers with the constant bending and such. You will
have to turn left slightly, stay on a straight line, and quickly pull
right. Go up the hill, and you will fly off once again.

Once again, stay straight while you are in the air, but tilt slightly
left to get ahead of the competition (or that good time in Time Attack).
You will go up a hill on the left where there is a Health Recharge Pad
along the right-side wall while the course curves to see fit. You will
go up the tall hill only to fall off to the right slightly.

After you get through landing as safe as a baby in the crib, you will
have to face a moderate turn left, which leads back to you trailing
towards the right. You will fall off of another cliff, so glide down
below, straight ahead. You will have to make a turn to the right, and
face a slither platform that goes right and twirls back to the right.

It is here where you will fall down on the most dangerous of the falling
cliffs, so hold right a tad bit here to land safely onto the shaded
platform. Move slightly right to adjust to the road, and make a sharp
left turn followed by a sharp right turn to go up another hill that is
actually a cliff. Stay straight, and you will land safely.

On the far right, beyond the ice and dirt patches, is a Health Recharge
Pad that you must not use here... yet. Hit the booster icon and go
straight ahead onto the sheet of ice, where you will find a second
booster icon at. You will soon enter an underwater tunnel that shifts
over to the left slowly, and then shifts hard way. It will then shift
back to the right hard way, to boot, and straighten out.

Hit the booster icon in the center of the road, and stay adjusted in the
middle of the road to stray from the walls that seemingly get smaller.
You will soon be taken outside once again, and the course will shift
left hard way once again towards the end of the near straightaway. As
you progress on this path, hug the left wall to hit another booster
icon. Position yourself in the center as the walls begin closing in on
you.

You will fly off of the edge, and land directly below where the
checkpoint is. You will want to waste your entire boost from here until
the Health Recharge Pad. Fill up once you make it here, and waste close
to 80% of your booster. Fill up at the next Health Recharge Pad on the
right of the ice and dirt patches. From here, the only place you will
want to boost at is the straightaway to the left of the waterfall.
Repeat the same process for the third lap for the good time/victory.





//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\
||--------------------------------------------------------------------||
||-----------------------------DIAMOND CUP----------------------------||
||--------------------------------------------------------------------||
\\____________________________________________________________________//


                                 Vp.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-   C O S M O   T E R M I N A L [trident]   -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: ***
-RECOMMENDED VEHICLE: Black Bull
-RECOMMENDED METER SETTING: 100% Max Speed

==================
TIME ATTACK ADVICE
==================

This stage is amongst the easiest to win in the Grand Prix (I beat the
computer by 17 seconds once on Master difficulty), as long as you are a
heavy vehicle with good grip, such as Black Shadow. It is moderately
tough to unlock the Staff Ghost, however, so pick a vehicle such as
Black Shadow or even Fat Shark, and set your meter setting all the way
to Max Speed, as there is only one set of walls to run into, and they
are near the straightaway checkpoint. Enjoy this one, as it is certainly
cool to play on.

==============
OVERALL COURSE
==============

Let me just say this: This is a hell of a course to write for, so what I
will do is describe each of the three paths that you can choose. 1 being
left, 2 meaning middle, and 3 being right. I will add One-1, One-2, etc.
for each path, and then conclude each set of three with which one is the
best possible choice. Stay with me, here. Thanks.

ONE-1:
The green arrows will direct your attention as you course slowly shifts
to the course to be upside-down to the center lane, and you will hit a
booster icon. After this, your path will be completely straightaway.
After the course begins shifting yet again to level out, you will come
across another booster icon. After this, the courses will shift back
together.

ONE-2:
As soon as you reach the first middle section of the stage, a booster
icon is there to start you out. How convenient. The course slowly turns
left, and going up and down a series of hills. The road will continue
shifting from side to side in an odd fashion. After this, you will run
into a very large Health Recharge Pad, making One-2 the obvious choice
for the second and third laps. After this, the course will shift back
together.

ONE-3:
A very straightaway path to begin with, as when you join in on the fun,
the road is dead. However, seemingly out of nowhere, the road begins to
shift upside-down to the left. You will soon hit a booster icon, and
travel along the course as it shifts ever so slowly to the right and
left a bit. Hit another booster icon on the way out for an added boost.

VERDICT: One-3 is the best path for the first lap. One-2 is the best
path for the second and third laps, as you can speed through with
constant boosting due to the large Health Recharge Pad.

TWO-1:
The course will slowly fade back into three separate lines that you must
choose. On the left, you will join in the fun fairly easily, and hit a
booster icon as the course comes up on a hill. The road will slightly
shift towards the left, so be prepared if you have your hand off of the
control stick. You will soon come up on a large Health Recharge Pad that
shifts right slightly. From here, the course shift back together.

TWO-2:
The road starts out curving towards the right very slightly before
evening out into a straightaway. Once again, the course will slowly turn
to the right, so go along with it by barely pushing the control stick in
that direction. Up and down the hills you go, as the course begins
shifting towards the left this time. You will come up on a fairly large
Health Recharge Pad instead of any booster icons. A pretty weak path, to
be frank.

TWO-3:
Boy, this is the straightest beginning to a path in this entire course.
Very simple, easy to go about and everything. Very easy on the hands and
such. The course turns VERY slightly to the left as you go up and down
several hill-ish areas. You will come up on an extremely long Health
Recharge Pad, followed by a booster icon that will send you out into the
connected paths once again.

VERDICT: Two-3 is the absolute best path for all three laps, as you can
get your booster icon on lap one, and you can boost all the way through
on the second and third laps fairly easily. Very much appreciated.

THREE-1:
The course slowly shifts right, and comes up on a booster icon on the
hill-ish area. After the booster icon is ran over, the course shifts
while maintaining the straightaway look, and soon runs dry, sending you
flying off of the cliff. Stay in the air quite a long time as the course
sends you down to Four-2.

THREE-2:
As you start out on the middle path, the course is a straightaway, when
a slight speed bump changes things to shifting towards the right out of
nowhere as a light to moderate pace. The road straightens out, only to
bend to the right further. A booster icon is up ahead, and is the
"middle" booster icon opposed to the other two paths. You will now fly
off of the course, and have to land below onto Four-3, but try to get as
much air as possible before landing.

THREE-3:
This green arrowed path will shift up and to the left, then level itself
out accordingly with ease as it begins winding to the left in a moderate
manner. This is a fairly hard path compared to the other two, but it
does give you a well needed booster icon right at the ledge of the
course before the push-off. Stay in air as long as you can, and fall
down onto Four-1.

VERDICT: Three-3 is the ideal path for the first lap of the track,
however, I suggest choosing Three-1 for the other two laps, as Four-2
(the path you land on) is the best one out of the three Fours for
boosting purposes.

FOUR-1:
You will land onto Four-1 from the Three-3 path. As soon as you come
crashing down, you will be on the path with the Health Recharge Pad
directly under you as soon as possible. It is medium to short in length.
It is a straightaway path that bends right every now and then, and then
jerks right as all three paths become one.

FOUR-2:
You can reach the path Four-2 by taking the path Three-1. Glide your way
down to the track ever-so slowly to pick up speed, and once you land, be
sure to even yourself out and roll up and down the hills that rest here.
You will soon enter a Health Recharge Pad to heal up. The other two
paths will blend into the one you are currently on to morph into one
path.

FOUR-3:
You will fall onto Four-3 from Three-2, the middle path. As soon as you
get done with your hang-gliding and land safely, you will go up and down
a series of three hills that lead straight into a Health Recharge Pad.
Soon after this, the road will shift over towards the left to be
combined into the other two roads for good measure.

VERDICT: Four-2. Easily. Without a doubt or any hesitation. Four-2. The
best second and third lap choice due to the complete straightaway for
boosting purposes.

FIVE-1:
Boy, this is like playing a snowboarding game and going up a hill only
to wipeout. Level yourself out after you hit the tidal wave of a floor,
and the ground will even out only to jerk back towards the left again.
Ouch. You will hit a booster icon as the stage continues rolling left.
Walls will surround you as you pass a Health Recharge Pad in medium
length. You will roll out onto Six-2. Follow straight ahead and pass the
checkpoint.

FIVE-2:
The easiest path of the three deals will no harsh "getting on" features,
just a mere straightaway that can be easily enjoyed, provided you have a
booster. The course shifting slowly towards the right. You will hit a
booster icon as the walls around the line appear, and enter the Health
Recharge Pad to heal your health up. You will land in Six-1, so keep on
straight ahead and pass the checkpoint.

FIVE-3:
As soon as you get onto the right path on the fifth optional road
series, you will be sent to the right, but even out towards the left for
when you get through into the straightaway path soon after. You will hit
a booster icon on this simple straightaway, and be sent gliding down
until you hit the soft turn where you must go to the left. A Health
Recharge Pad will be waiting for you on the awkward turn, so collect as
much health as possible. This will let you off at Six-3. Keep going
straight and pass the checkpoint.

VERDICT: Five-2 is easily the best option, as you have both your booster
icon and large Health Recharge Pad for boosting, as well as the fact
that Four-2 combined with Five-2 is simply brilliant for you booster
lovers. It is also the easiest path to keep your balance on, might I
add.

For the last two laps, just follow the center path while boosting non-
stop. That is until you get to the third series, where you should take
Three-1 that will let you off at Four-2. Keep on going straight here,
boosting your tail off while collecting speed over your opponents. Nice
goin', Fonzie.


********************************
R  E  A  D  E  R      T  I  P  S
********************************

Reader Goldenguy sent in this strategy...

"Car: The biggest car you can turn effectively. Preferably Black Bull or
larger.
Settings: All the way to maxspeed.

First lap: Take one of the side forks first, then at the next junction,
take the middle fork. When you see a boost on a road to the right, jump
onto that road for the boost. Keep driving on this road and when you see
a boost on another road to the right, jump and take that one too. Take
your choice of a fork on the third junction. Keep the stick up on the
jump. Take your choice of forks the rest of the way through.

Second & Third laps: Boost through the middle fork first for the big
refiller. Choose the middle fork again at the next junction and boost
through to the refiller. After this, take whichever fork you want, but
aim for the middle road after you jump. Don't boost in the air, wait
'till you hit the ground. If you boost in the air, you'll have no more
boost and enter the refiller at around 1100km/h. If you boost after you
hit the ground, you should enter around 1500km/h+. Boost all the way
through the end of the lap and into the third lap. On the third lap
you'll probably run out of energy before you hit some of the refiller.

This strategy should earn a good enough time to beat the staff ghost."


                                 Vq.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-    S A N D   O C E A N [lateral shift]    -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: ****
-RECOMMENDED VEHICLE: Blue Falcon
-RECOMMENDED METER SETTING: 60% Max Speed

==================
TIME ATTACK ADVICE
==================

Boy, there are a lot of problems to be had in this course, let me tell
ya... You will encounter several sharp turns, as the course cuts off at
certain spots, as a good grip is VERY necessary to place well with a
great time. Towards the end of the lap, you will find two areas with no
walls that cut in the middle, which is VERY deadly. Weight should be
light, and grip should be either a B or A. Just make sure you have your
vehicle in your control at all times.

==============
OVERALL COURSE
==============

Starting the course off, you will want to take notice of the booster
icon straight ahead in the middle, and run over it to gain some boost.
Up ahead, glide to the left to avoid from falling off of the stage.
These dead ends are the main gimmick throughout this course, so be sure
to keep an open eye at all times during this race.

After you get through shifting to the left, you will want to hit the
booster icon up ahead and in the center. The course begins trailing to
the right slightly, and another booster icon lies in the center of the
road, so run over it, as well. It is here that you will want to shift
over to the left as soon as possible to avoid another dead end.

Once over here, you will need to keep on the gas and pass over to the
right once the dead end approaches. Afterwards, you will need to hit the
booster icon, and either collect some health from the Health Recharge
Pads on both sides of your vehicle or ignore them completely.
Afterwards, hit another booster icon, and change over to the right lane
to avoid another dead end.

In this lane, the walls will close in slightly before letting up. You
will now be inside of a big cave, Sand Ocean-style. Shift over to the
right again to avoid the dead end falloff point, and avoid the second
dead end by shifting to the right again. There are two more Health
Recharge Pads on each side of your vehicle, so either fill up on energy
or forget about it.

The walls close in soon after the two Health Recharge Pads, so get in
the center of the road to avoid hitting them. Soon after this, you will
have to ease on over to the left to avoid the dead end, and once this is
done, go back over to the right to avoid the next dead end. You will go
up a hill that is turning right, which leads to the outside area of the
stage once again.

Once you are out here again, you will want to hit the booster icon at
the exit, and quickly trail to the right to avoid falling off of the
course. There are no walls in these parts, only on the turns. You will
have to switch lanes to the right once again, and you will drive across
an uneven surface that tilts you towards the left slightly, followed by
a dead end, so shift over to the left and hit the booster icon for good
measure.

After this is over with, you will have to make a deep turn to the left,
which will soon even out to perfection. Coming up, there will be a dead
end, so you must go to the right. Even your vehicle out in the center,
as the road soon closes in on just one tiny stretch of land. You MUST be
in the center. If you are playing the Grand Prix, you MUST be ahead of
the pack by now, or else they could knock you off here with those damn
spinning moves.

Once you get this ordeal with, you will have to go left to avoid yet
another dead end, the last of the course's layout. Get in the center of
the road once again to avoid from falling off of the course. Soon after
this, you will have to make a steep right turn at the hill. In the
center, you can hit a booster icon. On the left is a Health Recharge
Pad. Straight ahead, the walls close in to slow you down. Position
yourself in the center, and pass the checkpoint.

With the first lap over with by now, you must boost in the following
places on both the second and third laps: boost all the way through,
avoiding all of the dead ends along the way, to the first set of Health
Recharge Pads, where you can restore your life. This is important, as it
is practically a free boosting period.

Once again, from here until you reach the next pair of Health Recharge
Pads, you must use up all of your boosts, as it is just like getting a
free set of boosters with how close the Health Recharge Pads are. Use
one before the first outside turn, and boost twice after you are secured
on the "side falling" area of the road. Boost on the Health Recharge
Pad, position yourself in the center, and cross the checkpoint.



                                 Vr.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-      F I R E   F I E L D [undulation]     -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: ****
-RECOMMENDED VEHICLE: Fat Shark
-RECOMMENDED METER SETTING: 100% Max Speed

==================
TIME ATTACK ADVICE
==================

There are VERY few walls on this course, which is why taking a big,
heavy vehicle and going with 100% Max Speed is the key to success in
unlocking AND defeating the Staff Ghost. Personally, I used a Frost Lynx
G4 is defeat the Staff Ghost (see the User Created Vehicles section for
more details), but the Fat Shark or Black Bull works wonders, as well,
mainly due to the Fat Shark being so bulky in stature.

==============
OVERALL COURSE
==============

Ahhh, Fire Field [Undulation]... One of my favorite tracks, and I have
no clue why. A lot of people struggle on this course, yet I always seem
to finish at the top spot without even trying, which is why I am writing
this FAQ: to provide you, the gamer, with information to succeed. Start
out by holding your gas and slowly moving up and down the set of hills
that the track provides, slowly curving towards the left.

After four of the hill roadways, you will be right near a Health
Recharge Pad that is to the right of the road. This track has no walls,
for the most part, so do not get TOO close to the edge of the track, as
you could fall off. Keep your vehicle in place without any sudden jerks
or bends, as when you take it slowly, your Max Speed only gets higher
until the breaking point.

Soon after the Health Recharge Pad has been crossed, you will want to
stay straight as you fly from the course dropping off to increase speed,
and hit the jumping icon on the left at the bottom of the hill. Cut a
hard left to avoid going off of the track in air, and nosedive LIGHTLY
after you make it over the melted pillar in mid-air.

Once you land, you will be on a road that is warped from the heat, so
there will be tons of bumps to bruise you in the road. Thankfully, there
are walls in this area. Just stay in control, and you should come out
without a scratch on your poor little body. After this, you will come up
on another hill that will send you crashing down after you make it to
the top.

Yes, you will yet again find a hill-like road up ahead, and turn
slightly to the right to collect some health from the Health Recharge
Pad. Directly after this, you will want to turn left slightly, and go to
the left side to collect more health from the next Health Recharge Pad
(yes, there are two that are not together for once). After this, you
will have to hit one of the two booster icons on the far sides of both
of the road.

Follow the straightaway path that is dead ahead, and you will take a
tumbling fall, down far below this path. As you are falling, you will
want to even your vehicle out so it will not crash down, but will not
slowly drift down like a feather, either. Make it completely even, and
follow the straightaway that is ahead of you.

The straightaway will suddenly jerk to the left a slight bit, and the
flooring becomes warped from the heat once more. Ouch. You will
DEFINITELY want to hit the jumping icon to pass over the warped parts of
the road completely (you will likely still catch a few bumps, but
nothing major), and hit either one of the two booster icons on either
side of the path. The walls close in VERY tight on your vehicle, so be
careful (drive in the center of the road to avoid this problem).

Cross the checkpoint, and you will now have boost power! Awesome, so go
ahead and burn some of that booster away. In fact, do not even begin to
let off of it until you reach the first Health Recharge Pad. Fill up,
and carry on with your boosting. Hit the jumping icon and cut left, and
you should be making good time like this.

Continue boosting your poor ass off, and fill up at one of the two
Health Recharge Pads. After this, boost one about a second before you
fly off of the cliff, and even your vehicle out. Boost once more as soon
as you land, and once again near the jumping icon. Nosedive if you are
about to hit the fallen pillar. Save up the rest of your booster for the
next lap, and repeat as stated in the past two paragraphs.

********************************
R  E  A  D  E  R      T  I  P  S
********************************

Steven sends this tip...

"on the fire field undulation track, before the really big jump (you
know the one where you first have to get either the right or the left
booster). take the left booster and fall off on the left somewhere
halfway up the slope. now, as you said in your faq, level your car and
you should easily be able to reach the track further up ahead. this
tactic got me in first place from 15th or so in the first lap on master
class!!"



                                 Vs.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-      A E R O P O L I S [dragon slope]     -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: *****
-RECOMMENDED VEHICLE: Little Wyvern
-RECOMMENDED METER SETTING: 60% Max Speed

==================
TIME ATTACK ADVICE
==================

God, I am absolutely terrible at this course, but I will give the best
advice humanly possible, I suppose. If you go too fast on this course,
and your vehicle weighs over 1500kg, you can and will fly off of the
course in the booster/Health Recharge Pad combo areas, so try to take it
easy on the booster here, hence why we are not as 100% Max Speed. 50%
Even or 60% Max Speed should be plenty for the Staff Ghost while
boosting on the first Health Recharge Pad.

==============
OVERALL COURSE
==============

Starting the course off, you will instantly find that there is a booster
icon in the center of the road, so definitely hit it. On the right side
of the road, there will be a long path with a Health Recharge Pad strung
out across it. The course makes a semi-hard left turn here, so even
yourself out. There is a straightaway here for a few seconds before you
eventually come up on a booster icon, so make sure you run over it.

After you run over the booster icon, you will notice another Health
Recharge Pad to the left. The course makes another semi-hard turn, this
time to the right, so do what you do best (which is hopefully turning).
Another straightaway is dead ahead for the time being, as you soon come
up on the third booster icon, so definitely hit it. This time, there
will be a semi-hard left turn once again, but no Health Recharge Pad to
support it.

Once you have rounded out on the hard turn to the left, you will want to
hit either one of the two booster icons on either side of the course,
near the walls. Go into the center of the road soon after you hit the
booster icon to hit another booster icon before driving off of the
course completely. BIG air time here, folks.

There are three tiers that you can land on. The higher the platform, the
better the overall time for the course is. It is impossible to land on
the highest tier without your booster, so don't even begin to try it.
You will likely land on the lowest platform of the three, but do not
worry. Keep on driving, and stay straight ahead.

You will hit a booster icon, and likely land on the second tier of the
three options, so even yourself out and run over the booster icon to get
a good enough boost to possibly land on the top tier of the three
options. Hit the booster icon once again, and you will take the big
plunge to the lowest level of the entire course.

Once you land down here, you will want to carry on straight ahead, and
once the road begins to twist slightly, run over the booster icon in the
center of the road. The course will bend slightly left, and turn into a
sheet of ice in the middle of the road, and two dirt patches alongside
of the ice patch. With no walls around the dirt patches, you obviously
want to stay in the center (ice patch) and drift without drifting
towards the right ever so gently.

After you have made it out of that icy hell hole, you will come up on a
Health Recharge Pad in the center of the roads as you "climb" the hill.
About a second after the Health Recharge Pad ends, you will have to make
a sharp left turn on a tidal wave path up ahead. After you round the
corner, you will encounter a path that leads right, but then jerks left.
This is where a lot of gamers get trapped on the third lap, as vehicles
can surround them and push them into the walls as the walls close it.

Stay in the center of the road, and the corridor will now shrink to the
middle. As it twirls to the right, the walls will let up and go back to
where they should be ever-so slowly. There is traffic hovering above, so
this area looks like the checkpoint, but it is not. For the life of me,
I always waste all of my boost here and it is never even the real
checkpoint. Go figure.

After you pass the "fake checkpoint" area, you will have a major drop-
off in this area, as you will be sent flying downward if you were going
at a decent speed. The course, as you can clearly see, jerks to the
right, and back to the left for the curving left turn followed by a
booster icon that leads to the right. The checkpoint is up ahead,
finally.

You will want to begin boosting, but ease up off of it before you reach
the booster icon and the turn if you are a heavy vehicle, as you can
easily fall off of the course itself without notice. Must be a terrible
glitch. Boost in between the booster icons, but still hit the booster
icons. If you are a light vehicle, just boost until you reach the second
Health Recharge Pad, and boost twice after that to get to the third tier
(highest level).

After the drop-off points (where you should not boost), boost once
before the ice patch, and once on the ice patch. Fill up your health at
the Health Recharge Pad, and boost once you have secured yourself on the
thin road, and once before the fake checkpoint. This will give you great
speed down the mountain. Use a couple of boosts before the checkpoint,
wherever you see fit. Repeat these steps on the third lap for a secured
victory.


********************************
R  E  A  D  E  R      T  I  P  S
********************************

Reader Evan "Boo" Fraser sends in this information...

Just in case you're interested, as I saw you have some trouble with
anything weighing over 1500kg on this course..

I currently run the Super Jaguar -Z (I think that's the name), a BBA,
consisting of the Valiant Jaguar, Super Lynx and Triple -Z, which weighs
in at a fairly hefty 2120kg.  I keep it tuned mostly to a notch and a
half below Max Speed for most courses, except for ones with the majour
falls.  I've had no trouble with Dragon Slope.

Now, I'm not sure which part of the course you were referring to, but I
think you meant the sharp corners with the booster just before and the
recharges off to both sides.  If I'm wrong, tell me so, and I'll see how
I handle wherever it is you meant.

I run my Jaguar like a drifting machine.  Those first two sharp corners,
I hit the booster and health boost if possible, and then absolutely
hammer on the drift.  Slam L and R home and throw the stick to the
side.  Those corners are about the limit of that machine's sharp
cornering ability, which means it barrels through them without much
micro-managing.  The third gives me trouble, because it looks like the
first two, but it's a bit shallower, so I tend to knock the inside of it
with my nose.  This strategy seems to work for all three laps, as the
opposing cars seem to get a little confused.  Also, the Jaguar carries
enough weight to shoulder its way through some of the traffic coming
through there, and enough speed to stay ahead of it.  Not really a
strategy, but just the way I do it in a car that weighs over 1500kg..

Oh yeah, the ice part.  Again, due to the weight, this thing has little
trouble on the ice.  Just be gentle with it.  The ice doesn't curve very
much, thankfully, so if you're calm and careful in there you can come
out of that in the center and straight onto the recharge pad.  It just
winds up snaking a bit on the ice."

And reader eggit sends us this tip...

"You said...

"There are three tiers that you can land on. The higher the platform,
the better the overall time for the course is. It is impossible to land
on the highest tier without your booster, so don't even begin to try it.
You will likely land on the lowest platform of the three, but do not
worry. Keep on driving, and stay straight ahead. "

I would like to inform you that this statement is incorrect.  In fact,
in my Bright Swallow-Z (Bright Spear, Funny Swallow, Triple-z) Which
appears to have godly flying capabilities (hidden stat?) I can get
across the ENTIRE gap without landing on ANY of the tiers or using
boosters.  It jumps well on other levels too like Areo Dive where I can
jump off the big drop clear over all the little drops and then some, and
half pipe, where i can jump from the second to last straightaway all the
way over to the finish line (I make the gap but the game makes me fall
through the track ]= )"



                                 Vt.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-  P H A N T O M   R O A D [slim-line slits]  -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: ******
-RECOMMENDED VEHICLE: Spark Moon
-RECOMMENDED METER SETTING: 40% Acceleration

==================
TIME ATTACK ADVICE
==================

This is one of those courses that practically everybody is terrible on,
and I suppose I am no exception, usually finishing around twelfth in the
Grand Prix mode.  However, I suppose things must get done. I know most
of you are saying "40% Acceleration?? People actually USE acceleration
in this game??" but, it is the only way I can even finish within a
second of the Ghost Staff time. Choose any vehicle that is a medium or
light load with good grip, basically, as they are the best outfitted for
the job.

==============
OVERALL COURSE
==============

Starting this dreadful course off, you will want to begin turning to the
right VERY slowly, eventually getting where you need to go. Turn right
slightly once again, and the road will begin a straightaway... all the
way at the bottom. There is a huge downward area here where you will
start flying across the track if you are going fast, which is great for
getting ahead of the competition.

Hit the booster icon in the center of the road at the lowest point of
this area of the stage, and you will begin "climbing" back up towards
the top of the course. There are two options that you can take up ahead,
the left and the right. The left will put you out on the right, and vice
versa. It is entirely up to you, as neither has any real advantage.

After you get through with the optional path road, you will want to turn
right at the strong turn point, and either choose the right or left
lane. On the left lane, you will find a booster icon right at the start.
On the right lane, the booster icon will be at the very end of the path.
I prefer the left lane, as you will want to slow down after the second
optional choice exit.

At the end of the second optional choice path, you will face instant
death: you must hug the right side of the stage AFTER the icy patch. You
can collect some health from the booby-trapped Health Recharge Pad on
the left side of the course, but get back over to the right before the
track ends on the left side.

You will have to make a harsh left turn once you are in the safe zone,
and you will be let out on another Health Recharge Platform. Sadly, up
ahead on the right, the track will end again. Just peachy. So instead of
hugging right, hug left, and run over the booster icon along the way for
good measure.

As soon as the course becomes an open road once again, you will notice a
Health Recharge Pad on the left, and one soon after it along the right-
side wall of the road. You will want to stay in the CENTER of the road,
as the direct left or direct right will lead to a path that is no longer
on the course, if you know what I mean. After this, you must deal with a
difficult right turn that will soon lead to the open field with VERY
large Health Recharge Pads on both sides of the stage, followed by the
checkpoint.

After you have crossed the checkpoint for the first time, boost once
from the get-go. You will want to use a second and third boost before
the drop-off point on the course to gain great time on the clock, or a
great position. Boost twice more before the first booby-trapped Health
Recharge Pad, and boost in between them. Keep on boosting after the
third and final booby-trapped dual Health Recharge Pads. Repeat these
steps on the third and final lap to secure a so-so place, or to unlock
the Staff Ghost.





//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\\
||--------------------------------------------------------------------||
||-------------------------------AX CUP-------------------------------||
||--------------------------------------------------------------------||
\\____________________________________________________________________//




                                 Vu.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-       M U T E   C I T Y [sonic oval]      -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: *
-RECOMMENDED VEHICLE: Fat Shark/Iron Tiger
-RECOMMENDED METER SETTING: 100% Max Speed

==================
TIME ATTACK ADVICE
==================

The reason that I selected two very different characters in Iron Tiger
and Fat Shark is due to the fact that they are both well for this
course. Fat Shark heavy enough to pick up great speed, and while his
corner rounding skills are terrible, you do not need them here. While
Iron Tiger's boost is terrible, he happens to hold my best record
(beating the Staff Ghost by 1.4 seconds) without snaking. 100% Max
Speed, because this course is incredibly easy.

==============
OVERALL COURSE
==============

Players of the Story Mode will recognize this as the track that Captain
Falcon goes through in his first chapter of the Story Mode, the one with
all of the capsules. It is not as annoying here, because you need not
collect anything at all. Take off from the start, and be sure to hit the
booster icon in the right-center of the course as you go along.

As you make that rounding left corner, you will hit a booster icon near
the center. Stay in the middle of the road as you approach the Health
Recharge Pad, and you will hit the third booster icon of the course. On
either of the two sides, there is a single booster icon near the side
with the Health Recharge Pad. Run over one of them.

You will have to come up on a slowly moving turn to the left, where
another booster icon happens to lay. On the right, alongside of the
wall, is another Health Recharge Pad, which will come in handy on the
second and third laps. Run over the booster icon in the center of the
road, and once you pass the checkpoint, you will want to boost from here
on out without stopping, not even once. Fill up at both Health Recharge
Pads, and you will be home free. Easiest track in the game, obviously.



                                 Vv.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-       A E R O P O L I S [screwdrive]      -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: **
-RECOMMENDED VEHICLE: Rainbow Phoenix
-RECOMMENDED METER SETTING: 70% Max Speed

==================
TIME ATTACK ADVICE
==================

This is one of the tracks I have a tough time with in the Master Grand
Prix, but I can kick some serious ass in the Time Attack with the
Rainbow Phoenix. In this stage, you will face some serious hard way
turns, so complete the turns by turning your Max Speed down to 70%,
unless you want to drift, which removes a lot of speed from your top
overall.

==============
OVERALL COURSE
==============

Starting the course off, you will want to adjust to the course as it
begins turning to the right, and pulls left at a moderate pace. This is
annoyingly simple stuff, but it soon gets more complicated. One of the
reasons this course is tough on the Grand Prix is due to the lack of
booster icons compared to most courses in the game.

You will soon come up on some Health Recharge Pads as the track softly
drifts to the left. To get the most health out of these Health Recharge
Pads, you will want to stay on the outer left edge of the one on the
right. As you carry on, the course hits a small bump to the right, and
drifts further right, only to stray back over on the left before a large
straightaway.

After the straightaway, you will have to either hold the left fairly
hard to make the hard way turn up here, or drift (L Trigger + R Trigger)
around the corner. Hit the booster icon to the right of the Health
Recharge Pad, and you will soon pass the checkpoint. You will want to
use your entire boost here, and fill up at the Health Recharge Pads
coming up. Afterwards, boost until you have 10-20% of your booster left,
and make the hard turn. Fill up at the Health Recharge Pad, and repeat
this on the third lap.


                                 Vw.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-   O U T E R   S P A C E [meteor stream]   -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: ***
-RECOMMENDED VEHICLE: Cosmic Dolphin/Mad Wolf
-RECOMMENDED METER SETTING: 80% Max Speed

==================
TIME ATTACK ADVICE
==================

Ahh, one of my favorites. Meteor Stream is an awesome stage due to the
lovely (and different) background. This stage is fairly straightaway,
although strange would the "half-tube" effect that looks warped. Believe
it or not, I would choose the Cosmic Dolphin for this stage, as I have
my best time with him, however, I would try out the Mad Wolf in case you
do not click with the Cosmic Dolphin. Overall, there is only one really
rough turn in this stage, so go for it, tiger.

==============
OVERALL COURSE
==============

Starting the course off, you will want to drive towards the center of
the road, and you will soon fall off of this platform. You will land
down below, where you can find a booster icon in the center of the road.
Hit it, and follow the two orange lines on the ground to line up with a
second booster icon that you can roll over for added boost.

This will lead you straight into an icy paved tunnel, which is full of
ice from top to bottom. Stay along the bottom of the path to gain as
much speed as possible, and hit the next booster icon after the right
turn, going to the left. As you reach the regular path, line up with the
orange lines once again to hit another booster icon.

After this, you will once again want to stay in the center of the orange
lines, as they will lead you to another booster icon. This will lead you
into the second icy cave, where the entire course seems to twirl in a
vertigo sequence. Try to remain in the center of the track, as you exit
you will hit another booster icon, followed by another if you manage to
stay in the middle with the orange lines.

Another icy cave, where a Health Recharge Pad rests at the end of it, so
stay near the center. Afterwards, you will be launched into the air.
Coming up, there will be a fork in the road. The left contains two
Health Recharge Pads, which are GREAT for the second and third laps. The
right is where we will want to go for now.

Hit the booster icon in the middle of the road as you enter the path to
the right, and stay in the center of the road as you turn moderately to
the right to come across a second booster icon. Follow those white lines
to hit the third and final "exclusive-to-right" booster icons. Hit the
one in the center as the paths merge, and follow the path slightly left,
and a big turn right.

Pass the checkpoint, and the fun begins! Yay! You will want to hit your
booster every three seconds (after the boost it over) here, and fill up
on the way out of the oddly shaped tunnels. Use up your entire booster,
and take the left path in the fork in the road. Get a free boost when
you cross the first Health Recharge Pad. Fill up in full at the second,
and repeat as advised on the third lap.



                                 Vx.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-     P O R T   T O W N [cylinder wave]     -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: ****
-RECOMMENDED VEHICLE: Sonic Phantom
-RECOMMENDED METER SETTING: 70% Max Speed

==================
TIME ATTACK ADVICE
==================

With this stage, you are in danger towards the end unless you have both
a good boost, as well as a great body on your vehicle. Hence, why the
Deep Claw is the absolute best option to take on this course and let
free. You will encounter more flat-lined tube tracks along the outside
(Cylinder Knot), all the while dealing with confusing elements. This is
a terrible stage for me; so if my advice is incorrect, please don't
murder me. I use around 90% Max Speed and suck that way, so you should
use around 70% Max Speed instead.

==============
OVERALL COURSE
==============

As the course starts off, you will have to drive forward a little bit to
fall off of the platform that you start off on. You will fall onto one
of those outer tubes like we encountered back at Fire Field [Cylinder
Knot]. Keep driving forward, and hit the booster icon as you come across
it. Turn around to the other side of the track, and hit the booster icon
near the center down here.

Turn around towards the top of the platform right at the bend to the
right to hit the third booster icon. Shortly after this, you will want
to go along the right side of this platform to run over the next booster
icon. All of this speed sure makes me thirsty. Back on the top of this
road, it will shortly become a Health Recharge Pad. Kiss it goodbye, as
it will be your new best friend by time those second and third laps roll
around.

Upside-down and to the right shortly coming up will be another booster
icon, and lord knows we love them. Keep on hugging that right side of
the course, and you will be rewarded with another booster icon to run
over. Excellent. Straight ahead on the top side, to the slight left from
this one is another booster icon, as well as a fork in this obscure
road.

On the right, you have a long stretch of Health Recharge Pad, which is a
Godsend for the second and third laps. On the left, however, are two
booster icons on a straightaway. I think the first lap choice is obvious
enough, eh? You will fall off from this platform to another down below,
where you can find another booster icon to the left as the course
curves.

There is another booster icon upside-down on the snake-ish platform that
we are driving on. You can turn around quickly after this and hit yet
another booster icon, if you wish, although it may slow you down some.
On the side of the top part of the platform is yet another booster while
the course becomes erect and soon becomes tiny. You will fly off, past
the checkpoint, so make sure you are driving towards the three yellow
rings to stay on the course.

For those final two laps, begin boosting at the beginning of the second
lap, and keep on boosting in between hitting those obvious booster icons
until you reach the Health Recharge Pad. Continue boosting afterwards
until you reach the fork in the path, where you should go right and fill
up on your health. Use the booster twice: once before you fly off of
this platform, and once before you fly off of the skinny platform, past
the checkpoint. Repeat these steps to finish what a decent time, or
place in the Grand Prix.



                                 Vy.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-      L I G H T N I N G [thunder road]     -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: *****
-RECOMMENDED VEHICLE: Astro Robin
-RECOMMENDED METER SETTING: 60% Max Speed

==================
TIME ATTACK ADVICE
==================

This is one of my personal favorites, as it mixes the best aspects of
the original F-Zero, great elements implemented with F-Zero X, and the
own charm of F-Zero GX. In this track, there are a LOT of twists and
turns, which calls for a LOT of turning, which calls for a perfect grip
on a lightweight vehicle. Anyone sensing a pattern here? Truly
brilliant, I say! I enjoy taking the Astro Robin out here, because while
the boost is terrible, you do not really need it that badly due to the
amazing amount of Health Recharge Pads scattered throughout the course.
60% Max Speed is perfect for this course, with all of the twists and
turns.

==============
OVERALL COURSE
==============

*sings that cheesy Garth Brooks song* er... Ahem... As the course
begins, you will have to roll forward, hitting the booster icon in the
center of the course. As you progress, you will hit a hard left turn.
The course is expanded here; so hit the booster icon in the dead center
of the road. Turn right after this, and you will come up on yet another
booster icon, so roll over it.

With the gained speed, continue moving forward, and a Health Recharge
Pad in the center of the course. This is followed by a sharp right turn.
As you progress on this road, the walls slowly close in on you. Spooky.
Several "CAUTION!" signs are overhead as you zoom through the small
tunnel area, and they may even throw you off-guard.

Soon after you get through with the tunnel, you will hit a booster icon
and pass towards the left, and make a sharp right turn for good measure.
The road is uneven, but it slowly twists to become solid. Turn left
here, and you will go through a caution tunnel, then hit a booster to a
huge dive-off to the area below.

Whilst in air, try to even your vehicle out to get the best possible
air, and fly towards the right to glide clear over the initial turn to
the right for the straightaway. As you go up the large hill located
here, hit the booster icon, and you will be boosted towards a Health
Recharge Pad. Turn left, and you will notice a set of upcoming turns.

The first turn is to the right, and once here, turn back to the left.
Repeat this same process once again. It is best to get in between the
turns to make them with ease. You will be approaching what I like to
call the "diving board" area of Thunder Road. On the second and third
laps, you will want to boost on this tiny walled road that twists left
slowly. When you dive off, catch as much air as possible, as the path
below you is infested with bumps (warped path).

This path will slowly curve to the right, and back towards the left, but
not before you hit a booster icon. After you get through this tunnel
here, you will come up on a VERY long Health Recharge Pad that winds
from the left, to the right, to the left, to the right, and back to the
left. You will want to go straight here, and NOT follow the Health
Recharge Pad.

You will soon come up on a left turn that leads to another booster icon,
so run over it. Make another left turn, and you will now follow a path
to the right that twirls a bit, then cuts back off to the normal stature
of a road while it continues to wind. Run over the booster icon here to
gain some speed, and follow the crooked path.

You will eventually come up to the checkpoint. Begin using your booster,
considering there are quite a few large Health Recharge Pads on this
course. Boost (or try to) four times before reaching the first Health
Recharge Pad. Heal up, and continue to boost twice before the "CAUTION!"
signs appear overhead in the tunnel.

Boost three times more before the next Health Recharge Pad rolls around.
Once it does, give it one boost after you heal up at the Health Recharge
Pad, and three boosts before the "diving board" area to gain excellent
speed to get over the warped area down below. Boost twice more after
this, and fuel up at the winding Health Recharge Pad. Hit the booster
icon, and boost twice before the checkpoint. Repeat these steps on the
third lap, but use your entire boost at the end, obviously.



                                 Vz.
  _   _   _   _ ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ _   _   _   _
   -_- -_- -_-       G R E E N   P L A N T [spiral]      -_- -_- -_-
                ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤


-DIFFICULTY: ******
-RECOMMENDED VEHICLE: Big Fang
-RECOMMENDED METER SETTING: 60% Max Speed

==================
TIME ATTACK ADVICE
==================

This is the absolute coolest of the six AX tracks in F-Zero GX, because
of the fact that it mixes every single kind of surrounding in the entire
game, and blends it all together so well with transition. This stage is
a tough one that needs a perfect grip, and somewhat good body. There are
Health Recharge Pads practically all over, so I would not worry much
with a good booster or not, as it all amounts to the same thing, anyway.
There are a lot of hard way turns here, so 60% Max Speed is perfect.

==============
OVERALL COURSE
==============

As we start up the last course of the AX Cup, we will be in for a treat,
including practically everything an F-Zero fan could ever want all
rolled up into one big ball of goodness. Start off fast by running over
the booster icon in the center of the road ahead. You will want to trail
on over to the left side, as the floor will fall out to the right. Plus,
there is a booster icon there on the left. Sweet deal.

The booster icon leads out to the course as the road becomes flat once
again. We will have to make a few sharp turns to the left, right, and
then left hard way. Drift (L Trigger + R Trigger) if need be. You will
now fall onto a tube, such as the one on Cylinder Knot/Wave. We are
going back where we came from, only upside-down. Interesting.

On the far left side of this platform lies a Health Recharge Pad, which
you likely do not need unless you got into a fight (assuming you are in
Grand Prix). This tube platform will soon cut off, sending you down to a
part of the course that sort of looks like devil horns. Either way you
go, they both lead to the same type of path in opposite sides of
whichever direction you initially chose.

Either way you go, you will want to run over the booster icon right
before you get launched to the area below. You will zoom straight over
the dirt patch behind you, regardless if you hit the booster icon or
not. As you enter the clear floored platform, hit the booster icon in
the center, and you will come up on another one at the curve to the
right shortly after.

Once the path turns to solid ground once again, you will want to make a
left turn, which is somewhat of a speed bump that turns to the right
slightly. Turn left once again to cross over a Health Recharge Pad.
Follow the path soon after this, and you will enter some cool new age
forest scenery area. Werd up. Position yourself in between the turns to
the right, left, and right, as they are all pretty simple to get by
without much struggle.

Turn left once you are out of the blue forest area, and roll over the
booster icon to gain some speed. There will be a turn to the right
coming up, along with two Health Recharge Pads on both sides of the
turn. After you get through with this turn, you will have to go left and
hit the booster icon towards the very center of the turn itself.

Follow this path with clear flooring as it drifts to the left. You will
travel back up and slightly to the right... until you tumble back down.
This is like a waterpark ride: it goes up, and sends you down quickly
with a bump to send you flying. You will land safely on a large lopsided
part of the course. Follow it to the right.

Soon after this, you will encounter a part of the course that is
completely covered in ice! Get on it, and follow it left with the
automatic drift, and hit the booster icon in the right-center of the
road once it straightens out. After the ice patch ends, you will have to
make a drifting turn to the left, and recharge your health as the Health
Recharge Pad in the center of the road, followed by more drifting (this
time to the right), and the checkpoint.

As for the boosting in this stage, here is where I suggest boosting: you
should boost twice on the half pipe-like area, and twice on the turning
part directly after this. Once before the Health Recharge Pad, and fill
up after that. Boost once before you fly off to the devil's horns shaped
area, and hold you boost in by taking a booster icon instead to be taken
off of the devil's horns area.

After you get through landing down here, you will need to boost twice
while on the clear-floored area, preferably in between the two booster
icons. Use up as much boost as possible before the Health Recharge Pad,
where you should heal up completely. You should boost five times between
the straightaway, the blue-lit forest area, and heal up completely at
the Health Recharge Pad.

Boost twice once you reach the second clear-floored area. This is a long
stretch without any booster icons, so it is the perfect opportunity.
Boost once before you get launched to the large lopsided platform, and
use up all of your boost on the icy patch. Fill up at the Health
Recharge Pad, and keep on boosting to the checkpoint. Repeat these steps
on the third and final lap to succeed in unlocking Mute City [Sonic
Oval], if you are playing the Grand Prix. Best of luck!






::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::  :::  SECTION VI.  -   STORY MODE   :::  :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::



DISCLAIMER: This section was included on the spur of the moment, so most
strategies are simply reader strategies, and not my own. You will
noticed mine from the rest, because I don't mention any names before
them. I have compiled the VERY best strategies for every chapter in
Story Mode that you may be having trouble with. Most of them are for the
Very Hard difficulty, but can be accounted for with the Normal and Hard
versions of Story Mode. Thanks, and if you have a strategy, drop me a
line at [email protected], and I will add it to the list, and thank you
for it. Now, enjoy this section.



                             _________
                            /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 1 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          /_____________\


This strategy is for use in the Very Hard difficulty of the chapter, as
the Normal one is simple, and Hard just takes a few playthroughs. I may
end up adding a Hard strategy sooner or later. Anyways, I had my vehicle
on 50/50 on the Acceleration/Max Speed meter. One more thing: I will NOT
mention where to boost, as you should be boosting CONSTANTLY during this
course. Here goes...

Starting out, head over to the right side and collect the orange ball.
Tilt yourself slightly to the left and hit the booster. There are four
orange balls here that look like this...

                                 3
                                2 4
                                 1

You will want to collect 1, hit the L Trigger to collect 2, and quickly
hit the R Trigger to collect 3. We will get 4 on the next time around.
Now, up ahead you will want to ignore the orange ball and hit the
booster, and go to the right of the Health Recharge Pad. Collect the
lone orange ball, and then hit the booster to collect another. Quickly
hug the right with the R Trigger to collect another orange ball.

Get in the center of the Health Recharge Pad before it ends to heal up,
and collect another orange ball at the end of it. Now, hug the left wall
and collect the orange ball, then slide towards the right and hit all
four in a row, including the one against the wall. Slide back towards
the left before you crash, and collect the orange ball in the center.

From here, you will want to go along the left side of the wall, and
collect the orange ball. Quickly slide towards the right, and then slide
back into the left with the L Trigger when you reach the area with so
many orange balls. There is a line of three that you can collect here.
Here's the chart...


                                      6
                               3   8    5
                                 2    7
                                   1    4


You will want to collect 1, 2, and 3 right now. Afterwards, hold the R
Trigger to prevent from crashing into the wall. Now, go to the left a
bit and collect the orange ball. Hit the booster up ahead, and collect
the orange ball that we left from before that was in the group of four.
Remember him? Good. With this done, you will want to collect the orange
ball next to the booster.

Head to the left of the Health Recharge Pad this time around, and
collect the two orange balls near the wall. Afterwards, flow right
slightly and hit the booster. Collect the orange ball, and hit the L
Trigger to collect the second orange ball against the wall. With this
done, you will want to head right and enter the Health Recharge Pad
before it ends to regain your health from boosting so much.

Go towards the right and collect the ball, and then hit the booster,
hugging the wall to collect another orange ball. Enter the Health
Recharge Pad to heal up, and collect the orange ball against the right
wall. Once again, we come up to the hard part of the game...


                                      6
                                   8    5
                                      7
                                        4

Hugging the wall on the right, you will instantly collect 4 and 5 from
the playing field. IT IS HIGHLY IMPORTANT TO PRESS THE L TRIGGER AFTER
YOU COLLECT 5. This will collect 6 if done correctly. If not, retry.
Passing the lap, you will want to have around 18 seconds left on the
clock. Start boosting, and collect the orange ball on the right side of
the wall after the boost pad.

You can freely boost, and enter the Health Recharge Pad, boosting away
as you go along. When you come out of it, hug the left side of the wall
to collect the upcoming orange ball, and then position yourself in the
right-center of the screen.

                                   8
                                      7

You will have to collect 7, and press the L Trigger to collect 8.
Afterwards, SPEED LIKE YOU HAVE NEVER SPED BEFORE! Speed like O.J.
Simpson from the poh-poh. Speed like Ellen Burstyn in Requiem For A
Dream. Speed like The Fonz over those cars on his motorcycle. Hopefully,
you will finish, and unlock the Rainbow Phoenix. Ehhhhh!! *thumbs up in
Fonzie fashion*

The Leech sends us this link. Note that if the creators of this picture
wish to have this tidbit removed, please contact me regarding this issue
and I will remove it immediately. Thank you.

"Hello. I'd like to make a contribution to your F-Zero FAQ. It's a
Chapter 1 Very Hard route. Keep in mind though, that I didn't make it.
The actual map was made by jamesc359, and the route was drawn in by A l
e x. Please do NOT give me credit for this, but to the creators of it.
Anyway, here is the link:

http://www.angelfire.com/empire/wasteofspace/Map.JPG

It's very useful, and the most important thing about it is to BRAKE at
the end. I did it on my 2nd try using this.

Thanks for your time,
The Leech"


                             _________
                            /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 2 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          /_____________\


This, in my honest opinion, is the easiest of all 9 chapters in the
Story Mode. This strategy applies to all three of the difficulties, so
do not worry, little changes except a few more boulders fly down from
the mountain tops, but none that will get in your way anymore than they
would (usually, this applies to small boulders that fall down BEHIND the
large boulders).

For the record, I prefer being on three notches (full lines) towards Max
Speed, as if you hit a boulder, you are screwed anyway. Starting the
stage off, you will have to let the Fire Stingray get ahead of you quite
a bit without boosting, and get by the first pair of boulders. After
this, you will slightly round a corner on the left. Hug the outside of
the course, and boost twice to catch up with the slowing Fire Stingray.
Three out of five times, Fire Stingray will get hit by three to four
boulders, and obviously, you should take the lead at the turn, at least
for a few seconds.

Towards the middle of the race, you will face a few turns where it
becomes too dangerous to stick to one side of the course, so you will
have to have a quick eye, and coordinate with your hands to make it
through several very large boulders and smaller rocks. You should have
close to three boosts left on your boost meter by the time that you make
the final turn, so use up some boosts before you reach here. Fire
Stingray will have a rough time getting through here, as well, so once
you make it past the boulders on the final string of straightaway (hug
the left side, as a big boulder rushes into you if you are hugging the
outside right). Once the boulders stop dropping (look above to the
left), begin using your two boosts BEFORE you reach the last of the
boulders. This should claim your victory with practice.



                             _________
                            /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 3 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          /_____________\


I, personally, used three quarters Acceleration when I defeated it, if
that helps. What I did was started out for the first few seconds in 8th
place, and eventually came in second by the time that you land when you
hit the first jumping icon. Hit all of the corners to save time, and cut
off the person in second place, but do not take it to extreme measures.
Once you pass the goal for the end of Lap 1, you will want to hit the
Boost every time you reach a new platform screen, and level your car
out, going straight ahead whenever you hit the jumping icons. Get to
know the stage, basically. This stage is actually pretty cool, for a
basic stage and all. When all is said and done, it all comes down to
boosting your ass off on those last two Jumping Icons.

Zwizardsfoot sends us these tips...

""I beat this chapter on very hard on the first try!  Ha ha!  It's even
easier than Chapter 6, just as long as you do the below:
-Don't waste your time and strength killing the other racers.  If you've
made it this far, you will do fine against all 11 others.
-Use the jump plates, and use them well.
-Try to cut corners when possible, especially on the first turn.  This
will improve your time and place.
-Be thinking about boosting constantly.  This will keep you ahead of the
game.
-If you boost while approaching a jump plate you will be able to jump
over several turns.
-If you fail, just try again.  And don't forget to breathe.
-And most importantly, don't blink and drive.

It took me awhile to do it on hard, but once I got it, I beat very hard
easily!""



                             _________
                            /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 4 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          /_____________\


PoopinClumpin put it best, so here it is: "Make sure you kill all his
other flunkies ASAP. Usually he will slow down at around 3000 meters
before the finish line. If you kill the whole gang quickly he will slow
down sooner and allow you to catch up well before the end. The earliest
I have been able to make him fall back is at 6500 meters and that was
plenty of time to kill him on V.Hard. Use side-attacks (2-3 solid hits
with side-attack should kill him) as he has much more energy (like 3-4x)
than in the other modes making spin-attacks pretty much useless as it
takes too long to land enough hits. If you get ahead of him before he's
dead then do a spin-attack and try to make him run into it while you're
spinning (watch the "check" indicator) BTW this is really the only
effective way I've found to hurt him using the spin-attack. Regular spin
attacks I tried take 6 to 8 hits."

Might I (Zoop) add that running Wild Boar into the wall and spinning is
highly effective towards the end. Or boosting up to him and perform a
spin attack before the finish line, if you have his health to begin
with. Last ditch efforts are the best, I say! For those that truly wish
to win, try snaking up to Wild Boar, and then slowing down as he does.
Ram him three times with the X Button by braking when he gets far
behind. You should have plenty of boost leftover, and enough time to
boost ahead four times to finish first. See the FAQ section for more on
snaking.

Zwizardsfoot sends us these tips...

""This chapter is hard, but not impossible.  Very hard took me a couple
of tries, but I eventually got it, and I killed Michael Chain far from
the finish.  Just do the below:
-On very hard, it's all about the spin attack.  Don't even use the drift
attack unless you and the gang are inside the pit zone.
-A very useful technique is to get in front of someone, then let them
catch up to you and immediately do a spin attack.  If done correctly,
they will get hit several times and/or killed, and you will remain
unharmed.
-If someone performs a spin attack, just keep your distance until they
resume normal racing position, then kill them.
-If you fall way behind, just boost.  The spin attack protects you from
damage, so you will be able to kill racers and obtain the energy to
boost farther.
-The topmost view is useful in this chapter.
-Remember: the enemies' spin attacks are stronger than yours; in other
words, if you attack someone who is doing a spin attack, YOU will get
seriously hurt and the other is usually unharmed.
-When you reach the pit zone, boost up to someone and use the drift
attack to kill them inside the pit zone.
-When you reach Michael Chain, just do what you did before: boost ahead
and spin as he bumps into you.  He will take a bit longer than the
others, though.  Just so you know, my record of where I killed him is
10000 km before the finish.
-And most importantly, don't blink and drive.
Keep trying and you will unlock the Fat Shark!""




                             _________
                            /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 5 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          /_____________\


This mission is TOUGH. On the Very Hard difficulty (which is what we are
focusing on here, but it covers both Normal and Hard, as well), you will
have to escape the tube in 40 seconds (in reality, close to 41 seconds,
not 40 seconds). This may seem impossible, but it very well IS possible,
it just takes a couple of hours of patience and practicing, which is
easier said than done. Oh, and full Max Speed is in order. I will not
tell you where to boost for the most part, but have two to three boosts
saved up for the last part with the arrows.

On the Very Hard difficulty, you will want to start out boosting six
straight times, collecting all of the boosting balls as you go along.
Collect the next boosting ball, and move to the left side to dodge the
wall. Boost again, and collect the next ball while rolling right, and
through the hole in the wall here. Get back to being flat, and avoid the
three pillars, then go through the hole in the middle.

After this one, you will have to go straight and collect the green ball,
and then go through a slanted doorway on the left. Cut through the
middle and collect the green orb, and go through the slated doorway on
the right this time. Afterwards, you will encounter three pillars, so
cut through one near the middle, and line up at dead center to pass
through the two straight doorways.

Once this is done, you will have to collect another green orb and go
through the "X" shaped doorway through the bottom corners of the "X"
itself. Afterwards, you will find two doorways lined up on the wall.
Collect your green orb and go through them. You should have half of your
health left by now, so line up and collect the green orb, then go
through the line up straight doorways. Do NOT boost when you go through
the two sets of three doorways. Line up against the wall and go through
the last three doorways. Now start boosting, using all of it up (you
should have two to three boosters left) and nosedive (hold Up on the
control stick) to make it through the gate! Practice makes perfect,
remember that.

Ultimator sends us this lovely strategy...

"I have completed very hard on chapter 5 of story mode, and I did it
using L and R to slide through the doors (I achieved a time similar to
yours, so I assume you did too).  I learned from my brothers that using
the joystick to turn and navigate through the doors actually saves a lot
of time, because L and R drain your speed while you hold them.  They
actually beat it in time, I believe =D  Just thought you would like to
know.

-Ultimator (Dustin)"



                             _________
                            /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 6 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          /_____________\


Chapter 6 is one of the easiest to execute, and one of the less talked
about in the game, likely due to the fact that it is simple in
comparison to the two chapters that surrounds it. Basically, you cannot
travel under 800mph in the Very Hard difficulty, so it is a lot like a
fast paced version of the movie Speed, the bad acting is included. In
the Normal and Hard versions of the chapter, you can easily get the
victory, however, you can follow this strategy to win in all three
difficulties. Put your vehicle on pure acceleration, and do NOT use your
boosts until I say so.

As stated, this chapter is one of the easiest, and probably the most fun
of all nine missions. Starting the mission off, you will soon encounter
several bus transportation vehicles that have bright taillights that you
can spot from a distance. You will have to get in the middle of the
road, and the bus transportation vehicles will swerve off to the side,
as if you were an emergency vehicle or something. Keep this in mind for
every time you find these vehicles on the roads.

Shortly after you encounter the bus transportation vehicles, you will
soon find several different F-Zero-esque vehicles on the road that will
NOT move out of your way, and instead you will want to move along the
sides of them. You will soon encounter a slight curve in the road, and a
large shift to the left with the F-Zero vehicles all around, so hug the
right side, and hard turn with the L Trigger to wind up in the middle of
the course, with the F-Zero vehicles to your left.

From here on out, the course is fairly straight, however, you will soon
come up on more bus transportation vehicles, and after that, more F-Zero
vehicles. You will soon hit a booster icon, and be thrust into a very
tiny road where the walls only leave room for one and a half vehicle
lengths, so VERY CAREFULLY move towards the left, barely pushing the
Control Stick.

After all of this, you will soon come up on three straight inevitable
dirt patches in the road with F-Zero vehicles going across the road, to
boot. You will have to boost three straight times to get across them.
After this, turn right, and you will have to get by a set of bus
transportation vehicles over several dirt patches, so boost twice to get
by. Follow the path, and turn softly to the right on the swerving,
upward path. Boost to the exit to unlock the Silver Rat!



                             _________
                            /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 7 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          /_____________\



I was doing absolutely terrible on the Normal version of this Chapter,
in around 11th place at the final Health Recharge Pad, but I hit two
mines and zoomed past all of the vehicles, including Black Bull (in case
you were wondering if I killed him or not), all in the matter of two
seconds, literally. So this goes to show you that you should NOT retry,
but try to hit those damn landmines! Same thing goes for the final lap
on both Hard and Very Hard, as this may very well be your only hope to
survive this course!

Reader darksim10 sent in this AWESOME strategy...

"HA! I beat this muddermugger in only ten minutes! It's really not as
hard as everyone says it is. It's the learning curve that's difficult
not the level. If people are beating Ch. 7 on hard I see no reason why
people aren't beating it on very hard. The only difference is the extra
lap and maybe the CPU is more aggressive. Normal was impossible, that
took me 3 hours to beat. Hard took me an hour. Very hard, being used to
hard so much, breezed through it. Now, want this stupid level beaten?
Just read the tips below. Now note a lot of these tips are borrowed from
other players that helped me on the forum. So, if this isn't new to you,
sorry.

--DUH, kill Black Bull at the beginning. Restart if he doesn't die.
Swipe him as he passes you on the left, he should then again pass you on
the right, thats where u kill him.

--Make your camera view the highest possible by pressing d-pad down
twice. I know this is really disorienting and you'll hate it, but after
5-10 minutes you'll get used to it. Seriously, it helps you see crap
better.

--Watch out for Pico, Samurai Goroh, Michael Chain, and Blood Falcon.
Stay away from them, pretend they have SARS or something. They will spin
attack you, and they will kill you, and you will get pissed. I gaurantee
it.

--After killing Black Shadow in the 1st lap, cut the corner thru the
lava. Cut thru all lava the entire 1st lap. Until the energy strip of
course.

--In corners at all times, try not to hit the wall, especially that
sharp one b4 the energy strip. It will cost you.

--Don't touch any of the mines till the last part of the last lap. In
the 4th lap, memorize where those mines are at the end, and use em in
the final lap to get in the lead.

--Don't do drugs.

--2nd thru 4th lap, it's pretty much the same. Don't stress being in
first, just stress being in 15th or so. (in the middle part)

--For 2nd to 4th laps, read below

--Don't EVER EVER boost in the last part after the energy strip. Yes, I
know you will drop to 25th place because of it, but just work with me
here. Don't waste it. Don't boost till the ice area. It's definitely
your preference, but it doesn't matter if you boost once or twice in the
ice-area-jump. It's up to you. Sometimes if I'm confident with my
energy, I'll boost twice.

--Boost right after the first major turn. (The turn after the ice-jump-
then-lava area)

--Then boost once or twice (depending on energy) in the skinny area with
the zipper and no gaurdrails. Have a little energy left for the area
with the lava, zipper and energy strip, because chances are someone will
bump you, or you will run into lava. So have a little energy left just
to be safe. Then make sure your energy is replenished FULLY. It's
imperative.

--I like my car set two notches to the right of the middle.

--No need for that "controller alteration layout" crap. Your hands can
handle five short laps. Be a man.

--Now, the last lap. Be calm, don't get nervous. Don't bump
into anything. Especially the last sharp turn. Practice that drift turn.
Follow the same boost patters as before. Except, right before the energy
strip in the last part. Boost like mad. Boost, boost. At the energy
strip, you should at least be in 12th or 10th place. But right before
the zipper, boost like crazy and you'll catch up. If you feel like your
behind before the finish line, catch one of those mines you remembered
to give you a speed boost. And you'll be in first place! Easy as pie!
Trust me, if you beat hard, you can DEFINITELY beat very hard. There's
little difference."



                             _________
                            /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 8 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          /_____________\


On the Normal and Hard difficulties, there is a trick that you can
perform that will easily put you ahead of Dark Schneider in the race. As
you are driving, Dark Schneider will likely stay ahead of you until
after the area with the several patches of lava scattered around. Soon
after this, you will come up on another Health Recharge Pad, with a
sharp turn that follows. On the second and third laps, if you are
drifting (L Trigger + R Trigger) and hold left while boosting. Dark
Schneider has a hell of a time on this turn, and it will put you in
front. On the second lap, he might take the lead again soon after, but
keep boosting on the third lap for the easy victory. And remember, for
every difficulty is an added lap to the course, much like in Chapter 7.

Reader evenflow80 sent in this strategy...

"- Put your settings to maximum acceleration.
- On the 1st lap, take out as many mines head first as you can. This
will make boosting on later laps easier.
- on 2nd lap boost whenever you get the chance, and take out some more
mines that might get in your way.
- Now, here's the key: You need to boost like crazy. Maybe count to two
and then boost, repeat, etc.... Boost as soon as you go into corners,
and DON'T WORRY ABOUT CRASHING ALL OVER THE PLACE!! Since your
acceleration is so high, it won't affect you that much. But you
shouldn't crash HEAD FIRST, make sure you take it on the side. Drift on
the two very sharp turns. Try to boost 2-3 times in the lava area, avoid
lava as much as possible. Basically, if you boost every two seconds or
so, you'll catch up to him and surpass him easily. I know this strategy
sounds simplistic, but there's so many energy pits and it's such a short
track that as long as you take out as many mines in the 1st and 2nd lap,
you'll beat him easily. Try it and tell me what happened."

Get prepared for the best strategy yet for this stage on Very Hard,
coming from reader/writer VMD. Talk about amazing! Thanks for sharing
this information, man!

"Thanks for your awesome FAQ! With your help, I recently (10 minutes
ago) beat Chapter 8 on Very Hard :) And I learned some things that
weren't mentioned in your FAQ that I believe make a difference. So I
decided to write up a walkthrough for that level :)

Chapter 8 Very Hard-

Settings- Max acceleration

1st lap- At the beginning, you can either choose to snake for a little
while, or side attack Deathborn as you pass him. I would only recommend
snaking at the beginning until the first dash zone, since the track is
fairly easy there. If you attack Deathborn, it should knock him off his
feet for about half a second, giving you a longer time in front.

Hit the pit zone, and try to hit the left mine on the road approaching.
The mines should give you added speed, and getting rid of them on the
first lap is crucial to saving energy on future laps. The left one is on
the inside lane, where you should be going most of the time.

After the turn, hit at least one of the mines, but not the one on the
corner. If you turn sharply enough on future laps, you shouldn't have to
worry about the mine in the corner. Take a super sharp drift turn (start
a bit earlier), and hit as many of the two mines after the turn as
possible.

After the hill, you should see a mine slightly to the right of the black
centerline. Hit that one; it is a killer on future laps when you try to
save time by taking the inside lane. Note that if you are already
flashing red at this time, you will DIE if you hit that mine. Dying is
bad.

Take the whole pit zone, and use the control stick only to take the
turns through the lava. Take the inside road through the lava, since
energy is not important so much on the first lap. After the lava, hit
the pit zone, and sharply turn the whole 180 degrees. Hit a few mines if
you can, and beware...the mine on the left side right after the turn is
almost always instant kill. Right turn sharply after the short
straightaway and avoid the mine, then hit the pit zone.

On this straightaway, you can choose to hit the mines if you want to,
but be careful, this is also another dangerous area. On the last super
sharp turn, start drifting early (but not too early, otherwise you'll
hit the wall, reverse direction, and then you're pretty much screwed).
There is a mine at the far wall of the super sharp turn, and if you hit
it incorrectly, you'll instantly die, so be wary of that. It would be a
good idea to sacrifice 1/2 a second on the first lap to get rid of that
mine, but if not, just be careful.

After the last pit zone, HIT THE MINE. You won't be able to boost enough
after the 1st lap is over until the next pit zone, and you have lots of
energy to spare. So hit it. If you finished the first lap in under 48
seconds, congrats. If you finished with him only 4 seconds ahead of you,
good job, you're doing well.

2nd lap- Boost. Tap R as needed, and try to hit as much pit zone as
possible. Your energy should be full when you leave the pit zone, and
continue boosting through the straightaway. Make a SMALL left turn,
avoid the mines, and continue boosting. After the hill, hit the WHOLE
PIT ZONE. This is crucial. The lava area is a great place to boost
continuously and catch up.

Boost, stay on the road, and not the lava, make turns carefully, and
just boost as much as you can through the lava. You should boost a total
of 3-4 times through the lava area. Avoid it if possible. Hit the pit
zone, DON'T BOOST UNTIL AFTER THE TURN, then keep boosting :)

You'll hit that sharp turn again. Don't boost here unless it is the
final lap and you have practice taking this turn. Hit the next pit zone,
and now, STAY ON THE RIGHT SIDE OF THE ROAD. The mines here are deadly
if you didn't take out all 4 on the first lap. Boost on the right side
of the road (no mines), and take the drift turn carefully. Hit the pit
zone all the way, and boost. If you finished the lap in under 41
seconds, good job. Under 40, great. Under 39, (I've done it once) wow.

3-4 lap- Same as #2

3- You should be around 2-3 seconds over his time.

4. You should be 1-2 seconds over his time.

5th lap- Deathborn should start slowing down here, and not boosting as
much. You should have him in your sight all the way through. Try not to
pass him, but keep close on his tail, since if you pass him he will use
one of his infinite boosts and spin attack you. And he's damn accurate.
So watch out.

On the final pit zone, you should be flashing red from boosting, and hit
the pit zone, boost like hellspawn is after you, and keep your control
stick 100% tilted to the right while holding R. Do not underestimate
this final turn before the finish line. When you're boosting through
this turn, you need to keep the R button held down.

With a lot of practice, you can unlock Bunny Flash! Yay! It took me
around 5 hours to beat this, and I'm pretty average, so that should give
you an estimate.

END"


                             _________
                            /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 9 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          /_____________\


Chapter 9 is pretty simple compared to Chapter 7... On both Normal and
Hard difficulties, the staff ghost will not put up a fight to the finish
in the least. Put your Acceleration on 100%. The smart, basic strategy
to use is to simply follow the path, making the rounds as you come about
them. Being a Phantom Road stage with no walls surrounding the track,
you are bound to fall off a lot, but just be patient and learn the
course. On Normal, if you are having trouble making the spiral turn,
simply hold the L Trigger and let off the gas a little bit, but be sure
to let go of the L Trigger and press the R Trigger if the going gets
tough. Remember that if you are having trouble on the turn before the
spiral turn to slide a bit (R Trigger) and release.

After you get through the tough spiral turn, you will have to deal with
getting by a slight hop from the platform (you may have to hug right
slightly to stay on course) and a big jump from there. The course will
lead to the left, and hop off. It will then lead towards the right, and
cut off to a platform with a Health Recharge Pad that winds. You may
have to press the R Trigger slightly to reach here safely. Try to get as
much boost as possible.

Now, for places to boost... In the Normal and Hard difficulties, the
place that I suggest using your entire boost at is the main strip. Boost
until you have about two to three boosts left, boosting across the
straightaway, as well as the tiny turns. Boost another time in between
the hard turn and the spiral, and one last time after the spiral.
Collect some health from the Health Recharge Pad, and repeat on Lap 3
for the easy victory.

The main difference of the Very Hard difficulty is the fact that you are
now facing an actual staff ghost that goes as fast as it can, and plus
it will use the boost wisely, unlike last time. You will want to place
your vehicle at around 70% Max Speed this time, so play the course
several times to get the hang of how the vehicle feels with Max Speed,
and repeat the steps I provided in Normal and Hard mode. Best of luck!

Evenflow80 sent in this strategy...

"- Easily the most frustrating chapter in the game on very hard. Time to
beat is 2'21" if your interested.

- set your speed to the same as the CPU, in other words, 90%.

- Learn how to drift effectively. You know that last sharp turn you
make? Start drifting when the road turns blue. then adjust with the L
and R buttons.

- A good strategy to do is to see where the CPU boosts, it's always the
same. The key is that he does'nt use up ALL his boosts, so you have an
extra boost or maybe even two on him. Every time you drift, BOOST. On
any road resembling a straight, BOOST. One final Key: if you manage to
tail him somewhat, the best chance for you to overtake him is that short
straight right before the hill you go up to. Try to save two boosts at
that point: One right after you come out of that last sharp drift turn,
and then immediately follow it up with another boost. You'll pass him
there.

- Drift on the last two sharp turns after the small jumps before the
finish line.

- Try to get as much energy as you can before the final lap. Line
yourself up as well as you can in the energy pit and try to boost while
recharging."

DJ sent us these strategies...

"I went playing through Chapter 9 in v-hard mode to see how tough it'd
be.  I believe these tips can help those who are having trouble with the
track.

The hill near the end of the track is a key point.  Use Evenflow80's tip
of recharging as much energy as possible for the 3rd lap.  I suggest
having around 70+% energy available to keep up with the ghost, otherwise
you may end up too far behind to catch up.  The hill will help you in
both 2nd lap and in 3rd, as it serves not just an obstacle but as a jump
point.  Use your booster prior to the peak of the hill to launch
yourself into the air.  Also, time it right so that you'll level out
your vehicle in the air before the machine angle forces you to slow down
dramatically.  If done right, you'll soar through the air and, if you're
fortunate enough, land with a good lead to help you cross the finish
line first.  After several attempts in using this same strategy, I was
able to overtake the ghost and beat Chapter 9 and receive the GroovyTaxi
as a purchasable reward."

Jizmak sends in these wonderful tips...

"its fairly easy to think of, but most people do not put it into
practice the right way. since the phantom road is a quite chaotic stage
without any props to orientate yourself on and without borders, steering
into a turn at the exact right moment is absolutely vital.

First thing to do (of course) is to understand how your vehicle drives,
to get the feel of it. Then, before the race starts (i'm talking in the
countdown section where the announcer says "3...2...1...GO!!!") press
down on the D-pad twice, so you get an overhead view of your vehicle.
This results in a better vision on the track, so that you can easily
take the corners.

However, there's one downside to this view, namely that you are not as
able to maintain your car on track as you are using the default
viewpoint (the greater distance between the camera and the car makes it
so that you cannot estimate the space between the car and the border of
the track). Therefore, it's easiest only to use this viewpoint in the
easy corners and on the straights.

Thus, right before entering the spiral (which may be considered the most
difficult corner in the entire track, if you ask me), switch right back
to default view (should not be too much of a problem since there is a
straight right before the spiral). Concentrate your view on the outer
border of the spiral and as soon as it starts bending stronger than you
can turn, use the L button to correct your position (do not correct TOO
much, since you may fall off track on the other side if you do so).

After completing the spiral part, switch back to overhead view on the
straight, so that it is easiest to take those annoying cornered jumps
afterwards.

Now for some final notes:

it IS actually possible to take the sharp turn before the spiral without
using L/R, provided that you have 100% or nead 100% accelleration. this
should save you some time.

Second, DO NOT try to change views during turns or at times in which you
need to correct yourself, this will most likely result in you falling
off track."




::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::  :::  SECTION VII.  - CUSTOM PARTS  :::  :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


In this section, you will find all of the statistics of the custom parts
in the game. Certain parts are missing prices currently due to my
foolish spending spree, so if you happen to know the price of the parts
with "N/A" in the price listing, please e-mail me, and you will be
thanked. Note that more parts will be added shortly.


                               __________
                              /BODY PARTS\
------------------------------------------------------------------------
Name:                Valiant Jaguar | Name:                Big Tyrant
Weight:              1000kg         | Weight:              1500kg
Body Strength:       B              | Body Strength:       A
Price:               04 Tickets     | Price:               05 Tickets
------------------------------------------------------------------------
Name:                Grand Base     | Name:                Fire Wolf
Weight:              1380kg         | Weight:              840kg
Body Strength:       A              | Body Strength:       B
Price:               05 Tickets     | Price:               03 Tickets
------------------------------------------------------------------------
Name:                Rapid Barrel   | Name:                Sky Horse
Weight:              580kg          | Weight:              640kg
Body Strength:       C              | Body Strength:       C
Price:               05 Tickets     | Price:               04 Tickets
------------------------------------------------------------------------
Name:                Aqua Goose     | Name:                Liberty Manta
Weight:              700kg          | Weight:              380kg
Body Strength:       C              | Body Strength:       D
Price:               04 Tickets     | Price:               07 Tickets
------------------------------------------------------------------------
Name:                Brave Eagle    | Name:                Speedy Dragon
Weight:              460kg          | Weight:              240kg
Body Strength:       D              | Body Strength:       E
Price:               08 Tickets     | Price:               10 Tickets
------------------------------------------------------------------------
Name:                Megalo Cruiser | Name:                Splash Whale
Weight:              1600kg         | Weight:              280kg
Body Strength:       A              | Body Strength:       E
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------
Name:                Optical Wing   | Name:                Dread Hammer
Weight:              420kg          | Weight:              1440kg
Body Strength:       D              | Body Strength:       A
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------
Name:                Silver Sword   | Name:                Space Cancer
Weight:              620kg          | Weight:              680kg
Body Strength:       C              | Body Strength:       C
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------
Name:                Holy Spider    | Name:                Giant Planet
Weight:              540kg          | Weight:              1020kg
Body Strength:       C              | Body Strength:       B
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------


                              _____________
                             /COCKPIT PARTS\
------------------------------------------------------------------------
Name:                Muscle Gorilla | Name:                Aerial Bullet
Weight:              360kg          | Weight:              240kg
Grip Strength:       C              | Grip Strength:       E
Price:               04 Tickets     | Price:               03 Tickets
------------------------------------------------------------------------
Name:                Bright Spear   | Name:                Super Lynx
Weight:              330kg          | Weight:              460kg
Grip Strength:       C              | Grip Strength:       B
Price:               04 Tickets     | Price:               05 Tickets
------------------------------------------------------------------------
Name:                Windy Shark    | Name:                Moon Snail
Weight:              220kg          | Weight:              260kg
Grip Strength:       E              | Grip Strength:       D
Price:               05 Tickets     | Price:               04 Tickets
------------------------------------------------------------------------
Name:                Scud Viper     | Name:                Energy Crest
Weight:              320kg          | Weight:              500kg
Grip Strength:       C              | Grip Strength:       B
Price:               07 Tickets     | Price:               05 Tickets
------------------------------------------------------------------------
Name:                Wonder Worm    | Name:               Garnet Phantom
Weight:              290kg          | Weight:             640kg
Grip Strength:       D              | Grip Strength:      A
Price:               08 Tickets     | Price:              10 Tickets
------------------------------------------------------------------------
Name:                Cyber Fox      | Name:                Heat Snake
Weight:              370kg          | Weight:              480kg
Grip Strength:       C              | Grip Strength:       B
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------
Name:                Rave Drifter   | Name:                Spark Bird
Weight:              230kg          | Weight:              530kg
Grip Strength:       E              | Grip Strength:       B
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------
Name:                Crystal Egg    | Name:                Sonic Soldier
Weight:              270kg          | Weight:              310kg
Grip Strength:       D              | Grip Strength:       C
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------
Name:                Red Rex        | Name:                Dark Chaser
Weight:              350kg          | Weight:              250kg
Grip Strength:       C              | Grip Strength:       E
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------



                              _____________
                             /BOOSTER PARTS\
------------------------------------------------------------------------
Name:                Saturn -SG     | Name:                Titan -G4
Weight:              240kg          | Weight:              540kg
Booster Strength:    D              | Booster Strength:    B
Price:               04 Tickets     | Price:               04 Tickets
------------------------------------------------------------------------
Name:                Boxer -2C      | Name:                Scorpion -R
Weight:              350kg          | Weight:              400kg
Booster Strength:    C              | Booster Strength:    C
Price:               05 Tickets     | Price:               04 Tickets
------------------------------------------------------------------------
Name:                Raiden -88     | Name:                Bazooka -YS
Weight:              530kg          | Weight:              250kg
Booster Strength:    B              | Booster Strength:    D
Price:               05 Tickets     | Price:               03 Tickets
------------------------------------------------------------------------
Name:                Tiger -RZ      | Name:                Triple -Z
Weight:              380kg          | Weight:              660kg
Booster Strength:    C              | Booster Strength:    A
Price:               04 Tickets     | Price:               07 Tickets
------------------------------------------------------------------------
Name:                Euros -01      | Name:              Thunderbolt -V2
Weight:              160kg          | Weight:            860kg
Booster Strength:    E              | Booster Strength:  A
Price:               08 Tickets     | Price:             10 Tickets
------------------------------------------------------------------------
Name:                Devilfish -RX  | Name:                Punisher -X4
Weight:              800kg          | Weight:              580kg
Booster Strength:    A              | Booster Strength:    B
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------
Name:                Impulse 220    | Name:                Meteor -RR
Weight:              220kg          | Weight:              500kg
Booster Strength:    D              | Booster Strength:    B
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------
Name:                Jupiter -Q     | Name:                Comet -V
Weight:              230kg          | Weight:              330kg
Booster Strength:    D              | Booster Strength:    C
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------
Name:                Bluster -X     | Name:                Extreme -ZZ
Weight:              360kg          | Weight:              480kg
Booster Strength:    C              | Booster Strength:    B
Price:               08 Tickets     | Price:               08 Tickets
------------------------------------------------------------------------




::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::    SECTION VIII.   -  RACING SURFACES    :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


In this section, newbies can learn what every surface and icon does to
your vehicle, even if some of them are obvious.


BOOST ICON
-----------\
The Boost Icons are one of the helpful features that have boosted me to
victory for years upon years in the series, and this is no exception.
Before the second lap (when you gain control of your booster), these
things will help you considerably. Once you hit these things, you will
gain an extra 400 miles per hour for a few seconds. As soon as you hit a
Boost Icon after the first lap, try pressing your health booster (Y
Button) to gain extra speed (around 600 extra miles per hour instead of
400), but only if the upcoming area of the stage is a straight path,
that way you do not have to jerk to the side and lose some speed.


JUMP ICON
----------\
The Jump Icon will send your vehicle up into the air. In certain stages,
such as Fire Field [Undulation], the Jump Icon can be dangerous, as it
can send you to areas that are off limits, or in a dangerous zone in the
sky. But they can give you a great advantage if you level out your
vehicle well enough. Example, if you press Up on the Control Stick all
of the way in the air, you will crash downwards and lose a lot of speed.
If you press Down on the Control Stick, you will float downwards and
lose a lot of speed. So even it out to where you glide through the air
and pick up speed.


HEALTH RECHARGE PAD
--------------------\
This is the multicolored, rainbow-esque pad that usually lies towards
the end of the courses, and if you zoom over it, you will quickly regain
some of your health on your health bar. Sometimes, there are several of
these Health Recharge Pads laid out throughout the course. Regardless,
they are single-handedly the most important thing to winning a race, so
keep them in mind all of the time when racing.


LANDMINE
---------\
The Landmines in F-Zero GX are quite funny, to be honest with you. They
are a double edged sword, especially in the Story Mode chapters such as
Chapter 7 and Chapter 8. If you hit a Landmine, you will receive some
damage to your vehicle, however, if may also give you a slight (or huge)
boost. This is most notable in Mute City [Serial Gaps], considering you
can completely fly out of the stage if you hit three or four of them in
a row and hit a booster. Be careful around these things.


WARPED ROAD
------------\
This one appears several times throughout the game, most notably in the
Fire Field [Undulation] stage, as well as the Lightning [Thunder Road]
course. There are no real conditions to this, and it looks just like
normal road, but it is bumpy to slow all of the vehicles down, and
likely unavoidable in practically every case. Just stay in control of
your vehicle at all times when crossing some of the Warped Road, and you
should be fine.


ICE PATH
---------\
Yes, this funny blue surface that looks all pretty is a new age Ice Path
that has been created for the F-Zero competition to throw gamers off of
their... well... game! Once you hit this path, you can easily regain
your balance, and even get an extra speed boost in comparison to the
basic ground in the game. To regain your balance, just press the L or R
Trigger(s) in whatever way you need to. While it seems hard to gain your
balance on the Ice Path to the naked eye, those that have played the
series know that this is more helpful than hurtful.


DIRT PATH
----------\
The Dirt Paths are a lot like the Ice Path, in that it is a fairly large
patch of substance that is sprawled across the screen. Unlike the Ice
Path, though, you will NOT gain any amount of speed when you go across
it, in fact, you will LOSE a considerable amount of speed when crossing
it. You will, however, remain in complete control of your vehicle. Avoid
the dirt paths at all costs.


LAVA PATH
----------\
This is the most deadly of all of the paths that you may cross in your
adventures throughout the Story Mode of the game, as you encounter it on
two different chapters (Chapter 7 and Chapter 8, but moreso in Chapter
8). Basically, when you fly over the bare lava, your machine's body will
slowly strip down, and damage your vehicle quite a bit. In other words,
simply drive AROUND it, which is easier said than done in Chapter 8 of
Story Mode, considering it is sprawled all over in one of the tunnels.
Good luck, suckers!



::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::  :::   SECTION IX. - STAFF GHOSTS   :::  :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


The Staff Ghosts may seem quite odd at how to unlock at first, and what
they do may seem like a mystery in itself. However, here is a quick
explanation: the Staff Ghosts are transparent "ghost" machines that are
actual replicas of the development staff's best times on each course.
Obviously, defeating these ghosts are nearly impossible. Note that I
said "nearly." To unlock the Staff Ghosts, come within ten seconds of
their actual times listed below. Beating them takes some skill, but you
will be rewarded with Tickets if you do. NOTE: Thanks to haihai for
giving me information regarding this. Go check out his Secrets FAQ on
GameFAQs for more information regarding the secrets in the game.


===========================================
| AREA: ------------------------- MUTE CITY |
| TRACK ---------------------- [twist road] |
| RECORD TIME -------------------- 0:59:964 |
| VEHICLE USED BY STAFF ------ DEATH ANCHOR |
===========================================

===========================================
| AREA: --------------------- CASINO PALACE |
| TRACK ---------------------- [split oval] |
| RECORD TIME -------------------- 0:56:691 |
| VEHICLE USED BY STAFF -------- BLACK BULL |
===========================================

===========================================
| AREA: ------------------------ SAND OCEAN |
| TRACK ------------------- [surface slide] |
| RECORD TIME -------------------- 1:56:743 |
| VEHICLE USED BY STAFF ---------- BIG FANG |
===========================================

===========================================
| AREA: ------------------------- LIGHTNING |
| TRACK ---------------------- [loop cross] |
| RECORD TIME -------------------- 1:59:907 |
| VEHICLE USED BY STAFF --------- WILD BOAR |
===========================================

===========================================
| AREA: ------------------------- AEROPOLIS |
| TRACK ----------------------- [multiplex] |
| RECORD TIME -------------------- 2:15:297 |
| VEHICLE USED BY STAFF ----- FIRE STINGRAY |
===========================================

===========================================
| AREA: -------------------------- BIG BLUE |
| TRACK ------------------- [drift highway] |
| RECORD TIME -------------------- 1:07:331 |
| VEHICLE USED BY STAFF ----- NIGHT THUNDER |
===========================================

===========================================
| AREA: ------------------------- PORT TOWN |
| TRACK ----------------------- [aero dive] |
| RECORD TIME -------------------- 2:25:689 |
| VEHICLE USED BY STAFF -------- BLACK BULL |
===========================================

===========================================
| AREA: ----------------------- GREEN PLANT |
| TRACK --------------------- [mobius ring] |
| RECORD TIME -------------------- 1:35:169 |
| VEHICLE USED BY STAFF ------ DEATH ANCHOR |
===========================================

===========================================
| AREA: ------------------------- PORT TOWN |
| TRACK ----------------------- [long pipe] |
| RECORD TIME -------------------- 2:26:802 |
| VEHICLE USED BY STAFF --------- WILD BOAR |
===========================================

===========================================
| AREA: ------------------------- MUTE CITY |
| TRACK --------------------- [serial gaps] |
| RECORD TIME -------------------- 1:26:549 |
| VEHICLE USED BY STAFF ----- NIGHT THUNDER |
===========================================

===========================================
| AREA: ------------------------ FIRE FIELD |
| TRACK ------------------- [cylinder knot] |
| RECORD TIME -------------------- 2:40:909 |
| VEHICLE USED BY STAFF -------- BLACK BULL |
===========================================

===========================================
| AREA: ----------------------- GREEN PLANT |
| TRACK -------------------- [intersection] |
| RECORD TIME -------------------- 2:24:897 |
| VEHICLE USED BY STAFF -- MIGHTY HURRICANE |
===========================================

===========================================
| AREA: --------------------- CASINO PALACE |
| TRACK ----------------- [double branches] |
| RECORD TIME -------------------- 2:59:117 |
| VEHICLE USED BY STAFF ----- FIRE STINGRAY |
===========================================

===========================================
| AREA: ------------------------- LIGHTNING |
| TRACK ----------------------- [half pipe] |
| RECORD TIME -------------------- 2:50:296 |
| VEHICLE USED BY STAFF ----- SONIC PHANTOM |
===========================================

===========================================
| AREA: -------------------------- BIG BLUE |
| TRACK -------------------------- [ordeal] |
| RECORD TIME -------------------- 2:50:808 |
| VEHICLE USED BY STAFF ----- FIRE STINGRAY |
===========================================

===========================================
| AREA: -------------------- COSMO TERMINAL |
| TRACK ------------------------- [trident] |
| RECORD TIME -------------------- 2:58:650 |
| VEHICLE USED BY STAFF -------- BLACK BULL |
===========================================

===========================================
| AREA: ------------------------ SAND OCEAN |
| TRACK ------------------- [lateral shift] |
| RECORD TIME -------------------- 2:09:849 |
| VEHICLE USED BY STAFF ----- HYPER SPEEDER |
===========================================

===========================================
| AREA: ------------------------ FIRE FIELD |
| TRACK ---------------------- [undulation] |
| RECORD TIME -------------------- 2:06:916 |
| VEHICLE USED BY STAFF ------ TWIN NORITTA |
===========================================

===========================================
| AREA: ------------------------- AEROPOLIS |
| TRACK ------------------- [dragon slopes] |
| RECORD TIME -------------------- 2:59:076 |
| VEHICLE USED BY STAFF ------ DEATH ANCHOR |
===========================================

===========================================
| AREA: ---------------------- PHANTOM ROAD |
| TRACK ----------------- [slim-line slits] |
| RECORD TIME -------------------- 2:03:268 |
| VEHICLE USED BY STAFF ------ QUEEN METEOR |
===========================================

===========================================
| AREA: ------------------------- MUTE CITY |
| TRACK ---------------------- [sonic oval] |
| RECORD TIME -------------------- 0:46:893 |
| VEHICLE USED BY STAFF --------- FAT SHARK |
===========================================

===========================================
| AREA: ------------------------- AEROPOLIS |
| TRACK ---------------------- [screwdrive] |
| RECORD TIME -------------------- 1:06:690 |
| VEHICLE USED BY STAFF ---- ROLLING TURTLE |
===========================================

===========================================
| AREA: ----------------------- OUTER SPACE |
| TRACK ------------------- [meteor stream] |
| RECORD TIME -------------------- 1:38:178 |
| VEHICLE USED BY STAFF -------- WILD GOOSE |
===========================================

===========================================
| AREA: ------------------------- PORT TOWN |
| TRACK ------------------- [cylinder wave] |
| RECORD TIME -------------------- 2:06:837 |
| VEHICLE USED BY STAFF --------- FAT SHARK |
===========================================

===========================================
| AREA: ------------------------- LIGHTNING |
| TRACK -------------------- [thunder road] |
| RECORD TIME -------------------- 3:18:272 |
| VEHICLE USED BY STAFF ----- FIRE STINGRAY |
===========================================

===========================================
| AREA: ----------------------- GREEN PLANT |
| TRACK -------------------------- [spiral] |
| RECORD TIME -------------------- 3:50:740 |
| VEHICLE USED BY STAFF --- RAINBOW PHEONIX |
===========================================




::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::  :::  :::  SECTION X.  -  FAQ  :::  :::  :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


If you have a question revolving around the game, you can find the
answer here. If not, drop me a line at [email protected]. Thanks, and
enjoy the questions, as well as their answers!

________
‡QUESTION‡
¯¯¯¯¯¯¯¯
When was this game released?
______
‡ANSWER‡
¯¯¯¯¯¯
August 26th, 2003 in the United States of America.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
This game is entirely too hard! Can I make the game easier?
______
‡ANSWER‡
¯¯¯¯¯¯
The obvious answer is to play on the "Novice" difficulty. If you are
still having trouble, then it really just depends on what you are having
trouble with. If it is the tracks themselves, I suggest racing them in
the Time Attack mode. Practice makes perfect, so just learn the patterns
of the said tracks (read the walkthrough to the courses in this guide,
as well) to perfect them. If you are having trouble getting ahead of the
other racers, you may need to try a different vehicle.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Who is a need racer to start out with?
______
‡ANSWER‡
¯¯¯¯¯¯
Since you are only given a choice of four vehicles from the start of the
game, my highest recommendation with easily have to be Captain Falcon in
the Blue Falcon vehicle. With key armor and grip stats, as well as an
average booster (and average weight, as well), he makes for the perfect
beginner's vehicle. The second best has to be the Fire Sting Ray.
Another well-crafted, all-around vehicle for the average player. For
more complex players, choose the Wild Goose. For hardcore players, the
Golden Fox with Dr. Stewart as the pilot is the key selection, as the
Boost is the only great stat, while the rest, to be frank, suck.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Do I have to play the Arcade version of F-Zero GX (titled F-Zero AX) to
unlock the AX Cup tracks?
______
‡ANSWER‡
¯¯¯¯¯¯
No, you do not. You can unlock them by "simply" placing first overall in
all of the Grand Prix Cups. In other words, fork over the money by
driving to the arcade and pumping the quarters into the machine. I,
personally, have not had the chance to try F-Zero AX yet, but it looks
simply grand, so go out and try it.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Are there any easy ways to get more Tickets?
______
‡ANSWER‡
¯¯¯¯¯¯
Not really, honestly. You can play the Novice difficulties several times
over to grab some extra Tickets. That's about it, as far as it is
publicly known.

NOTE: Reader Applebrown sent in this tip...

"If you're good enough to unlock the Diamond Cup (and you don't need to
be *that* good to do it), playing Diamond on EXPERT difficulty is the
easiest, most relaxing way to unlock a large amount of tickets in the
game. You'll earn 42 tickets a pop and it's almost a surer thing than
winning on Ruby Cup. The reason? It's insanely easy to get 1st or near
1st place on each of the first four tracks, and then place anywhere in
the top 30 during the fifth race, Phantom Road."


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
When you unlock an AX character, does their emblem (in the Garage) come
with their purchase?
______
‡ANSWER‡
¯¯¯¯¯¯
Yes. Moving along...


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
What happens when all of the racers in a stage blow up except you? Will
the race just end?
______
‡ANSWER‡
¯¯¯¯¯¯
Well, while I cannot say for certain, experiences in the last edition to
the F-Zero "new age" series (F-Zero X on the Nintendo 64) indicate that
the race WILL continue until you have finished. Unless you just so
happen to die while everyone else is dead. Let's face it, that would
just plain old suck.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
How many points do you get for each place in F-Zero GX?
______
‡ANSWER‡
¯¯¯¯¯¯
There are 30 spots in the rankings system in F-Zero GX. If the computer
racer(s) blows up, they will be Disqualified, and will not gain any
points. If you blow up, you will have the chance to start the course
over again, given you have an extra car left (you start with six cars.
It only lists five, but "00" is counted as a car). Here are the ranks
and points you will receive for that ranking...

___________________
|===================|
|RANK---------POINTS|
|===================|
|FIRST --------- 100|
|SECOND --------- 93|
|THIRD ---------- 87|
|FOURTH --------- 81|
|FIFTH ---------- 76|
|SIXTH ---------- 71|
|SEVENTH -------- 66|
|EIGHTH --------- 62|
|NINTH ---------- 58|
|TENTH ---------- 54|
|ELEVENTH ------- 50|
|TWELFTH -------- 47|
|THIRTEENTH ----- 44|
|FOURTEENTH ----- 41|
|FIFTEENTH ------ 38|
|SIXTEENTH ------ 35|
|SEVENTEENTH ---- 33|
|EIGHTEENTH ----- 31|
|NINETEENTH ----- 29|
|TWENTIETH ------ 27|
|TWENTY-FIRST --- 25|
|TWENTY-SECOND -- 23|
|TWENTY-THIRD --- 22|
|TWENTY-FOURTH -- 21|
|TWENTY-FIFTH --- 20|
|TWENTY-SIXTH --- 19|
|TWENTY-SEVENTH - 18|
|TWENTY-EIGHTH -- 17|
|TWENTY-NINTH --- 16|
|THIRTIETH ------ 15|
|===================|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

________
‡QUESTION‡
¯¯¯¯¯¯¯¯
What does the Max Speed/Acceleration meter do?
______
‡ANSWER‡
¯¯¯¯¯¯
Basically, if you have ever played the Mario Kart series, it is a lot
like creating a custom racer all of your own by simply sliding a switch
from side to side. If you choose "Max Speed" (on the right), you will
get off to a very slow start compared to other racers, but as the race
progresses, your speed will easily top theirs. So "Max Speed" is sort of
like the Bowser or Donkey Kong in Super Mario Kart of F-Zero GX. If you
are a new player, or you bump into a lot of things, you will want to
favor Acceleration instead, as every time you hit a wall with Max Speed,
you will have to start all over with the starting out slow thing. With
Acceleration, you are fast all the way through, but never as fast as Max
Speed characters.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
So which should I use, then?
______
‡ANSWER‡
¯¯¯¯¯¯
If new, close to full Acceleration. If you are a veteran player, I
suggest going over two dials to the right from the middle point, leaning
towards Max Speed, yet not completely. Or three dials, your choice,
really.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
How do I unlock certain custom parts?
______
‡ANSWER‡
¯¯¯¯¯¯
Thanks to Jose11237 for all of this information...

*Body Parts

Name           | Unlock Method                  | Weight | Body | Cost
              |                                |        |      |
Speedy Dragon  | Ruby Sapphire Emerald EXPERT   |  240kg |   E  |  10
Splash Whale   | Story Chap. 9 HARD / F-Zero AX |  280kg |   E  |   8
Liberty Manta  | Grand Prix STANDARD (1)        |  380kg |   D  |   7
Optical Wing   | Story Chap. 2 HARD / F-Zero AX |  420kg |   D  |   8
Brave Eagle    | Diamond Cup EXPERT / F-Zero AX |  460kg |   D  |   8
Funny Swallow  | Free Starting Part             |  490kg |   D  |   0
Holy Spider    | Story Chap. 5 HARD / F-Zero AX |  540kg |   C  |   8
Rapid Barrel   | Grand Prix NOVICE (1)          |  580kg |   C  |   5
Silver Sword   | Story Chap. 1 HARD / F-Zero AX |  620kg |   C  |   8
Sky Horse      | Available from Start           |  640kg |   C  |   4
Space Cancer   | Story Chap. 6 HARD / F-Zero AX |  680kg |   C  |   8
Aqua Goose     | Available from Start           |  700kg |   C  |   4
Wild Chariot   | Story Chap. 7 HARD / F-Zero AX |  800kg |   B  |   8
Fire Wolf      | Available from Start           |  840kg |   B  |   3
Mad Bull       | F-Zero AX Link                 |  900kg |   B  |   8?
Valiant Jaguar | Grand Prix NOVICE (4)          | 1000kg |   B  |   4
Giant Planet   | Story Chap. 4 HARD / F-Zero AX | 1020kg |   B  |   8
Grand Base     | Available from Start           | 1380kg |   A  |   5
Dread Hammer   | Story Chap. 8 HARD / F-Zero AX | 1440kg |   A  |   8
Big Tyrant     | Grand Prix STANDARD (4)        | 1500kg |   A  |   5
Megalo Cruiser | Story Chap. 3 HARD / F-Zero AX | 1600kg |   A  |   8

    *Cockpit Parts

Name           | Unlock Method                  | Weight | Grip | Cost
              |                                |        |      |
Windy Shark    | Grand Prix STANDARD (5)        |  220kg |   E  |   5
Rave Drifter   | Story Chap. 1 HARD / F-Zero AX |  230kg |   E  |   8
Aerial Bullet  | Available from Start           |  240kg |   E  |   3
Dark Chaser    | Story Chap. 4 HARD / F-Zero AX |  250kg |   E  |   8
Moon Snail     | Available from Start           |  260kg |   D  |   4
Crystal Egg    | Story Chap. 8 HARD / F-Zero AX |  270kg |   D  |   8
Blast Camel    | Free Starting Part             |  280kg |   D  |   0
Wonder Worm    | Diamond Cup EXPERT / F-Zero AX |  290kg |   D  |   8
Sonic Soldier  | Story Chap. 9 HARD / F-Zero AX |  310kg |   C  |   8
Scud Viper     | Grand Prix STANDARD (2)        |  320kg |   C  |   7
Bright Spear   | Available from Start           |  330kg |   C  |   4
Red Rex        | Story Chap. 5 HARD / F-Zero AX |  350kg |   C  |   8
Muscle Gorilla | Grand Prix NOVICE (5)          |  360kg |   C  |   4
Cyber Fox      | Story Chap. 2 HARD / F-Zero AX |  370kg |   C  |   8
Super Lynx     | Grand Prix NOVICE (2)          |  460kg |   B  |   5
Heat Snake     | Story Chap. 3 HARD / F-Zero AX |  480kg |   B  |   8
Energy Crest   | Available from Start           |  500kg |   B  |   5
Spark Bird     | Story Chap. 6 HARD / F-Zero AX |  530kg |   B  |   8
Crazy Buffalo  | F-Zero AX Link                 |  600kg |   A  |   8?
Combat Cannon  | Story Chap. 7 HARD / F-Zero AX |  620kg |   A  |   8
Garnet Phantom | Ruby Sapphire Emerald EXPERT   |  640kg |   A  |  10

    *Booster Parts

Name           | Unlock Method                  | Weight | Boost | Cost
              |                                |        |       |
Sunrise 140    | Free Starting Part             |  140kg |   E   |  0
Euros -01      | Diamond Cup EXPERT / F-Zero AX |  160kg |   E   |  8
Impulse 220    | Story Chap. 3 HARD / F-Zero AX |  220kg |   D   |  8
Jupiter -Q     | Story Chap. 1 HARD / F-Zero AX |  230kg |   D   |  8
Saturn -SG     | Grand Prix NOVICE (6)          |  240kg |   D   |  4
Bazooka -YS    | Available from Start           |  250kg |   D   |  3
Mars -EX       | F-Zero AX Link                 |  270kg |   D   |  8?
Comet -V       | Story Chap. 2 HARD / F-Zero AX |  330kg |   C   |  8
Triangle -GT   | Story Chap. 7 HARD / F-Zero AX |  340kg |   C   |  8
Boxer -2C      | Available from Start           |  350kg |   C   |  5
Bluster -X     | Story Chap. 5 HARD / F-Zero AX |  360kg |   C   |  8
Tiger -RZ      | Available from Start           |  380kg |   C   |  4
Scorpion -R    | Available from Start           |  400kg |   C   |  4
Extreme -ZZ    | Story Chap. 4 HARD / F-Zero AX |  480kg |   B   |  8
Meteor -RR     | Story Chap. 8 HARD / F-Zero AX |  500kg |   B   |  8
Raiden -88     | Grand Prix STANDARD (6)        |  530kg |   B   |  5
Titan -G4      | Grand Prix NOVICE (3)          |  540kg |   B   |  5
Punisher -4X   | Story Chap. 6 HARD / F-Zero AX |  580kg |   B   |  8
Triple -Z      | Grand Prix STANDARD (3)        |  660kg |   A   |  7
Devilfish -RX  | Story Chap. 9 HARD / F-Zero AX |  800kg |   A   |  8
Thunderbolt -V2| Ruby Sapphire Emerald EXPERT   |  860kg |   A   | 10

________
‡QUESTION‡
¯¯¯¯¯¯¯¯
The memory card will not let me copy the data! Is there any way to
transfer my data??
______
‡ANSWER‡
¯¯¯¯¯¯
Well, I have heard that you can load up your game, and then remove your
memory card, place another memory card in, and play the game.
Considering there is an auto-save feature, this won't be too
complicated. You know? But don't quote me on this if anything happens to
your data... I just merely heard this rumor, and assume it is true.

UPDATE: Reader LiquidViper sends in this information... "I tried to do
that becuase I wanted my game save to be on my 251 Memory Card, but it
didn't work.I started a Gran Prix and when it should have auto-saved it
said something like "The memory card that the data has been loaded from
has been removed, pleaseinsert the memory card back in". I would assume
that it does the same for every other mode you would try to Auto-Save to
a new memory card. Also,when you load your data,insert a new memory
card, and try to save you will get a message saying all loaded data will
be lost(basically you start from scratch again)."


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Are there any memorabilia pieces available of the game/series?
______
‡ANSWER‡
¯¯¯¯¯¯
Not really. There are the old F-Zero X toy cars that were released in
Japan only back when F-Zero X launched in the summer of (I think) 1998.
As for F-Zero GX, I picked up a cool little promotional stand at
GameStop before they trashed it. It lights up and stuff, and have a 3-D
Blue Falcon, and two more of the original four, I forget who at the
moment.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
When I create a new car from scratch in the Garage, how many vehicles
will appear on the screen in the Grand Prix when I use that racer?
______
‡ANSWER‡
¯¯¯¯¯¯
Still 30. Whoever the pilot is for your created car will obviously not
race in his other vehicle.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Are there any changes in multiplayer mode stages?
______
‡ANSWER‡
¯¯¯¯¯¯
To the tracks themselves? Not really. One of the most notable changes is
in the second Fire Field stage (the one in Diamond Cup). You know the
pillars that are nearly falling apart before the first warped area of
the stage, near the jumping icon? The pillars are completely missing, so
you cannot run into them when you jump. Another notable that is missing
is the backgrounds to most of the stages, including the beautiful
skyline in the Mobius Ring stage.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
What exactly does the weight of a vehicle do, anyway?
______
‡ANSWER‡
¯¯¯¯¯¯
Well, little Timmy, I will tell you. The weight of a vehicle has a LOT
to do with how that vehicle handles. Not really the grip, but how it
performs overall. When encountering a part of a course that will
suddenly jerk or send you on a little "speed bump," so to speak, the
light weight vehicles will go flying off of the course if you do not
level them out (holding Up on the Control Stick). For the heavy
vehicles, they will stay on the ground in these types of situations.
However, the heavy vehicles are at an extreme disadvantage when it comes
to making sharp turns. Due to their weight, they are very slow at making
turns in comparison to the lighter vehicles. A good example of this is
Black Bull and Astro Robin. Take a track, such as the first Lightning
course where the dirt path is on the turn. While both of these cars have
an "A" ranked grip, Astro Robin handles better under rough turns due to
it weighing over 1000kg less than Black Bull. So turning with Astro
Robin will come naturally, as to where you will have to start out
turning hard for under a second, stop for under a second, and repeat
steps one and two over again for Black Bull to even make the round out
without colliding on the side of the track. See what I mean?


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Speaking of Black Bull, why does he constantly win/come in second to
third place on my game? It seems as if he has an unfair advantage over
the other racers in the game.
______
‡ANSWER‡
¯¯¯¯¯¯
While Black Bull is a very good vehicle to use as a player, the computer
always seems to cherish his abilities. This is likely due to the AI in
the game following the course constantly without hitting the walls of
the tracks in the game. This was likely ignored in the AI toning, and
sadly, never looked upon. You see, with Black Bull's great statistics
for Body and Grip, not to mention that weight that will send him flying
(the heavier characters, when controlled by the computer AI, are pretty
much Max Speed, and when you are Max Speed to the max [no pun intended]
and do not crash into walls, you will pretty much own the race). This
was likely an error on the development team's part, but considering
Black Bull is the main bad guy, I wouldn't doubt if the karma set in and
the development team actually took credit for this as an initial plan in
the game rather than an error.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Where can I find more information on F-Zero AX and the links between the
games?
______
‡ANSWER‡
¯¯¯¯¯¯
http://www.the-nextlevel.com/features/fzero/


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
When I beat the Diamond Cup, there is a fourth option for a question at
the end of the game on F-Zero Television. Why is it not listed after I
have "unlocked" the question, only on Diamond Cup?
______
‡ANSWER‡
¯¯¯¯¯¯
I don't know. The developers were too cheap to add it to the end of
every other Cup, maybe? Hell if I know. Next question.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Are the AX Vehicles just parts that you can buy, or are they actually
racers?
______
‡ANSWER‡
¯¯¯¯¯¯
They are actually racers, even with their own profiles and the like.
Thanks to dragoa for clearing this up for me.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
If Black Shadow is so terrible with crime, why doesn't Captain Falcon
just sick the cops on him?
______
‡ANSWER‡
¯¯¯¯¯¯
I don't really know. I think it is sort of like Days of Our Lives,
except none of the characters suck as much as Bo Brady. Not even Jack
Levin.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
I can't seem to shrug off my rival! Any pointers?
______
‡ANSWER‡
¯¯¯¯¯¯
Well, you can always kill him/her off by pressing the X Button in their
direction when they are close to you. Other ways that you can do this
is, if you are up by about 40 points or so, you can manipulate the AI by
placing in the 20's. Your rival will likely, but not guaranteed, place
around 17th. This will close the gap slightly between the two of you,
but not enough for a lot of harm done.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
I'm doing bad in a clutch last race! Help!
______
‡ANSWER‡
¯¯¯¯¯¯
If you feel as if you will not win the race, simply pause the game and
go to Retry. This will give you a fresh start to the race. Also, take
out that rival with the X Button!


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Where are you supposed to find an F-Zero GX/AX Licence Card?  I read at
several sites that it comes packaged with the game, but when I got it
yesterday (9-20) it wasn't there.  Does it only come with early copies
of F-Zero GX, or do you find it somewhere else?
______
‡ANSWER‡
¯¯¯¯¯¯
In the arcades. You can purchase a License Card for $2.00. This includes
a "free" play with purchase. As for when the arcades will be released,
my guess is as good as yours. Anywhere from right now to Thanksgiving.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Why do certain Custom Parts that are really bad cost more than ones that
are really good?
______
‡ANSWER‡
¯¯¯¯¯¯
Listen, I wrote this FAQ for a good reason: To give people knowledge of
the game. As for the developers thoughts, I will leave that one up to
you. ;)


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Is there any way to enable subtitles for the interviews after the races?
______
‡ANSWER‡
¯¯¯¯¯¯
Just press the Z Button. It will stay like this, even next time you
finish, unless you press it again. Gotta love subtitles.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
I heard something about Time Attack internet rankings?
______
‡ANSWER‡
¯¯¯¯¯¯
Yep. Just go to Time Attack, and then Records. Go to Ruby Cup and hold
the L Trigger, and press the following buttons: R Trigger, A Button, Z
Button, A Button, C-Stick Up, C-Stick Left, A Button, C-Stick Down, R
Trigger, Z Button. Enter the codes on the website to "register" them.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
Any suggestions with gaining a lead as soon as I hit the second lap?
______
‡ANSWER‡
¯¯¯¯¯¯
Once you have your booster ready, do NOT go crazy with it. This will
result in your death. You will want to hit a booster pad on the ground,
and then use a health booster afterwards to gain double the speed. Save
your health boosters for towards the end of a course, or use them up
before going towards a health restoration strip.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
What do you get for defeating a Staff Ghost?
______
‡ANSWER‡
¯¯¯¯¯¯
25 Tickets and a star next to it.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
How do I unlock tickets in Time Attack?
______
‡ANSWER‡
¯¯¯¯¯¯
By unlocking the Staff Ghosts on each track. You will get a hefty sum of
tickets for defeating the Staff Ghost of the stage, but it is quite hard
to do so. Get prepared to bash your skull in.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
What is "snaking," anyway? And how is it useful?
______
‡ANSWER‡
¯¯¯¯¯¯
From GameFAQs reader Cheetar:

"F-zero AX/GX rewards risk.

In F-zero, F-zero: Maximum Velocity, F-zero X, Mario Kart, Mario Kart:
Super Circuit, Mario Kart 64, Diddy Kong Racing, etc, Nintendo has a
game mechanic called the "mini-boost." The basic idea is that you push
the vehicle into a slide, and then when you come out of the slide you
get a boost. They reward players for pushing the limit and risking the
possibility of going out of control.

In F-zero GX/AX, a method of racing called "snaking" is making the
rounds. The basic idea is to induce the slide for a millisecond, and
then get the mini-boost, then go directly back into the slide, and then
get mini-boost. People are doing this 100% of the time, inducing mini-
boost for the entire track. It is called snaking because when you are on
the straight-aways, you wiggle side-to-side in a snake motion. Nintendo
and Sega have said that this is an intentional part of the game, and
given the fact that you could do the same thing in Mario Kart 64, there
really is no doubt that this is supposed to be part of the game.

On the surface, this may appear broken, but there are a few things that
most of the people calling this cheap are missing.

1. You are not entirely in control during the snaking. In other words,
you are inducing a constant state of being on the edge of control. If
you can't manage this state, you are going off the track. Fact of the
matter is that most people can't keep from falling off the track when
they aren't snaking.

2. During snaking, you are open to attack. If someone sideswipes you
correctly, you are going to get one hit KOed even if you have full
health. Not to mention the fact that you can get thrown from the track
fairly easily.

3. Snaking is difficult to learn. Just as stringing several mini-boosts
in a row on Mario Kart and the previous F-zero games was hard, it is
hard here as well. It may be easy for a few that "get it," but for most
people, snaking is very difficult."


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
What happened to the Super Mario and Star Fox emblems?
______
‡ANSWER‡
¯¯¯¯¯¯
Those were in the beta versions of the game, but removed. You can create
them yourself, though, in the Customize section.


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
How do I unlock the Big Blue music tracks for purchase in the F-Zero
Shop?
______
‡ANSWER‡
¯¯¯¯¯¯
Simply go to the Customize menu screen, and press the following buttons
at fast to moderate speed: Z Button, Left on D-Pad, Right on D-Pad, Left
on D-Pad, Z Button, Y Button, X Button, Z Button, Left on the D-Pad,
Right on the D-Pad, Left on the D-Pad, Right on the D-Pad, Z Button, X
Button, Z Button, X Button, Z Button. You will hear a slight noise
confirming that you can purchase the "Sounds of Big Blue" music tracks
in the F-Zero Shop under Items for 99 Tickets. Costly!


________
‡QUESTION‡
¯¯¯¯¯¯¯¯
I cannot get to the next chapter of the Story Mode! Where are they at?
______
‡ANSWER‡
¯¯¯¯¯¯
You must purchase them in the F-Zero Shop under Items. Enjoy.





::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
 :::  :::  :::   SECTION XI. - USER CREATED VEHICLES    :::  :::  :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::


In this section, you will find everything you have ever wanted to know
about making an excellent User Created Vehicle. Hence the title! I'm so
clever. If you have one, please send me all of the stats, and what parts
you've used to [email protected], and you WILL be credited. Thanks!


-----------------------------------------------
Me (yes, ZoopSoul) sends... uh... this comment.
-----------------------------------------------

In my professional opinion (ha), the best user created vehicle in the
game is the Frost Lynx -G4, which consists of the Aqua Goose (C), the
Super Lynx (B), and the Titan -G4 (B). This will weigh around 1700kg,
and is great at getting ahead of the pack in the Master difficulty. Try
it out, as it is, in my opinion, the best available option amongst both
developer created vehicles, and user creations. Now, enjoy comments from
real readers, and not just my stupid ass.


----------------------------------------------------
Reader Kinoko Otoko sends in these Godly machines...
----------------------------------------------------

"I've made a great many custom cars and I always test them on Aeropolis:
Multiplex on Max Speed and, sometimes, on Max Acceleration. I'd like you
to try a couple, to see what you think of them. And, just for the hell
of it, I'll tell how I decorate them and who pilots them, as well.

First off, there's my Valkyrie, piloted by Mrs. Arrow. Parts are Optical
Wing, Garnet Phantom and Jupiter-Q, ratings and weight are 1290, DDA.
For the sake of convenience, I've devised a cute little data format for
typing these things down:

Machine Name
Pilot Name
weight, ratings (body, boost, grip)
Body Part
Boost Part
Cockpit Part
R   R   R  }
G   G   G }  colors for body, cockpit and boost
B   B   B  }
machine part/description of emblem

So my Valkyrie would be:

Valkyrie
Mrs. Arrow
1290, DDA
Optical Wing
Garnet Phantom
Jupiter-Q
250 130 130
200 090 090
050 030 030
boost/lightning
boost/Mrs. Arrow
cockpit/lightning*2

This car is one of my favorites for its handling. While the weakest of
my preferred cars, it's a very fun car for tricky courses like Serial
Gaps, and for some reason it reminds me of a VW beetle.

Shining Condor-RR
Jody Summer
1290, DBC
Brave Eagle
Bright Spear
Meteor-RR
255 255 255
255 180 180
255 230 230
cockpit/heart
cockpit/dice
cockpit/Jody Summer

This is a really well-rounded car. No major flaws, and very good max
speed.

Shining Wyvern-V2
Princia Ramode
1430, EAC
Speedy Dragon
Bright Spear
Thunderbolt-V2
255 200 200
255 060 060
255 050 050
boost/racing stripe*2
cockpit/racing stripe rt. angle
cockpit/Princia Ramode

This is one of my serious racers. Very slippery when it comes to
control, but damned fast. Note that the emblems are customs, a straight
white stripe and a stripe across the top of the editing window and down
one side; these make nice racing stripes and look good on most cars.

Jewel Emperor-V2
Black Shadow/Lily
3000, AAA
Big Tyrant
Garnet Phantom
Thunderbolt-V2
105 030 105 | 230 180 255
000 000 030 | 135 075 165
000 000 000 | 180 120 210
body/flames*2
----------
body/blue flames*2
cockpit/Lily

Here I've got two different deco themes, one with Black Shadow and one
with Lily. This is the best machine I have made, and I honestly believe
it's the most powerful machine in the game.

Dread Cannon-RX
Lily
2860, AAA
Dread Hammer
Combat Cannon
Devilfish-RX
255 255 255
195 220 125
230 245 180
body/blue flame (frontal)
cockpit/zebra (angle)

This machine was made by my nephew. The blue flame is inside the front
of the body, so you have flames on different sides of it that just look
cool, and the zebra on the cockpit is applied at an angle from the back
so as to stretch it. It looks frighteningly like a cuttlefish.

The machines I really want you to try are the last three. Shining Wyvern
is just about the slipperiest car you can imagine, despite the C grip,
but is astonishingly fast for its relatively light weight, and can
easily conquer Master GP's.

The other two, though, are the really interesting ones. Jewel Emperor,
my personal best creation, is in my mind the most powerful machine in
the game. 3000 kg, triple-A rating may seem frightening, and indeed this
car seems at first glance to be undriveable. But if you experiment, you
will find that you can drive it if you use the drift buttons (R and L)
in just the right combination. Any time you need to sharply turn
direction, you must drift away from the direction of the turn first,
then tilt the control stick in the direction of the turn, then drift
into the direction of the turn, without letting any of the buttons go.
You'll find that the machine suddenly becomes very pliable, from an
unstoppable freight train to an unstoppable freight train on tracks.
Meaning that with considerable practice this machine is nigh
unstoppable.

The other, Dread Cannon, is also unique. Again, the near-3000 weight and
triple-A ratings are intimidating, but once you try it you find that it
handles unlike virtually any other heavy car in the game. It is the
exact opposite of Jewel Emperor. In fact, it handles like Shining Wyvern
in that the grip will constantly falter if you're not careful. But being
as heavy and highly-rated as it is, it is much more powerful than any
other machine that handles this way. It even banks into turns and has
the strongest drift I've ever seen, meaning that you end up flying all
over the place as if the car were light. This car, while not quite as
powerful, is an easy match for Jewel Emperor, especially since it takes
considerably less practice to use it correctly. You can add these to
your FAQ if you want, but I really just want you to try them and tell me
what you think."


-------------------------------------------
User phinesafool sends us these vehicles...
-------------------------------------------

"Red Spider -Z

Body - Holy Spider
Cockpit - Red Rex
Booster - Triple -Z

Stats
Body - C
Boost - A
Grip - C
Weight - 1550kg
Top Speed (no boosting or anything) - 1120km

This car slides a little bit, but not too bad. I can take almost any
turn in the game without using the triggers.
The accel isn't great, but at top speed I can get past everyone by
halfway through a race."

"Here's another I just made which seems to be pretty good

Heat Wing -Z

Body - Optical Wing
Cockpit - Heat Snake
Booster - Triple -Z

Stats - DAB
Weight - 1560kg

This one gets a pretty good top speed (about 1125km) and actually
corners fairly well."


---------------------------------------
User moysturfurmer sends in this one...
---------------------------------------

"I use the heat horse-z
its not to heavy, doesn't swerve, and has excellent top speed.
It has the Sky horse, Heat snake, and triple Z.
It is a CAB vehicle and weighs 1780 k"


-------------------------------------------------------
User nazgulnarsil sends in these simple combinations...
-------------------------------------------------------

"Frost Lynx
Aqua Goose/Super Lynx/Titan G4
Acro Crest
Sky Horse/Energy Crest/Titan G4
Super Barrel Z
Rapid Barrel/Super Lynx/Triple Z
Arch Lynx
Silver Sword/Super Lynx/TItan G4 or Triple Z
Red Spider Z
Holy Spider/Red Rex/Triple Z
Garnet Manta
Liberty Manta/Garnet Phantom/Triple Z

Those last 2 are for people who like sliding, they are fast but hard to
control."


------------------------------------------
User Zero Sondow sends in this combination
------------------------------------------

"crystal egg+giant planet+saturn g, when painted white, looks remarkably
like one of eggman's vehicles from the sonic series,. Whether or not
this is intentional, don't know., though it seems if this is indeed an
easter egg that Crystal Egg is a reference to the secret last level of
Sonic 2 for the game gear.
Sorry if this is old.

Note: Suggested pilot:Mr.EAD."

----------------------------------------
User Meganium7 sent in these vehicles...
----------------------------------------


"Here's what I think is my best custom, made by me.

Body: Fire Wolf
Boost: Triple Z
Cockpit: Scud Viper

Scud Wolf Z.

Cosmic Gorilla X

Body: Giant Planet
Cockpit: Muscle Gorilla
Boost: Bluster X


Muscle Spider Z

Body: Holy Spider
Cockpit: Muscle Gorilla
Boost: Triple Z


Bright Pidgeon ZZ

Body: The Swallow one (sorry, the name escapes me)
Cockpit: Bright Spear
Boost: "something" ZZ (sorry, forgot this name too)"

----------------------------------------
Reader FerreTrip sent in this vehicle...
----------------------------------------

King Neptune
Body  A
Booster  B
Grip  B
Parts:
Grand Base
Super Lynx
Titan -G4
This guy's gotten me thru Ruby mode with some tridents, a cool blue
exterior, and countless drivers. He's my fave!


---------------------------------------
User RapidStorm sent in this vehicle...
---------------------------------------


"Acro Crest G4
Sky horse/ Super Lynx/ Titan G4

That's my baby, I slapped some blue flames and triforces on her, and
she's gotten through ruby-diamond on master."


----------------------------------------
User Virus218105 sent in this vehicle...
----------------------------------------

"My favorites:
Frost Spear-G4
Aqua Goose/Bright Spear/Titan G4
Acro Lynx-G4
Sky Horse/Super Lynx/Titan G4

They handle really similar. Which one I use depends on what I want my
car to look like :P"


----------------------------------
User Jugem sent in this vehicle...
----------------------------------

"Photon Phantom-G4 (Optical Wing, Garnet Phantom, Titan-G4)
Body: D
Boost: B
Grip: A
Weight: 1600

Has a top speed of somewhere between 1120 and 1130, great handling, and
pretty good acceleration as well."


--------------------------------------
User Tedmaster sent in this vehicle...
--------------------------------------

"spark gauntlet

Spark Bird
Dread Hammer
Euros -01"


-------------------------------------------
User PokeMaster1004 sent in this vehicle...
-------------------------------------------

"Bright Manta-Z
---Liberty Manta
---Super Lynx
---Triple Z

DAC (Body Boost Grip) <I think>"


-------------------------------------
User Anti Uni sent in this vehicle...
-------------------------------------

"Sacred Lynx G4
Holy Spider
Super Lynx
Titan G4
CBB Medium Wieght"


--------------------------------------------------------------
User Cool Whipp sent in this vehicle, and thanks for the bump!
--------------------------------------------------------------

"dread hammer
speed dragon
titan g4

its tight."


----------------------------------------
User SpeedDaemon sent in this vehicle...
----------------------------------------

"Heat Goose
Aqua Goose/Red Rex/Sunrise something. It's an "E"."


---------------------------------------
User rapidwingo sent in this vehicle...
---------------------------------------

"Windy Manta-Z
Liberty Manta
Windy shark
Triple Z
1260 kg
Stats:
D
A
E
It might seem slippery Because the E grip but it actually handles very
well!"


---------------------------------------
User MadDogV2 sent in these vehicles...
---------------------------------------

"Super Horse-Z
Super Lynx, Sky Horse, Triple Z
Body:C
Boost:A
Grip:B
like Frost Lynx-G4 but better cornering and body. looks great to boot.
Jewel Wyvern-V2
Speedy Dragon, Garnet Phantom, Thunderbolt V2
Body:E
Boost:A
Grip:A
Extremely good the parts fit eachother perfectly in design and really
fast, has a little oversteer that needs getting used to. It's very
delicate though so it's not good for beginners, this is more of an
expert car."


--------------------------------------
User Scary Raebbit sent in this one...
--------------------------------------


"Flame Javelin-V2

Body: Silver Sword 620 kg
Cockpit: Heat Snake 480 kg
Booster: Thunderbolt-V2 860 kg

Body: C
Boost: A
Grip: B

Weight: 1960 kg
Heavy Load

Pretty good on the Diamond Cup. Not as good a turner as Super Goose-Z,
but makes it up with speed. Nothing that L and R can help."


-----------------------------------
User nebneb sent in this vehicle...
-----------------------------------

"Photon snail 64

Body-Optical wing
Cockpit-moon snail
Booster-Titan-g4

Body-D
Boost-B
Grip-D

I love this car. ^_______________^

Max speed is about 1118-1120
The boosts are excellent in the second lap you can ravage. It has a
perfectly balanced steering it does not skid only if you go above about
1600 it might just a little. It weighs 1220 kg.

There you have it...also it looks good in blue.

Add this please. :)

Plus put it on max speed most of the time for the full effect."


------------------------------------
User dragoa sent in this creation...
------------------------------------

"Super Glider -88

Cockpit-Super Lynx
Booster- Raiden-88
Body-I have no idea but I know it's an AX part.....

Stats

Body-c
other 2-b

control-bad accel, decent cornering"


-----------------------------------------
User SkedarKiller sent in this vehicle...
-----------------------------------------

"Combat Barrel
Rapid Barrel, Combat Cannon, Sunrise 140
Body:C
Boost:E
Grip:A
0-900 time (balance on 100% speed): ~2.2 seconds
0-900 time (balance on 100% acceleration): ~1.8 seconds

Terrific cornering, body and acceleration. It's main flaw is speed: Even
on 100% speed in the balance setting, it only goes to 1,021 km/h (993
km/h for 100% acceleration). Ideal for highly technical courses like
Drift Highway, Serial Gaps, etc., but terrible on speed tracks like
Split Oval."


------------------------------------------
User Yours To Hate sent in this vehicle...
------------------------------------------

"im in love with the plasma goose 4X...i beat allt the master cups with
it. its stats are as follows:

body: aqua goose - C
cockpit: spark bird - B
boosters: Punisher-4x - B

heavy load: 1810 kg"


---------------------------------------
User PatMan33 sent in these vehicles...
---------------------------------------

"Frost-Phantom G4
Aqua Goose
Garnet Phantom
Titan G4

C
B
A

Cant remember the name for this 1
Speedy Dragon
Garnet Phantom
Thunderbolt -V2

E
A
A

This one is tough to use but when you can it is awesome!"


---------------------------------------
User GameSpirit sent in this vehicle...
---------------------------------------

"Garnet Goose Z
Body-C
Boost-A
Grip-A
Parts:
Aqua Goose-Base
Garnet Phantom-Cockpit
Triple Z-Thruster
It also looks sort of like an Arwing if you color the base blue and the
cockpit/thruster white."


----------------------------------------
User Reynard Fox sent in this vehicle...
----------------------------------------

"Plasma Wing -4X
Body: Optical Wing
Cockpit: Spark Bird
Booster: Punisher -4X

Can't recall the weight or anything off the top of my head, but I've
tried a lot of the same combos or similar to the ones already listed and
this has to be my favorite so far. Beating Master tracks with a 10+
second lead on the competition on each race and winning by a margain of
150 points tends to get my attention. =)"


-----------------------------------
User Zorack sent in this vehicle...
-----------------------------------

"my fave i made is a lot like the black bull.

Beserk Lynx G4.
Valiant Jaguar
Super lynx
titan-g4.

weight, 2000kg.

stats,
B
B
B"

-------------------------------
-Cud- sent me these vehicles...
-------------------------------

"1): Valiant Legion:

Body - B
Boost - C
Grip - B

Weight - 1810kg

Parts:

Body - Valiant Jaguar
Cockpit - Super Lynx
Boost - Boxer 2C

Description:

The ship is a bit weighty and slugish but will take
all tight turns with L and R. It has a reasonable turn
of speed and the boost isn't actually that bad.

2): Ultra Horse:

Body - C
Boost - C
Grip - B

Weight - 1480kg

Parts:

Body - Sky Horse
Cockpit - Super Lynx
Boost - Tiger RZ

Description:
Its probably just me but this is one hell of a good
ship. It has very good grip (can get slightly loose at
the limit, but not uncontrolably so) and has good top
speed (989 kmph on 50% max speed). It will also take
one hell of a licking before it dies."

----------------------------
Clad sent in this vehicle...
----------------------------

"Here is the vehicle that I always use, I have defeated all the cups in
master difficulty with it

Super wolf-Z
It is a BAB consisting of:
Fire wolf
Super lynx
Triple Z
It has good maximum speed ( somewhat like 1120 km/h) , a good cornering
and boost. I personally think it is a little bit better than the frost
lynx G4 which is already a good vehicle. "

--------------------------------
Lee-Xai sends us this vehicle...
--------------------------------


"Name: Super Wolf-Z
Body: B
Boost: A
Grip: B
Weight: 1960 kg
Parts:
Body: Fire Wolf
Cockpit: Super Lynx
Turbo: Triple-Z
It can take sum damage, has a very good Max Speed (the highest i ever
reached was 3691 kmph) and -with some skill- has a good handling. It's
more the veteran car, nothing for noobies."

-----------------------------------
StormDragon sent me this vehicle...
-----------------------------------

"**CAR**
Name: Hard Banger
Stats: AAA
Weight: 3080kg(!)
BODY: Megalo Cruiser
COCKPIT: Combat Cannon
BOOST: Thunderbolt V2
(I feel guilty about this, as I read this one but can't remember where,
so
don't credit me for it.)"

----------------------------------
dragon359 sends us this machine...
----------------------------------

"Name:  Highway Barrel-4X
Weight:  1470kg
Body:  Rapid Barrel (C)
Booster:  Punisher-4X (B)
Cockpit:  Sonic Soldier (C)

Not quite an ideal combination for some people who I've shown it to, but
it works for me.  Plus it looks awesome in my opinion."


----------------------------------
Jose11237 sends in this vehicle...
----------------------------------

"my car is called the combat eagle it uses

Body : Brave Eagle D
Cockpit :Combat Cannon  A
Booster :Triple z A

This car handles pretty well the turning is good and could take a
pounding and could give pain to other cars I recommend it on all levels
but not Phantom Road it sucks on that level. But overall it is a good
car"

---------------------------------------------
Reader Iamke55 sends us this godly vehicle...
---------------------------------------------

"I did not see this godly car in your database of user-submitted cars,
so
here's mine.

Holy Spider(C)
Garnet Phantom(A)
Thunderbolt V-2(A)

There is nothing in the game that snakes better than this.  sub-40 Twist
Road can be done with this monster of a vehicle."




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 :::  :::  :::  :::     SECTION XII. - CREDITS     :::  :::  :::  :::
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First and foremost, big thanks to the master, Jeff Veasey, for creating
GameFAQs.com. Nothing tops the community feel over there, and drop by
the FAQ Contributor's Social Board to see me posting every now and then.
Let us not forget about our pals over at IGN.com, including but not
limited to Stephen Ng, Hil Goldstein, and Jon Robinson. Oh, and Rich
Rouse, although I do not believe that Rich is currently freelancing over
there at the moment.

Big ups to my old Nemesis Online Media Group clan, including Todd
Morden, Jason Rouse, Andrew Weschler, Randy, Greg Kettering, and many
others. I cannot wait for E3 2004, guys, and I definitely will try
everything in my power to make it there next year. After all, who
DOESN'T want to play Metroid Prime 2 months before the release? My
thoughts exactly.

Major thanks to Devin Morgan for secretly inspiring me to get my ass on
the ball and write for this game. While he doesn't know it, I might've
not even written this if it were not for his inspiration. A workhorse
never let's things such as "jobs" get in the way of his hobbies, and you
have proven this, Devin. I salute you, my friend. Speaking of the
definition of "workhorse," I would like to say "Howdy" to Brian Sulpher
(BSulpher on the sites). And HappyBuddha311, as he requested it. ;D

How can I NOT thank Nintendo after all that they have given us gamers?
With many ultimate series (including Pikmin), and teaming up with the
guys that made Super Monkey Ball was a great idea, and F-Zero GX turned
out a lot better than I could have ever expected. Thanks to both
development groups, despite the shameful AI problems that I will never
let them live down. ;-)

Of course, I cannot begin to thank my girlfriend enough. Valerie
Meerschaert also contributes FAQs, so look her stuff up on GameFAQs
under the name QuarterLifeCrisis. And yes, we both enjoy dancing to that
damn Beyonce song with Jay-Z, and neither of us are big on modern pop
music.

Major props to readers Kinoko Otoko, Jizmak, darksim10, PoopinClumpin,
Goldenguy, hiahia, dragoa, phinesafool, moysturfurmer, nazgulnarsil,
Zero Sondow, Meganium7, JRiccardi (for references), Teddman, RapidStorm,
Virus218105, Jugem, Tedmaster, PokeMaster1004, Anti Uni, Cool Whipp,
SpeedDaemon, rapidwingo, kroboz, ChaosMage251, Ultimator, eggit,
Iamke55, MadDogV2, SkedarKiller, PatMan33, Yours To Hate,
VengeanceDemon, smellyfarts89, zwizardsfoot, dragon359,  nebneb,
LiquidViper, FerreTrip, VMD, Gerk, Jose11237, Scary Raebbit, Darkness is
coming, GameSpirit, -Cud-, The Leech, Evan "Boo" Fraser, Reynard Fox,
Zorack, Melee, zwizardsfoot, Magic Abuser BM, Heritage, Snowboard1390,
Evenflow80, Applebrown, and Fat Man Can Can.

As usual, I have a music recommendation that is a bit more solid than
that Beyonce song (but not nearly as catchy), so go out and buy "O" by
Damien Rice. He is a wonderful singer-songwriter from Ireland that my
good friend Ronan Murphy recommended to me months ago, and I adore this
guy's talent. Go out and buy the album, and listen to the first track
("Delicate") over and over again, and cry if you just broke up with
someone you love(d).



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 :::  :::  :::  :::   SECTION XIII. - DISCLAIMER   :::  :::  :::  :::
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This document is Copyright 2003-2004 David McCutcheon. It may not be
reproduced nor retransmitted in any form. It may not be altered,
published, sold, given as an incentive to buy, etc. without advance
permission from the author. Violation of the above terms can and will
result in a lawsuit. Thank you.