~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
______ ______ __ __
| ____| |___ / \ \ / /
| |__ ______ / / ___ _ __ ___ \ V /
| __|______/ / / _ \ '__/ _ \ > <
| | / /_| __/ | | (_) | / . \
|_| /_____\___|_| \___/ /_/ \_\
G u i d e
+-----------------------------------------------------------------------+
| F-Zero X Guide | Version 1.09.0045 | Updated: 12-27-2001 |
+-----------------------------------------------------------------------+
| F-Zero X Guide by "GoldenGuy" |
+-----------------------------------------------------------------------+
| O f f i c i a l " G o l d e n G u y " S e a l o f Q u a l i t y |
+-----------------------+-------------------------+---------------------+
| Copyright 2001-2002 |
+-------------------------+
This guide about F-Zero X is being written to fully explain and
detail everything you could want or need to know about each and every car
setting in F-Zero X. I will list important information about each car,
including what grade of Body it has, it's Boost grade, and the Grip grade.
I'll also make a note about each car's particular stat. Also, I will write
info about each acceleration setting. Not every single nudge, but the
stripes.
Well, an update if you will, I have decided now that I will just go
ahead and make this a full guide, as opposed to just a car and staffs
guide.
-"GoldenGuy"
==========================================================================
1: Table of Contents
==========================================================================
1: Table of Contents
2: Revision History
3: Legal Information
4: Modes of Play
5: GP Mode Tips
6: X Cup Tips
7: Settings Guide
8: Car Guide
9: Helpful Tips
10: Staff Ghost Times
11: My Times
12: Staff Ghost Strategy
13: Sliding Tutorial
14: Advanced
15: ASCII Track Maps
16: Cheats & Codes
17: Guide Statistics
18: Credits
19: Contact Info
==========================================================================
2: Revision History
==========================================================================
------------
Version 1.09
------------
¤ I did a little bit of division and created a separate Contact Info
section, as well as a cheats section. I don't include GameShark cheats,
but I do include push-button cheats that I know of.
------------
Version 1.07
------------
¤ I decided to put in my own records, for no reason really. I just want
to spice this FAQ up a bit, and I felt I could do so by doing that. Not
to brag, but mostly just to show people what not having much of a life,
a crapload of freetime, a few F-Zero X crazy friends, and a lot of
patience can get you.
------------
Version 1.06
------------
¤ I downloaded a neat program in which you could draw ASCII art as if you
were drawing in Microsoft Paint. I downloaded this and drew track maps.
You should check them out.
------------
Version 1.05
------------
¤ I'll just update this section, since I probably won't be adding in any
sections. For now, just one update, which is an addition to the list of
sites that can use my FAQ. After reviewing the site, Neoseeker is now
authorized to use the guide.
------------
Version 1.04
------------
¤ Finished the sections on Grand Prix mode and the X Cup Tips. They are
rather short, but the information you get should be enough.
+++++++++++++++++++++++
Official Worldwide News
+++++++++++++++++++++++
It's September 11, 2001, and today is another day that will live in
infamy. Starting at 8:40 this morning, the World Trade Center and the
Pentagon were all attacked by terrorists who hijacked Boeing 757s and 767s
and proceeded to fly them into the mentioned buildings. A fourth jet was
grounded, killing all aboard, in Pennsylvania. Later on in the mornint,
both of the World Trade Center towers collapsed, and a large portion of
the Pentagon was demolished. Later in the day, World Trade Center building
7 also collapsed. My condolences go out to those who have lost a relative
or a family member, and may the deceased rest in peace.
------------
Version 1.02
------------
¤ I've decided to turn the in-depth guide into a full-fledged FAQ, and I
have added a few sections as well. So far, it looks like the guide will
get to at least version 1.04, with further enhancements possible.
------------
Version 1.01
------------
¤ Due to popular demand, an Advanced section has been added in. This area
describes some of the more advanced moves. It doesn't touch upon the
absolute most advanced moves, but it's more advanced than anything in
the walkthroughs.
------------
Version 1.00
------------
¤ Whee! After only about three and a half weeks of typing, I am done
creating this FAQ/Walkthrough. Some of my last few walkthroughs were
kind of lazily written, but they are still explanatory and will work.
------------
Version 0.90
------------
¤ Created guides for Devil's Forest 3 and Space Plant. Three more to go!
------------
Version 0.89
------------
¤ Added in the guides for Rainbow Road and Mute City 3.
-------------
Version 0.88b
-------------
¤ Added in the White Land 2 strategy guide.
------------
Version 0.88
------------
¤ Wrote guides for Silence 2, Sector Beta, and Red Canyon 2.
------------
Version 0.87
------------
¤ Completed guides through Fire Field, and the Credits.
-------------
Version 0.76c
-------------
¤ Completed the Devil's Forest 2 and Mute City 2 walkthroughs.
-------------
Version 0.76b
-------------
¤ Added in the track lengths at the end of section 6: Helpful Tips.
------------
Version 0.76
------------
¤ Completed the Port Town, Sector Alpha, and Red Canyon strategy guides.
------------
Version 0.75
------------
¤ Completed the Sliding Tutorial, got through the Big Blue strategy. I'll
have to start on Port Town tomorrow.
-------------
Version 0.69b
-------------
¤ Changed the introduction a bit.
------------
Version 0.69
------------
¤ Started on the Sliding Tutorial.
-------------
Version 0.67b
-------------
¤ Added in the Sliding Tutorial, completed the cars guide and I even made
a table depicting how good or bad each car is as far as boost, grip,
and body. Also got the track strategies for Sand Ocean and Devil's
Forest complete.
------------
Version 0.67
------------
¤ I have now gotten all cars up to the Little Wyvern detailed. Helpful
tips section, staff ghost times, and the Mute City and Silence staff
ghost strategies have also been written.
------------
Version 0.44
------------
¤ Started on the cars section. Have done 14 out of the 30 cars so far. I
shall also soon do the other parts.
------------
Version 0.40
------------
¤ The settings have now all been figured up. The acceleration settings
are almost too close to tell, but they do differ very slightly. I would
have done the nudges inbetween as well, but I figured those had too
little variation.
------------
Version 0.00
------------
¤ I have started writing this guide. That's that.
==========================================================================
3: Legal Information
==========================================================================
In this section, you will find all legal information about this
guide. First of all, I don't care if you download this guide and save it
onto your hard drive or anything, but you cannot make a profit from it.
Why? That wouldn't be right to me. You may not post this guide on your
website, as there is no guarantee that you aren't profiting off of it. You
may not HTML-ize it, as it's very likely that you have banners and
therefore money is being made. No HTML-izing under any circumstances.
Sorry. You can link to the F-Zero X Walkthrough/FAQ listing, but not to
any particular guide. Here's the list of sites that can legally post my
guide, outside of myself:
¤ www.gamefaqs.com
¤ www.f-zerox.com
¤ www.neoseeker.com
Nobody else but these fine sites may post or link to my guide. If
anybody else does, I'll find out, and the consequences may not be all that
pretty. Comply with these rules, and life will be great.
==========================================================================
4: Modes of Play
==========================================================================
In F-Zero X, there are a few modes of play to choose from. These
modes include Grand Prix, Time Attack, Death Race, Practice, and the
Options menu. I will describe each of these below.
* * * Grand Prix * * *
In the Grand Prix (GP) mode, you basically run in a six-race circuit,
and as you go along, you gain points depending on how you place. At the
end of the six races, the winner is determined by the number of points.
During Grand Prix, you can't boost on the first lap, but you can do so on
the second and third laps. Other than that, anything goes. If you retire,
you lose a life. By the way, your lives vary. On the Novice mode, you
start with five lives. On Standard, you get four. When you play Expert
mode, you get three, and on Master difficulty, you get a measly two.
Anyhow, here's the scoring system for the Grand Prix mode:
+--------+--------+
| RANK | POINTS |
+--------+--------+
| 01 | 100 |
| 02 | 93 |
| 03 | 87 |
| 04 | 81 |
| 05 | 76 |
| 06 | 71 |
| 07 | 66 |
| 08 | 62 |
| 09 | 58 |
| 10 | 54 |
| 11 | 50 |
| 12 | 47 |
| 13 | 44 |
| 14 | 41 |
| 15 | 38 |
| 16 | 35 |
| 17 | 33 |
| 18 | 31 |
| 19 | 29 |
| 20 | 27 |
| 21 | 25 |
| 22 | 23 |
| 23 | 22 |
| 24 | 21 |
| 25 | 20 |
| 26 | 19 |
| 27 | 18 |
| 28 | 17 |
| 29 | 16 |
| 30 | 15 |
+--------+--------+
* * * Time Attack * * *
In Time Attack mode, you basically play the track of your choice and
try to improve your times. This may sound simplistic, but if you get good
enough, you enable the Staff Ghost. It takes a lot of skill to beat a
Staff Ghost. Even after that, you can improve your times almost anytime.
Time Attack also serves a great purpose as practice. As in Grand Prix, you
go the first lap boostless, and gain boost on the second and third laps.
* * * Death Race * * *
Here's your battle mode, F-Zero X style. It's not multiplayer, but
instead, you get to choose your car, and you go on an infinitely straight
track and smash cars to a pulp. There's not really any goal, other than to
get the cars all destroyed, but it can be fun at times. If you need a goal
to try, try my Death Race time. I don't spend a lot of time playing Death
Race, so my record shouldn't be too hard to a fairly good car smasher. My
time is 0'50"786". Oh yeah, you start with boost on this one.
* * * Practice * * *
This is basically your practice grounds for Grand Prix. You start out
with booster, and the other 29 cars are racing alongside you. It's not
very realistic, as far as competition, as all of the cars go at a constant
pace, increasing with difficulty. However, it's still neat to just go on a
car-killing rampage.
* * * Options Menu * * *
¤ VS COM (2p, 3p): This option controls whether there will be computer
racers when you play in two- or three-player modes.
¤ VS SLOT: This determines whether slots will be used in multiplayer
races. If so, the human to die will get to play slots in hopes
of killing you.
¤ VS HANDICAP: This determines handicap usage. You have three settings to
choose from, which include N/A, +1, and +2. N/A, like you
thought, means no handicap. The +1 is a slight handicap,
and +2 is an extreme handicap.
¤ SOUND MODE: Switch between Stereo and Mono sound style.
¤ ALL DATA CLEAR: Erases EVERYTHING that you have done.
==========================================================================
5: GP Mode Tips
==========================================================================
In Grand Prix mode, like stated in the above section, your main goal
is to end up with the most points out of six races. To do so, you must
have a good ranking on each race, and to better your winning chances, take
out your rivals. As an addition to the last time I updated, I will include
tips for each track.
* * * Basic Tips to Winning Better * * *
¤ Try to keep a good line during the race.
¤ Don't hesitate to change your line if there's a crowd of cars in front
of you. Bumping them forward and reducing your speed to crap is about
the most annoying thing in F-Zero X.
¤ Remember the side attack...use it on your rivals!
¤ If you're not too far ahead of the crowd, don't hesitate to slow down
at a bottleneck and do the spin attack. You can knock out up to 15 cars
this way.
¤ When you use boost, use it mostly at the beginning of the second lap
and at the middle of the third lap. The cars slow down drastically when
the second lap starts and when the race is nearing completion.
¤ If you're speeding along and all of a sudden you're about to pass a
car, instead of simply passing, reward its slowness with a side attack.
¤ If you are about to get a bad place, restart the race. Kill five cars
in the next race so that you will gain back the life you just
forfeited.
---------
Mute City
---------
In Mute City, there really aren't very many places where you can
easily kill cars. There are a few places where they like to bottleneck
though. One such place is in the left refiller strip. You can stop there
if you are in front of cars, but not by too far, and you can do the spin
attack. Another good place, if you're skilled, is at the end of the loop,
where you can knock your opponents off the track completely.
-------
Silence
-------
In Silence, there isn't a whole lot you can do to kill your opponents
other than ramming into them. However, there are a few ways to get them
out of your hair other than simply crashing into them. Anytime just after
the booster arrows, and before the end of the energy refiller pits, you
can try to hit them hard from behind with a side-attack, and sometimes,
they'll just fly right off the track. If you can't get this to work, you
can try stopping right ahead of them at the last booster arrow where they
bottleneck, use the spin attack, and hopefully take out a lot.
----------
Sand Ocean
----------
Again, there's not a whole lot you can do to kill opponents,
especially since a good amount of this track consists of tubes. If you can
get in front of your opponents by the end of the first tunnel on the first
lap, try stopping in the middle and using a spin move. They are usually
packed by that time, and will take a beating if you do it correctly. Also,
if you think you're _really_ good, try side-attacking a car just as it
leaves one of the tunnels, and maybe you can make it fly off of the track.
--------------
Devil's Forest
--------------
This track is an easy grounds for killing a lot of vehicles, but only
if you're good with the side-attack. There are very few places to send a
car off the track here, but it is possible. The cars love to slow down in
the corkscrew, so that's your opportunity to side-attack a lot of them. If
you can get behind a car and start gaining on them, and if you can side-
attack them at just the right time, you can send them speeding forward at
high speeds..high enough to make them fly out of the corkscrew.
--------
Big Blue
--------
It's extremely hard to knock your opponents off of the tubes of Big
Blue, but there's an easy way to it as well. The hard way is to try to
side-attack them off. Not a good idea, because most likely, you'll lose
control and probably fly off yourself. Instead, I recommend you follow my
guide and try to drive as fast as you can. If you get far enough ahead of
everyone, they will start speeding in an attempt to catch you, and in the
process, many of them may fly off.
---------
Port Town
---------
You'll have plenty of opportunities to kill some cars here. One such
opportunity isn't all that great, but the other one could result in 15 or
more kills in just a few seconds. Your first good opportunity to do some
killing is when the cars slow down just before the chicane. Hit the boost,
and then use side attacks to clear your way through the chicane. You can
usually kill 2-4 people this way. Wanna know a better method to kill? Well
here's the place to learn. You know the long ramp just before the jump?
Get in front of the pack, but not far in front. As you get to where it
narrows to less than two car widths, stop and use the 360 spin attack. You
can take out 10-15 cars this way if you do it right.
------------
Sector Alpha
------------
On Sector Alpha, there's not much you can do to knock enemies off of
the track, but if you are in the narrow area when you're upside down, you
can get in some easy kills by stopping and doing a spin attack. Of course,
this only works if you're not too far in front of the competition.
----------
Red Canyon
----------
On Red Canyon, it will be somewhat difficult to kill many opponents,
but you can always try and knock them off the sides, since there are so
many jumps. If you can find a place at which they group up, you can pound
their troubled souls into the Red Canyon oblivion. Good luck though, since
most of your time is spent flying.
----------------
Devil's Forest 2
----------------
Same as Red Canyon. You will have trouble finding places to kill your
opponents here, but there are ways. Probably the best place for this would
be near the end, where the track skinnies up at the nasty chicane. Stop
your vehicle, and do the spin attack. Your enemies will hate you for that
one.
-----------
Mute City 2
-----------
This track is a lot of fun for killing your opponents. The vehicles
almost always are clustered together, and it makes for a giant killing
spree. The best places to get them are on the "straightaway" with the jump
plate, when the track skinnies up. Practically the whole track is good for
a bunch of opponent-ridding, though.
----------
Big Blue 2
----------
Big Blue 2 is a cramped and difficult track to get rid of your rivals
most of the time, but your moment of opportunity is the first lap when you
are on the straightaway with no sides. Other than that, though, good luck.
----------
White Land
----------
This track has plenty of niches for some combat. One of the best
areas in the game to get lots of kills is just after the loop. If you are
just ahead of the crowd, stop your car and do a spin attack. If you're
positioned correctly and you don't get knocked off, you'll most likely get
anywhere from 10-15 kills. The jump plates would also be a good area for
getting rid of your competition, but you're not on the ground long enough
to cause good damage.
----------
Fire Field
----------
Fire Field doesn't really offer any opportunities for you to gain an
advantage over your competition, except for one...if you can go at a good
enough pace, you can cause your opponents to accidentally commit suicide.
Simply follow my guide, and keep a high rate of speed up the incline (try
for 1300km/h+). If you do this and are far enough ahead, they will fly off
a little way after the finish line, and they won't land.
---------
Silence 2
---------
As for Silence 2, to get rid of your competition, you can try to
smash them in the long winding left turns, since the turns are somewhat
skinny, or you can wait until you get to the wavy part of the track to
knock them off.
-----------
Sector Beta
-----------
On Sector Beta, there are tons of places you can kill cars. One of
the best places to do so is just after you get out of the first loop. At
this skinny and rail-less area, cars love to pile up. Side attack into a
bunch of them (don't overdo it and go off), and you can knock out a crap-
load of them at once. Also, if there are cars around, knock them off of
the top of the loop as you are about to drive down the hill to the finish
line.
------------
Red Canyon 2
------------
This track is a waiting casualty to any who may mess with a skilled
player. There are tons of places you can kill here. First of all, just
about anywhere on the track, you can stop, and do a spin attack, since the
track is so skinny and many of the cars would have no choice but to hit
you. Then, just before the first major dip in the track, if you can hit an
opponent in the right way, they will fly off and I guarantee you they will
not land.
------------
White Land 2
------------
There's not much you can do here to kill opponents. Just drive well,
and if you come upon easy prey, side attack it, and if you are ahead of a
bunch of cars, spin attack them.
-----------
Mute City 3
-----------
Just race this one out. Racing here will get you much more success
than killing a bunch of your opponents. However, if you want to kill, look
for all the areas that don't have rails, and see if anyone's nearby.
------------
Rainbow Road
------------
Rainbow Road is a very good track to destroy a lot of cars. I myself
have gotten 24 once. For this one, start off and knock as many people as
you can from the very start. The best places to kill cars are right at the
beginning mostly.
----------------
Devil's Forest 3
----------------
Sorry for the half-assedness of these latest guides, but it's getting
a little repetitive, and I want to get done. For now, I will just describe
the best places to kill cars. On Devil's Forest 3, you want to hit cars
anywhere where there's no rails. Better yet, just race.
-----------
Space Plant
-----------
The best places to use side attacks here are while going up the hill
from the start, and while going up the hilly area near the end. The only
place that would be any good for the spin attack would be near the finish
line. Just follow my racing guide and you should win.
------------
Sand Ocean 2
------------
The best places to go for kills here would be just before the tunnel.
Otherwise, you just want to race, because killing a lot of enemies with
all of the curves in Sand Ocean 2 is a hard feat to do.
-----------
Port Town 2
-----------
On Port Town 2, practically any place is great kill for the enemies,
because they are almost always bunched up. Side attack anywhere you can,
especially when they get into huge groups. Use a spin attack near the
chicane. Make sure you're not too far ahead, though, or else you will be
slammed majorly.
--------
Big Hand
--------
On here, concentrate mostly on racing...the only good places to kill
are the long stretches where there are no rails, and even then, you take a
good risk of throwing yourself off the track. Have fun here.
==========================================================================
6: X Cup Tips
==========================================================================
The X Cup, as not mentioned in section 4, is a random track
generator. This cup has the ability to generate any track type, although
it will not generate loops, corkscrews, or twists like Silence, nor will
it generate slip zone or dart zone. Anyhow, a few of these tracks can be
absolutely wicked, and here, I will describe some of my experiences, as
well as noting any tips.
¤ The Spike Course: This track design basically looks like a hairdo on a
person who inserted a finger into an electric socket.
Basically, just use side attacks around the harsh
turns and boost on the straights.
¤ Tunnel: This track comes in just about any flavor, and generally has
the majority of the track covered by a tunnel. Watch the turns
and beware of any sudden drops.
¤ Pipe/Tube: These tracks are always, more or less, in the shape of an O
and consist almost entirely of a tube or cylinder. These
tracks are generally harmless, and you should speed at all
times.
¤ Halfpipe: Beware the halfpipes, because these tracks can be extremely
deadly. I once had one with a 180 degree turn that headed
almost directly into a 120 degree turn in the opposite
direction...I had to brake down to 200km/h to get through and
not die.
==========================================================================
7: Settings Guide
==========================================================================
This part of the guide will focus on information about each car
setting. Each setting that exists will be given a name, 0-700km/h rating,
and cruise speed. I will briefly describe these terms for the weak of mind:
Name: This refers to what I call the acceleration setting. For instance,
if you see a value such as "1," then it refers to the stripe on the
acceleration bar with the corresponding number.
0-700km/h Rating: This will simply rate approximately how quickly the car
accelerates to 700km/h, give or take a few km/h.
Cruise Speed: This speed is the max speed that the car will go on a flat
road with no hills, boosters, or anything that would affect speed.
Here's a little "map" of the engine settings, if you will:
Acceleration Neutral Maxspeed
|
|----|----|----|----|----|----|----|----|----|----|----|----|----|----|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Now for the table. Like I said above, the table will show the mentioned
elements. On an extra note, you can nudge the setting left or right from
each stripe, and inbetween each stripe, there are nine possible nudges.
+--------------+---------------+------------------+
| Setting Name | 0-700km/h* | Cruise Speed |
+--------------+---------------+------------------+
| 1 | 0.58 sec | 725km/h |
| 2 | 0.60 sec | 734km/h |
| 3 | 0.62 sec | 743km/h |
| 4 | 0.65 sec | 752km/h |
| 5 | 0.67 sec | 765km/h |
| 6 | 0.68 sec | 777km/h |
| 7 | 0.70 sec | 789km/h |
| 8 | 0.75 sec | 800km/h |
| 9 | 0.81 sec | 815km/h |
| 10 | 0.97 sec | 831km/h |
| 11 | 1.15 sec | 847km/h |
| 12 | 1.45 sec | 866km/h |
| 13 | 2.00 sec | 884km/h |
| 14 | 3.25 sec | 908km/h |
| 15 | 8.00 sec | 930km/h |
+--------------+---------------+------------------+
* Note that the acceleration rate might be off a bit, especially since
settings 1-7 are very closely packed.
==========================================================================
8: Car Guide
==========================================================================
This part of the FAQ/Walkthrough will basically give info about each
car. Listed in here will be each car's strengths and weaknesses, along
with each car's rating, available colors, and of course, my opinion about
the car. At the end will be a car synopsis, which tells which car is best
for which job.
Blue Falcon Captain Falcon
----------- --------------
Body: B
Boost: C
Grip: B
Weight: 1260kg
Number: 7
Colors: Blue, pink, green, gray
Pros: Great handling, midrange boost, alright at attacking
Cons: Midrange boost
Personally, I would have to say this car is pretty good. It handles pretty
nicely, the boost is OK, and this car can handle it's own in a battle.
Only problem is the boosting isn't all that great.
Golden Fox Dr. Stewart
---------- -----------
Body: D
Boost: A
Grip: D
Weight: 1420kg
Number: 3
Colors: Gold, silver, blue, purple
Pros: Nice boost
Cons: Not good at attacking, poor handling
This car is OK, but it's not really all that great unless you're playing
on a somewhat-straight track. And you know, in F-Zero X, there aren't many
of those. It's also not very good at handling damage.
Wild Goose Pico
---------- ----
Body: B
Boost: B
Grip: C
Weight: 1620kg
Number: 6
Colors: Green, blue, red, gray
Pros: Alright at attacking, decent boost, midrange handling
Cons: Midrange handling
This is a nice car for midrange players. It can take quite a bit of damage
from most sources, and it still has a decent boost, with a medium grip. Be
careful when going at speeds in excess of 1300km/h.
Fire Stingray Samurai Goroh
------------- -------------
Body: A
Boost: D
Grip: B
Weight: 1960kg
Number: 5
Colors: Pink, black, blue, green
Pros: Good attacker, nice grip
Cons: Bad boost
The Fire Stingray is a pretty good car, but it's not all that great on a
track that demands high speed such as Silence. It can take a lot of
punishment and handles well, but the boost is not good.
White Cat Jody Summer
--------- -----------
Body: C
Boost: C
Grip: A
Weight: 1150kg
Number: 2
Colors: Purple, red, green, yellow
Pros: Great handling, quick turning, midrange boost
Cons: Midrange boost
In my opinion, this is probably one of the best cars for the beginning
player, and even intermediate players will find some fun in using this
car. It has many pros and only a few cons. It handles like a dream, and
turns quick, and still has a decent boost, which is its only downfall.
Red Gazelle Mighty Gazelle
----------- --------------
Body: E
Boost: A
Grip: C
Weight: 1330kg
Number: 1
Colors: Red, blue, gray, green
Pros: Awesome boost, midrange handling
Cons: Midrange handling, poor attacker
This is probably the second-best overall car for non-sliding purposes. The
body is very bad and this car can't take much damage, but the boost is one
of the best and more than makes up for the body. The grip is alright, but
not great.
Iron Tiger Baba
---------- ----
Body: B
Boost: D
Grip: A
Weight: 1780kg
Number: 4
Colors: Gray, black, green, yellow
Pros: Good attack, good handling
Cons: Poor boost
If you ask me, there is nothing special about this car. The owner,
however, tells a different story. If you die, notice that he screams like
a girl. Funny huh? This car's poor boost just won't do.
Deep Claw Octoman
--------- -------
Body: B
Boost: B
Grip: C
Weight: 990kg
Number: 8
Colors: Red, orange, green, cyan
Pros: Good attack, decent boost, midrange handling
Cons: Midrange handling
This is a pretty decent car for mostly any driver. The car has a good body
and a respectable boost. The grip, however, isn't quite the best, but it
will do.
Crazy Bear Dr. Clash
---------- ---------
Body: A
Boost: B
Grip: E
Weight: 2220kg
Number: 29
Colors: Yellow, cyan, silver, pink
Pros: Good attack, good slider, decent boost
Cons: Poor grip
This car isn't the best car, but don't let the grip deceive you. If you
learn how to slide, this car can become a powerful tool against your
enemy. To see more on sliding, look in the helpful tips area. Other than
that, this car basically has a decent boost and takes a beating.
Great Star Mr. EAD
---------- -------
Body: E
Boost: A
Grip: D
Weight: 1870kg
Number: 9
Colors: Purple, orange, cyan, green
Pros: Good boost
Cons: Everything else
This is one of the worst cars, in my opinion. It has a horrible body and
can't take all that much damage, yet it is one of the heavier cars. The
grip is bad as well, and none of the colors really look all that great.
The only good thing here is the nice boost power that this car has.
Big Fang Bio Rex
-------- -------
Body: B
Boost: D
Grip: A
Weight: 1520kg
Number: 15
Colors: Black, red, green, blue
Pros: Good grip, good attack
Cons: Bad boost
This isn't a bad car at all for mostly one purpose: attacking other cars.
I find that this car actually works better than most of the rest of them.
It doesn't make a very good racer, however, because the boost is not very
good. Not a bad car for beginners.
Mad Wolf Billy
-------- -----
Body: B
Boost: B
Grip: C
Weight: 1490kg
Number: 11
Colors: Yellow, red, green, bluish-purple
Pros: Decent attack, decent boost, midrange grip
Cons: Midrange grip
Again, not a bad car, but not the best either. It has a decent body and
boost, but there are better cars for any job. The grip isn't great either.
Night Thunder Silver Neelsen
------------- --------------
Body: B
Boost: A
Grip: E
Weight: 1530kg
Number: 23
Colors: Black, red, green, gray
Pros: Decent attack, good boost, great slider
Cons: Worst grip
Don't get me wrong, the grip of this car lowers its quality by zero. This
car can be controlled normally, although doing so is a difficult task. It
is best to try and slide with it, as its bad grip and good boost make that
optimal.
Twin Noritta Gomar & Shioh
------------ -------------
Body: E
Boost: A
Grip: C
Weight: 780kg
Number: 22
Colors: Gray, yellow, pink, cyan
Pros: Best boost, midrange grip
Cons: Worst body, midrange grip
The Twin Noritta is the best car for usage on straighter tracks because of
its boost. Nothing beats the boost of this car. Do not hit a wall though,
or you will be sorry, as this car takes massive damage from most any hit.
Wonder Wasp John Tanaka
----------- -----------
Body: D
Boost: A
Grip: D
Weight: 900kg
Number: 26
Colors: Light blue, purple, red, green
Pros: Nice boost
Cons: Bad attack, poor grip
The Wonder Wasp is an ok car, but there are many better choices. The boost
is alright, but that's about it. This car doesn't attack very well and can
slip up pretty easily.
Queen Meteor Mrs. Arrow
------------ ----------
Body: E
Boost: B
Grip: B
Weight: 1140kg
Number: 21
Colors: Red, blue, black, green
Pros: Decent boost, nice grip
Cons: Poor attack and takes lots of damage
Don't be sexist and let the fact that the driver is female cross you. This
car is a fine choice, as its pros outweigh the cons in an all-out racing
match.
Blood Hawk Blood Falcon
---------- ------------
Body: B
Boost: A
Grip: E
Weight: 1170kg
Number: 25
Colors: Red, blue, green, navy blue
Pros: Great slider, nice attack, nice boost
Cons: Bad grip
This car will suck for beginners, because the grip is one of the worst in
the game. However, if you learn the skill of sliding, this car can easily
become the best.
Astro Robin Jack Levin
----------- ----------
Body: B
Boost: D
Grip: A
Weight: 1050kg
Number: 14
Colors: Blue, red, green, dark gray
Pros: Nice attack, good grip
Cons: Poor boost
This car is alright, but it isn't exceptional in any way. It's good for a
beginner, but there are better cars.
Little Wyvern James McCloud
------------- -------------
Body: E
Boost: B
Grip: B
Weight: 1390kg
Number: 10
Colors: Silver, yellow, purple, cyan
Pros: Decent boost, decent grip
Cons: Bad attacking
This car is like the Arwing off of Starfox. The driver of this car also
shares the last name of Fox McCloud. Interesting huh? It's not a bad car.
Death Anchor Zoda
------------ ----
Body: E
Boost: A
Grip: C
Weight: 1620kg
Number: 13
Colors: Dark blue, white, red, purple
Pros: Good boost, midrange grip
Cons: Takes damage fast, midrange grip
The Death Anchor is a nice car, with a good boost and an alright grip, but
the main downfall is the bad body and the fact it will take damage easily.
Because of its weight, it can dish out more damage than most E-body cars,
but it will take damage quickly as well.
Wild Boar Michael Chain
--------- -------------
Body: A
Boost: C
Grip: C
Weight: 2110kg
Number: 24
Colors: Orange, green, yellow, mint
Pros: Great body/attack, midrange grip
Cons: Midrange grip, midrange boost
The Wild Boar is one of the best vehicles for all-out killing other cars,
but it's not exactly the best racer. If the boost was better and the grip
worse, it would make a nice slider. Still, not a bad car.
King Meteor Super Arrow
----------- -----------
Body: E
Boost: B
Grip: B
Weight: 860kg
Number: 20
Colors: Red, blue, black, green
Pros: Quick turning, decent boost, decent grip
Cons: One of the worst bodies/attacks
Don't let the body determine whether you like this car or not. Check for
yourself. This is one of the best cars overall. Not THE best, but one of
them.
Super Piranha Kate Alen
------------- ---------
Body: B
Boost: C
Grip: B
Weight: 1010kg
Number: 12
Colors: Cyan, yellow, black, green
Pros: Decent attacking, decent grip
Cons: Midrange boost
This car is alright, but it isn't the best. It has a pretty good body for
its body weight, but the boost isn't all that good. The grip is alright.
Staff used it once, so maybe you will..
Mighty Hurricane Roger Buster
---------------- ------------
Body: E
Boost: B
Grip: B
Weight: 1780kg
Number: 28
Colors: Green, red, blue, yellow
Pros: Decent boost, decent grip
Cons: Bad body
Like any other car with E-B-B stats, the Mighty Hurricane will take lots
of damage and probably won't deal out as much as other cars of its size.
It does, however, have a decent boost and grip to back up its low body
score.
Space Angler Leon
------------ ----
Body: C
Boost: C
Grip: A
Weight: 910kg
Number: 19
Colors: Blue, yellow, hot pink, gray
Pros: Good grip, midrange body, quick turns
Cons: Midrange boost
If you want an all-around good car, look no further. Probably one of the
best cars for a beginning player is the Space Angler. This car has a
pretty good attack for its weight, an ok boost, and a pretty good grip.
Mighty Typhoon Draq
-------------- ----
Body: C
Boost: A
Grip: D
Weight: 950kg
Number: 27
Colors: Green, teal, red, blue
Pros: Great boost, midrange body
Cons: Poor grip
This car is alright, but not all that great if you ask me. If the grip and
body were changed, however, this car would be great for straighter tracks
like Sector Beta and Silence. It still has a very good boost though.
Hyper Speeder Beastman
------------- --------
Body: C
Boost: C
Grip: A
Weight: 1460kg
Number: 18
Colors: Dark teal, white, red, green
Pros: Midrange body, midrange boost, great grip
Cons: Midrange boost
As with any car with C-C-A stats, you've got a great car. The boost is
just average, but the grip is one of the best and the body is very decent.
Overall, one of the best cars for a beginning player.
Green Panther Antonio Guster
------------- --------------
Body: A
Boost: B
Grip: D
Weight: 2060kg
Number: 17
Colors: Dark green, cyan, yellow, green
Pros: Good body, decent boost
Cons: Poor Grip
The Green Panther would make an ok slider if the grip was E, but
otherwise, it isn't a bad car. If you want to use it and not slide though,
you better choose a track that is pretty straight.
Black Bull Black Shadow
---------- ------------
Body: A
Boost: E
Grip: A
Weight: 2340kg
Number: 30
Colors: Black, blue, purple, yellow
Pros: Best body, best grip
Cons: Worst boost, awful turn rate
I personally believe this car was made specifically for Death Race. It has
the best body, attack, and grip in the game, but the boosting is horrid,
and the turning rate is far too slow for most tracks. Use this to beat up
other vehicles rather than outrun them.
Sonic Phantom The Skull
------------- ---------
Body: C
Boost: A
Grip: D
Weight: 1010kg
Number: 16
Colors: Blue, red, purple, black
Pros: Great boost, midrange body
Cons: Poor grip
After playing with this car, I seriously think it should have earned an E
in the boosting department. Other than that, it has an ok body and a very
good boost. Used best on straighter tracks.
*** CAR SYNOPSIS ***
+------+------------------+-------------------+------------------+
| RANK | BODY | BOOST | GRIP |
+------+------------------+-------------------+------------------+
| 01 | Black Bull | Twin Noritta | Black Bull |
| 02 | Crazy Bear | Wonder Wasp | Iron Tiger |
| 03 | Wild Boar | Mighty Typhoon | Big Fang |
| 04 | Green Panther | Sonic Phantom | Hyper Speeder |
| 05 | Fire Stingray | Blood Hawk | White Cat |
| 06 | Iron Tiger | Red Gazelle | Astro Robin |
| 07 | Wild Goose | Golden Fox | Space Angler |
| 08 | Night Thunder | Night Thunder | Fire Stingray |
| 09 | Big Fang | Death Anchor | Mighty Hurricane |
| 10 | Mad Wolf | Great Star | Little Wyvern |
| 11 | Blue Falcon | King Meteor | Blue Falcon |
| 12 | Blood Hawk | Deep Claw | Queen Meteor |
| 13 | Astro Robin | Queen Meteor | Super Piranha |
| 14 | Super Piranha | Little Wyvern | King Meteor |
| 15 | Deep Claw | Mad Wolf | Wild Boar |
| 16 | Hyper Speeder | Wild Goose | Wild Goose |
| 17 | White Cat | Mighty Hurricane | Death Anchor |
| 18 | Sonic Phantom | Green Panther | Mad Wolf |
| 19 | Mighty Typhoon | Crazy Bear | Red Gazelle |
| 20 | Space Angler | Space Angler | Deep Claw |
| 21 | Golden Fox | Super Piranha | Twin Noritta |
| 22 | Wonder Wasp | White Cat | Green Panther |
| 23 | Great Star | Blue Falcon | Great Star |
| 24 | Mighty Hurricane | Hyper Speeder | Golden Fox |
| 25 | Death Anchor | Wild Boar | Sonic Phantom |
| 26 | Little Wyvern | Astro Robin | Mighty Typhoon |
| 27 | Red Gazelle | Big Fang | Wonder Wasp |
| 28 | Queen Meteor | Iron Tiger | Crazy Bear |
| 29 | King Meteor | Fire Stingray | Night Thunder |
| 30 | Twin Noritta | Black Bull | Blood Hawk |
+------+------------------+-------------------+------------------+
==========================================================================
9: Helpful Tips
==========================================================================
In this section, I will provide one key tip per track that generally will
help out quite a bit on the track.
Mute City: Keep to the right side while in the loop.
Silence: Hold up when you enter the tunnel and through the refiller-zones
when you are going very fast.
Sand Ocean: Exit the first tunnel while driving on the right side, and use
a side attack with the R button (R+R) right when you exit.
Devil's Forest: Stay on the left side in the corkscrew after the booster
arrow.
Big Blue: Exit the cylinder from the middle on the first lap, and then
from the right side on the second lap and third lap.
Port Town: Quickly side attack left and right to get through the chicane
shortly after the first boost arrow.
Sector Alpha: While going on the inversion just after the start, do NOT
go over 1090km/h, or 1130km/h if you are holding up, or else
you will fly off.
Red Canyon: On the second and third laps, forget about the booster arrows
by the refiller and just boost through the refiller.
Devil's Forest 2: Use side attacks to get through the horrid turns just
before the energy refiller pits.
Mute City 2: If you feel unsure about handling a turn, use a side attack.
Big Blue 2: When sliding, side attack through the 180-hairpin on the first
lap, and boost-slide it on the second and third lap.
White Land: Use side attacks to help with the tunnel's nasty turns.
Fire Field: While turning gently, boost two to three times just after the
start of the second lap. When you fly off of the top of the
hill, press up sharply on the stick.
Silence 2: When you ride on the wavy part of the track, stick to the
middle.
Sector Beta: After the final loop, when you are on the high track, drive
off the left side, angle the car down, and use side attacks
to make it onto the track as needed.
Red Canyon 2: Boost just after the starting line, and make sure you are
still going at least 1000km/h when you are nearing where the
track dips down. As you take off, slowly turn to the right,
while keeping the car perfectly straight in the air as not
to speed up, and land in the 360 degree turn. Be sure not to
overdo the cut or else you will die.
White Land 2: Experiment with going up high in the side of the halfpipe
and using side attacks (Z+Z if you are in the left side, R+R
if you are in the right side). This works best if you do it
on a lower part of the track. The usual result is a large
gain of speed.
Mute City 3: Use side attacks to get through turns more easily at higher
speeds, and cut over the track whenever possible.
Rainbow Road: Right after the starting line, drive off the left side of
the road, angle the car slightly downward, and side attack
(R+R) back.
Devil's Forest 3: When sliding, keep as close to the inner rails as
possible on the very long turns.
Space Plant: When you cross the finish line, boost once or twice, enough
to get you over 1000km/h, and as you take off, angle the car
slightly downward and boost again to speed up to around
1600km/h.
Sand Ocean 2: Speed up near the final tunnel and use side attacks to help
get through the turns if needed, and angle slightly downward
when you take off.
Port Town 2: Side-attack to get through the nasty turn at the end of the
track just before the refiller zones.
Big Hand: If you drive on the ice, keep the car going straight and use a
side attack to keep the car stable if you are about to drive
off.
General Tips
Booster Arrows: Hit 'em unless one is out of the way and there is another
one nearby!
Jump Plates: Just before hitting a jump plate, press up on the joystick.
If done correctly, your car will not launch as high, but it
will already be angled perfectly downward and will generate a
lot more speed.
Refiller Zone: Get it all! Boost while you are in it.
Dart Zone: Boost if you must go over this crap or it will slow you down
very badly.
Slip Zone: Also known as ice, this crap can be very dangerous if you are
heading the wrong direction over it. You can also use it to aid
you, especially if you are sliding.
Mines: If you are low on health or on a rise, don't hit these. However, if
you have some health to spare, and you are on a downwards track,
feel free to hit one and gain a bit of speed.
This isn't really much of any help, but I've got all of the exact
track lengths, thanks to Dave van Moer.
Mute City 7.903km
Silence 7.337km
Sand Ocean 6.248km
Devil's Forest 6.842km
Big Blue 8.152km
Port Town 8.043km
Sector Alpha 6.583km
Red Canyon 7.072km
Devil's Forest 2 7.344km
Mute City 2 6.130km
Big Blue 2 5.039km
White Land 7.589km
Fire Field 6.554km
Silence 2 7.391km
Sector Beta 9.026km
Red Canyon 2 7.796km
White Land 2 5.649km
Mute City 3 8.403km
Rainbow Road 10.650km
Devil's Forest 3 5.999km
Space Plant 9.334km
Sand Ocean 2 7.758km
Port Town 2 8.186km
Big Hand 10.594km
==========================================================================
10: Staff Ghost Times
==========================================================================
In this section, I will give you the exact track times that the staff got
while creating their staff ghosts...yes, the staff did drive these ghosts,
and are not computerized. They are saved just like a ghost that you or I
could create. I will also note the car that they used. Note that these are
on the NTSC format. If you want the rough PAL estimate, take the staff's
time (for instance, Mute City, 72.507) and multiply by 1.2.
Track Time Car
----- ---- ---
Mute City 1'12"507" Twin Noritta
Silence 1'04"791" Twin Noritta
Sand Ocean 1'05"647" King Meteor
Devil's Forest 1'11"629" Twin Noritta
Big Blue 1'23"087" King Meteor
Port Town 1'23"270" White Cat
Sector Alpha 1'11"753" Little Wyvern
Red Canyon 1'08"264" Blood Hawk
Devil's Forest 2 1'13"091" Super Piranha
Mute City 2 1'10"058" Twin Noritta
Big Blue 2 0'57"917" Red Gazelle
White Land 1'27"557" Twin Noritta
Fire Field 1'12"911" White Cat
Silence 2 1'22"683" Blood Hawk
Sector Beta 1'31"200" Twin Noritta
Red Canyon 2 1'26"761" Blood Hawk
White Land 2 1'03"790" Twin Noritta
Mute City 3 1'32"005" Hyper Speeder
Rainbow Road 1'55"432" Night Thunder
Devil's Forest 3 1'09"544" Night Thunder
Space Plant 1'50"666" Mighty Hurricane
Sand Ocean 2 1'23"264" Blood Hawk
Port Town 2 1'38"091" Night Thunder
Big Hand 2'07"988" Blood Hawk
As an extra "bonus" if you will, I will also provide the times needed to
unlock the staff ghost for competition.
Mute City 1:23:000
Silence 1:13:000
Sand Ocean 1:15:550
Devil's Forest 1:23:000
Big Blue 1:35:000
Port Town 1:36:000
Sector Alpha 1:22:000
Red Canyon 1:19:000
Devil's Forest 2 1:24:200
Mute City 2 1:19:000
Big Blue 2 1:07:000
White Land 1:40:000
Fire Field 1:23:000
Silence 2 1:35:000
Sector Beta 1:45:000
Red Canyon 2 1:40:000
White Land 2 1:13:000
Mute City 3 1:46:000
Rainbow Road 2:11:000
Devil's Forest 3 1:20:000
Space Plant 2:04:000
Sand Ocean 1:35:000
Port Town 2 1:52:700
Big Hand 2:27:000
==========================================================================
11: My Times
==========================================================================
I felt I would list my times, just so you could see how you're doing.
Don't feel bad that you can't reach my times, because my times are a
result of over 1600 hours of gaming. My times are phenomenal...not the
very best in the whole world, but pretty near so.
Track and Type Vehicle Record
-------------- ------- ------
Mute City Time Blood Hawk 1'09"751"
Mute City Lap Blood Hawk 0'20"301"
Mute City Speed Twin Noritta 1986 km/h
Silence Time Blood Hawk 1'02"638"
Silence Lap Blood Hawk 0'17"345"
Silence Speed Blood Hawk 1936 km/h
Sand Ocean Time Red Gazelle 0'58"726"
Sand Ocean Lap Red Gazelle 0'16"449"
Sand Ocean Speed Red Gazelle 1705 km/h
Devil's Forest Time Blood Hawk 1'05"668"
Devil's Forest Lap Blood Hawk 0'18"901"
Devil's Forest Speed Twin Noritta 2094 km/h
Big Blue Time Red Gazelle 1'13"601"
Big Blue Lap Red Gazelle 0'22"370"
Big Blue Speed Red Gazelle 3000 km/h
Port Town Time Blood Hawk 1'04"269"
Port Town Lap Blood Hawk 0'19"260"
Port Town Speed Night Thunder 3000 km/h
Sector Alpha Time Night Thunder 1'01"940"
Sector Alpha Lap Blood Hawk 0'17"559"
Sector Alpha Speed Blood Hawk 2404 km/h
Red Canyon Time Blood Hawk 0'58"448"
Red Canyon Lap Blood Hawk 0'18"464"
Red Canyon Speed Blood Hawk 2532 km/h
Devil's Forest 2 Time Blood Hawk 1'08"651"
Devil's Forest 2 Lap Twin Noritta 0'20"611"
Devil's Forest 2 Speed Twin Noritta 3000 km/h
Mute City 2 Time Blood Hawk 0'58"154"
Mute City 2 Lap Blood Hawk 0'16"821"
Mute City 2 Speed Blood Hawk 2696 km/h
Big Blue 2 Time Blood Hawk 0'49"875"
Big Blue 2 Lap Blood Hawk 0'15"602"
Big Blue 2 Speed Night Thunder 2027 km/h
White Land Time Blood Hawk 1'17"159"
White Land Lap Blood Hawk 0'21"975"
White Land Speed Blood Hawk 3000 km/h
Fire Field Time Night Thunder 0'59"227"
Fire Field Lap Blood Hawk 0'18"635"
Fire Field Speed Blood Hawk 3000 km/h
Silence 2 Time Blood Hawk 1'08"716"
Silence 2 Lap Blood Hawk 0'20"360"
Silence 2 Speed Blood Hawk 2478 km/h
Sector Beta Time Red Gazelle 1'18"866"
Sector Beta Lap Red Gazelle 0'23"260"
Sector Beta Speed Night Thunder 3000 km/h
Red Canyon 2 Time Blood Hawk 1'04"867"
Red Canyon 2 Lap Blood Hawk 0'18"644"
Red Canyon 2 Speed Night Thunder 3000 km/h
White Land 2 Time Blood Hawk 0'37"820"
White Land 2 Lap Blood Hawk 0'11"722"
White Land 2 Speed Blood Hawk 3000 km/h
Mute City 3 Time Blood Hawk 1'12"751"
Mute City 3 Lap Blood Hawk 0'21"844"
Mute City 3 Speed Blood Hawk 2802 km/h
Rainbow Road Time Blood Hawk 1'36"747"
Rainbow Road Lap Blood Hawk 0'29"133"
Rainbow Road Speed Blood Hawk 3000 km/h
Devil's Forest 3 Time Blood Hawk 0'59"855"
Devil's Forest 3 Lap Blood Hawk 0'17"408"
Devil's Forest 3 Speed Blood Hawk 1901 km/h
Space Plant Time Blood Hawk 1'24"857"
Space Plant Lap Blood Hawk 0'25"441"
Space Plant Speed Blood Hawk 3000 km/h
Sand Ocean 2 Time Blood Hawk 1'11"194"
Sand Ocean 2 Lap Blood Hawk 0'20"994"
Sand Ocean 2 Speed Blood Hawk 2017 km/h
Port Town 2 Time Blood Hawk 1'21"413"
Port Town 2 Lap Blood Hawk 0'23"816"
Port Town 2 Speed Blood Hawk 1560 km/h
Big Hand Time Blood Hawk 1'52"238"
Big Hand Lap Blood Hawk 0'33"031"
Big Hand Speed Blood Hawk 1505 km/h
Don't believe me? Tough. I did do these records though, and they have been
verified by a TwinGalaxies official.
==========================================================================
12: Staff Ghost Strategy
==========================================================================
Now that you know the staff's times, you may be wondering "How the
heck can I ever beat those?" Well look no farther (except maybe the other
large Walkthrough/FAQ), as I will supply detailed strategies in simple
terms, as well as playing the same EXACT strategy myself, and at the end,
supplying you with my own results. Also, I will tell you which car to use
and what engine settings to use.
Keep in mind that my strategies can beat the staff ghosts, but for
the most part, it will take some effort. I could supply you with
strategies that would let you beat the staff by many seconds, but to learn
those would mean that you have to learn many difficult maneuvers that took
myself hundreds of hours to learn and master. Remember that I've played
all tracks hundreds, perhaps thousands of times, and many with these
strategies, so my test runs are most likely not my best.
* * * * *
Mute City
---------
Vehicle: Twin Noritta
Settings: Two stripes from the right edge, two nudges to the right
From the start, move over next to the rails, in the darkest shade of
the track. As the track turns, do so as well, making sure not to hit the
walls. As soon as you see the boosters, turn away from the wall, and hit
both of the boosters. As soon as you have hit the second booster, zoom to
the right, although not too hard, and get as near the right wall as you
can before the tunnel, without hitting it. When in the tunnel, veer slowly
to the left refiller pit and stay close to the wall. Keep in the darkest
shade, no more than a car length from the left rails. When you see the
third booster, turn outward and graze it along the left side, and turn
back inward and keep close to the track. When you enter the loop, hit the
booster and cross over to the right side of the loop, and keep near the
wall like always. When you go off the minor jump, just go with the flow
and don't change the angle of the car. Move the car to the center of the
track and you will be ready for the second lap.
Upon entering the second lap in the middle of the track, boost twice
while turning to the right, not so sharp as to slide, but sharp enough so
that you hit the middle or the right size of the first zipper. After you
hit the first booster, head for the second booster, and pull into the
right side of the tunnel. As your zipper-boost wears off, two more boosts
should get you out of the refiller pits at around 1330km/h if done right.
After you exit the refiller pits, keep boosting and keep to the mid-left
side, and be sure you hit that booster in the middle of the track. After
you hit it, resume boosting while still keeping near to the left, and make
sure you hit the booster at the beginning of the loop. After this, if you
boost correctly, you should be ready for a boost just as you dive out of
the loop. Hit a boost while you dive, and your energy should be about 3/4
gone. Boost once again, keeping near the right wall, and you should enter
the third lap at about 1300km/h.
At the beginning of the third lap, lay off the boosting and side
attack to the right once to clear the first right turn. Hit both of the
boosters, and use the remainder of your energy to boost while you turn
into the tunnel. If you are lucky, you will have just enough to make it to
the refiller pits and your final boost will continue. Your energy will
fill back up to around 4/5 of the way, and like the second lap, boost
yourself until you are drained of energy. Be sure to keep near the left
wall after the refiller pits, and come out to hit the booster. Move back
inside to the left and keep boosting, and then when you enter the loop, be
sure to hit the booster and just keep boosting. Stay to the right side
while you are in the loop, and keep boosting all the way to the finish
line. You should have enough to finish up.
Here are my results using this strategy: 00'29"633"
00'21"707"
00'20"985"
01'12"325"
1396 km/h
Silence
-------
Vehicle: Twin Noritta
Settings: Two stripes from the right edge, two nudges to the left
Before you do anything, it would be very helpful to configure your
controller and set the analog stick down as neutral. How do you do that?
Well, if you restart the game while holding down, it will automatically be
set as the neutral position, thus, the controller will act as if the
analog stick is being held up at all times. Another way to do this is to
pause the game, hold L and R, hold the analog stick down, and press start.
Be sure you get it exact, because if you err, the neutral position might
be down and a little left, thus causing your car to turn to the right at
all times and it would be very hard to control. To reset the settings to
normal, simply hold L and R and press start with the analog stick in the
middle.
I will draw an ASCII map of the booster arrows so that I can label
them and thus make it easier to write this guide.
| |
| ^8 |
| |
| ^7 |
| |
| ^6|
| |
| |
| ^5 |
| |
| |
| |
| ^4 |
| |
| ^3 |
| |
| ^2 |
| |
| |
| |
| |
| ^1 |
| |
| |
|--------|
From the start, go straight, hitting the left side of booster 1. Turn
very lightly to the left, as you will lose speed if you try to jerk the
vehicle left. Hit boosters 2 and 4. Number 3 is optional, but if you hit
it, make sure not to swerve much, as you will lose speed and make the
boost useless. After this, slowly make your way over to boost 5, nudge the
car to the right to hit boost 6, and move back left and hit boost 8. Skip
7 at all times, as you will lose speed by swerving to hit it, and the
boost will not make up for lost speed. After this, the rest of the
strategy for the first lap is to simply keep to the far right side of the
track at all times. Even when you are about to enter the second lap, keep
to the right.
Right when you enter the second lap, start boosting immediately. Try
to keep a pretty straight line while hitting boosters 1, 2, 4, 5, 6, and
8, and keep tapping B the whole time, as there will be small increments of
time that you will have open for boosts. Even after the booster arrows,
keep boosting nonstop. If you didn't configure your controller to hold up
for you, then be sure to do so after the last booster arrow and up until
you are inside the tunnel, and at the end of the refiller pits, or else
you will fly off. If you boost correctly, you should enter the tunnel at
about 1425km/h, and assuming you held up, your car should lift off the
ground slightly twice. Keep inside the right refiller pit, and keep to the
middle-right. Keep to the right after the refiller, and your speed should
rocket from 1430km/h all the way up to about 1460km/h just before you
enter the third lap.
In the third lap, use the same exact strategy as the second lap, only
be prepared to take turns at higher speeds. Between boosters 4 and 5, you
probably won't have any leftover time to boost, so all the better. If you
boost well, your speed should tip 1475km/h just as you enter the tunnel,
and your car will lift off twice again. If you hold up and keep steady,
these small lifts can even contribute to your speed. Again, keep on the
far right side in the refiller pits, although not so far right that your
car lifts off (it will do so even if you hold up, and your car will
decelerate to about 1420km/h). If you do this correctly, your car will
continue to speed up, and you can possibly go over 1480km/h across the
finish line.
Here are my results using this strategy: 00'26"111"
00'20"107"
00'18"229"
01'04"447"
1468km/h
Sand Ocean
----------
Vehicle: Red Gazelle
Settings: Two stripes from the right side, three nudges left
From the start, travel in the center of the road, and enter the pipe.
Wait until the car is stable, and then make your way over to the right
side of the pipe. By now, the yellow lines in the center bottom of the
pipe should be on the left side of your screen. Keep traveling in this
general position until you near the end of the black area with the yellow
line. At this point, make your way back down to the center line and exit
the pipe. Keep near the wall and turn gently with no side attacks used. Be
sure to hit the booster arrow and turn appropriately left into the final
pipe. Keep in the center of this pipe, and be sure you hit the boost arrow
at the end. Exit and stay on the middle to right side.
As you cross the starting line, immediately begin to boost. Travel
the pipe between the center and the right side, and make sure your turns
are much smoother. During this time until you exit the pipe, you should
have used 5 boosts. Stop boosting for now, and use three side attacks to
get through the right turn, and be sure to hit that boost arrow. After you
hit the boost arrow, use one or two side attacks for this left turn, and
enter the pipe. Keep in the middle, and when you hit the blue section,
ignite another boost. Be sure to hit this arrow. If you don't, your next
lap will be slow. After you hit the arrow, go into the right refiller pit
and continue boosting.
Once you are in the third lap, you should play the pipe just as you
did in the second lap, and by the end of the pipe, you should have zero
energy left. Be careful, as one slight mistake and you can die. Again, use
side attacks as necessary to get through the S-curve (I used three to the
right and two to the left), and make sure you hit that booster arrow. In
the pipe, again, keep in the middle, and hit the booster arrow. Start
boosting again as soon as you get some energy, and you should beat the
staff ghost by a small margin. If you didn't, try again, as this strategy
can beat staff, but not by a whole lot.
Here are my results using this strategy: 00'26"415"
00'19"172"
00'18"981"
01'04"568"
1395 km/h
Devil's Forest
--------------
Vehicle: Twin Noritta (non-sliding)
Settings: Two stripes from the right edge, three nudges left
From the start, keep to the left, making sure not to hit the dart
zones. Take the left turn easy and turn hard into the right hairpin, using
one or two side attacks to help out. For now, try to turn as little as
possible in the mini-S-curve, keeping near the left rail when it first
turns left and near the right rail when it turns into the long straight.
Hit the booster arrow, and keep near the left rails. It may seem slower,
but your speed stays higher for a longer period of time there. Near the
end when the track begins to flatten out to being horizontal again, move
over to the right side, and prepare for the next hairpin turn. Use 1-3
side attacks to get through, and don't go wide on the left hand turn. Hit
the booster arrow, and keep near the wall in the right refiller pits.
Enter the second lap in the middle of the track.
Immediately boost once, and take the left turn lightly, as you don't
want to slide out of control. Use two or three side attacks to get through
the hairpin turn, and then start boosting. Drive gently through the mini-S
turns and be sure to hit the booster arrow. This arrow is important,
because if you don't hit it, you are screwed. After you hit it, keep up in
the left side and boost once more after the yellow boost wears off. Use
three side attacks to clear the final hairpin turn, ignite a boost, and
then use a side attack left to clear this left turn. Be sure you hit the
final booster arrow. This one can also screw your run if you don't hit it.
Keep in the right refiller pits when you are in them, and boost once more
after the booster wears off. At the end of the refiller pits, hold up, as
you have the chance of going nose-up if you don't do so wihle exiting the
pits. Finally, enter the third lap in the middle again.
Don't boost yet, but do take the left turn easy, especially if you
are going faster than 1000km/h. Use two or three side attacks to get
through the hairpin, and as with the second lap, start your boosting and
take the mini-S easy, as it is embanked and not difficult to slide out of
control at speeds exceeding 1000km/h. Lay on the boosts and be sure to hit
the booster arrow, and again, move onto the left side and boost once more
afterwards. Just like in second lap, take the final hairpin with two or
three side attacks, boost, and then side attack left to set yourself up
with the final booster arrow. Hit it, continue to the right refiller pit,
and boost nonstop to the finish. Remember to hold up at the end of the
refiller pits. This is a particularly hard staff ghost to beat without
sliding, so if this strategy doesn't work, I have also included a sliding
strategy. To use it, you might need to look at the sliding tutorial.
* * * * *
Vehicle: Blood Hawk (sliding)
Settings: All the way left (maximum acceleration)
If you haven't looked at the sliding tutorial, you might want to now,
because when you enter the world of sliding, the easier words aren't used
as often. Anyhow, from the start, simply drive straight. Round the left
turn and be sure to keep on the left side. While keeping a steady slide,
slide right through the turn, and you should exit at around 900km/h. Keep
going straight, and when the S-curve turns right, try sliding somewhat.
Hit the booster arrow, and keep on the left side as in the nonsliding
strategy. On the final hairpin, make a long right slide, and side attack
left to get aligned with the boost arrow. Hit it, and continue through the
right refiller. Cross the finish line in the middle.
From the start of the second lap, boost once, and keep steady on the
left turn. Keep near the left side, and give this hairpin a sharp
boostslide to the right. You should exit the turn exceeding 1050km/h, and
use a side attack left in the mini-S. Resume boosting, and be sure to hit
the booster arrow without sliding out of control. After the yellow boost
wears off, boost once more, and be ready to boostslide the last hairpin.
After the boostslide, side attack left once or twice, but be sure to hit
that booster arrow. Get all of the refiller you can, be sure to hold up
at the end, and enter the third lap.
Don't boost at the start of the third lap. You should already enter
going faster than 1000km/h, which is fast enough. Take the smooth turn
left and again, boostslide sharply around the hairpin. This time, try to
turn smoothly between the S-curve's turns and hit the booster arrow while
boosting, and boost once again after the yellow boost wears off. If you do
this perfectly, you can raise the speedometer to 1400km/h or more. At the
end of the straight, boostslide the last hairpin, and use a side attack or
two to hit the booster arrow. After you hit the booster arrow, home it in
to the right refiller pit, keep boosting, hold up at the end of the pits,
and zero it in.
Here are my results using the nonsliding strategy: 00'28"006"
00'21"741"
00'21"583"
01'11"330"
1327 km/h
Here are my results using the sliding strategy: 00'27"904"
00'21"469"
00'20"409"
01'09"782"
1392 km/h
Big Blue
--------
Vehicle: Your choice
Settings: Three stripes from the right edge
First off, before you try to beat the staff ghost, you should learn
the locations of each of the nine boosting arrows located on the pipe. I
can't draw 3-D ASCII, and I suck at drawing track maps in ASCII, so you'll
have to thrive on text instructions for now.
1st Booster: White pipe section, upper right side
2nd Booster: White pipe section, lower left side
3rd Booster: Blue pipe section, lower left side
4th Booster: Blue pipe section, bottom right side
5th Booster: Blue pipe section, bottom right side
6th Booster: Blue pipe section, upper right side
7th Booster: White pipe section, upper right side
8th Booster: White pipe section, bottom left side
9th Booster: White pipe section, upper right side
Anyhow, those are the locations of the nine booster arrows. I'll bet
many who read this never knew about the eighth one did you? Don't answer
that. This isn't all you'll have to go along though; the first lap
basically revolves around hitting all nine of those boosters, so the first
lap strategy will be a very good place to learn how to hit them all.
To start off, go up the ramp in the middle, and as soon as the track
goes into the cylinder, skim onto one side, preferably the right. Stay on
the upper right side until you see a booster arrow. Hit it, then make your
way to the lower left side of the pipe. Another boost waits you here. Ride
along the curve of the pipe, and booster number three should be seen. Hit
it, and then curve left a little bit, directly on the bottom of the pipe.
Hit the booster that will soon appear, and then prepare for a somewhat
sharp left turn. Stay on the bottom and follow the curve, or move up to
the right side (a bit on your left) and try to "cut" the curve a bit. This
will save you a bit of time and make the turn easier, although it's kind
of difficult to do when you're going around 1200km/h. Anyhow, do whatever
it takes to hit that fifth zipper. After this, move gently up to the upper
right side and hit booster number six. Try to keep a steady curve and hit
booster number seven. As soon as you hit the seventh booster, side attack
down the right side of the pipe once. If you happen to be near the bottom,
well done, because the eighth booster is on the bottom, and is very tricky
to hit. If and after you hit it, side attack left to get yourself back on
top. Hit the final booster, and fly off the top middle of the pipe. Your
speed should max out right here at around 1260km/h. Try to land in the
left refiller incase you lost any energy. Through the next series of
turns, which is called a chicane, side attack as needed to get through the
turns. After that, home it in to the finish line.
The lap strategies are almost exactly the same for all three laps, so
I will just point out the boosting locations.
* Second Lap *
¤ Boost three times from the start of the finish line.
¤ If you miss a boost on the cylinder, boost to make up for it.
¤ Boost through the refiller, side attack through the chicane, and then
boost twice again before entering third lap.
* Third Lap *
¤ Boost twice or three times until you hit the first boost; your energy
should be very low by now.
¤ If you miss a boost on the cylinder, boost to make up (note: you can
probably only do this once).
¤ Boost through the refiller, side attack through the chicane, and then
boost all the way until the finish line.
Here are my results using this strategy: 00'28"333"
00'24"737"
00'24"721"
01'17"791"
1286 km/h
Port Town
---------
Vehicle: Twin Noritta/Red Gazelle
Settings: Three stripes from the right edge, two nudges right
Since we will not be sliding Port Town, there are no tactical tips to
be given out, other than the strategy. From the first lap, turn through
the first corner while keeping close to the left side, and then move over
to the right side for the right hand turn. Hit the booster, and when you
are at the chicane, use a quick combination of side attack Z+Z followed by
side attack R+R to get through it safely. After you are through, side
attack left once more and round the turn. On the next turn, stay close to
the right edge, but if you start to go wide, side attack right to keep
close. On the left turn with an outside border of ice, stick close to the
left side, and again, use side attack Z+Z if you have to. If you manage to
get stuck in the ice, side attack Z+Z to get out of it. Once you can see
the boosters, line yourself up with the first couple, and the last two are
automatic hits. Once you take off, angle the car slightly down by pressing
the analog stick up so that you will land right between the two buildings.
At this point, your car should hit up to about 1600km/h. Use a side attack
or two to help you through the banked left turn. Obtain any refiller that
is necessary, and hit the boost. If all goes well, you should hit the
booster at an excess of 1000km/h.
When you pass the finish line and enter the second lap, start a boost
right away, and make the left turn. Again, if you need any help, just use
the side attacks. You will use a lot on this track. Keep boosting, and be
sure to hit that first booster arrow. You will enter the chicane at high
speeds, so hopefully, you can react fast enough to not crash. If you are
quick enough, use three quick side attacks on the left turn, followed by a
boost, then three more side attacks on the right turn. Boost again when
you straighten out, and use a few side attacks as needed to get through
the icy turn. Boost again, and be sure to hit all of the booster arrows.
By now, you should be going somewhat fast at the top of the hill, so this
time, you should try to land a little bit after the two buildings. Refrain
from boosting for now, and use side attacks to get through the long left
turn as needed. Enter the right side of the refiller, and boost at its
start. Don't swerve out to get the boost arrow, but instead, stay in the
refiller. This way, you get much more energy, and only forfeit a small bit
of speed.
Upon entering the third lap, boost again, using side attacks to help
pass the left turn if needed, and keep boosting up to the first booster.
Be sure to hit it. Refrain from boosting for the moment, and quickly
succeed through the chicane. From here on, it's the exact same strategy as
the second lap, three side attacks on the two left turns and one right,
and a boost on each straightaway. But this time, as you land your dive,
continue boosting. Most likely, you will run out of energy, but that is
what the refiller is for. Enter and continue boosting until the finish.
Here are my results using this strategy: 00'29"776"
00'23"813"
00'23"630"
01'17"219"
1724 km/h
Sector Alpha
------------
Vehicle: Red Gazelle
Settings: Two stripes from the right edge, two nudges left
From the start of the first lap, move over to the right side of the
track, but don't get too close to the rail. When you are at the top of the
inversion, the track suddenly turns a small bit left, and you could hit
the rail if you stayed too far to the right. When the track turns right a
bit, keep close to the right side. Soon, you enter an S-curve with a boost
arrow in it. Make sure you hit the booster. It's directly in the middle of
the S-curve and somewhat hard to hit sometimes. Turn smoothly to the left
(you will max up at around 930km/h for now). Until you enter the skinny
stretch, stick to the left side of the track, and when you exit, stay on
the extreme right edge. Just before you enter the tunnel, you'll gain a
small boost of around 20km/h. It's not a lot, but it adds up very well. Go
through the tunnel any way you would like, as long as you hit the booster,
and when you go through the refiller pits, stick to the left one. It might
also help to hold up when you exit the refiller, as it's somewhat of a
sharp ending to the incline, and you could fly up. Anyhow, cross the start
line at approximately 925km/h.
Immediately when you cross the line, boost twice. At the end of the
incline, your car should be going around 1050km/h. This is safe for now.
Wait for the car to go back under 1000, and when it does, boost once
again. Coming up is the S-turn, and you'll want to side attack once so you
can hit the booster. Hit the booster, side attack left, and then use two
or three boosts, staying on the same sides of the track that you did on
the first lap. When you hit the booster in the tunnel, you should be no
lower than 1050km/h. When you exit the tunnel, side attack once to set up
well for the left refiller, and get all of it. Keep away from boosting for
now, and again, hold up at the end of the refiller.
Once again, from the starting line, hit two boosts once you enter the
third lap. Hold up on the analog stick, because this time your car will
most likely max out at 1080km/h, which is death speed if you don't hold
up. Boost once when the track turns a bit more straight, and again, side
attack to hit the booster. Side attack left upon exiting the S-curve, and
feel free to use up all of your boosting power. If you have a decent run,
it should be enough.
Here are my results using this strategy: 00'27"890"
00'22"145"
00'21"016"
01'11"051"
1287km/h
Red Canyon
----------
Vehicle: Twin Noritta
Settings: Two stripes from the right edge, three nudges left
Red Canyon is very easy, in my opinion. This strategy is very easy to
perform, and yet, it can beat the staff very nicely and easily. To start
off, simply drive into the first booster arrow, and get through the turn.
Use a side attack if necessary. Every time you go off a jump, angle just
slightly down. Do that on the first jump, then side attack once or twice
through the second turn. Now, on the long straightaway, it's a matter of
hitting the boosts and angling the car correctly. After the last long
dive, side attack once or twice, and hit the booster. Angle down and once
again, side attack a few times, hitting the booster. You probably aren't
low on energy, so hit the booster arrows inbetween the refiller sections.
If you have lost any energy, regain it while hitting the boosters.
For the second and third laps, I will not provide any special strat,
as there really is none other than smart boosting. Follow the same route
listed above, and just about anytime you aren't on a yellow boost, boost
yourself. In the refiller pits, simply drive straight through, and use
your own boost, and you should still exit with 100% health. I chose not to
write a huge detailed strategy about this track like Big Blue because each
lap is almost identical to the last, except for the fact you can enter at
a faster speed and you have boost power.
Here are my results using this strategy: 00'24"098"
00'20"051"
00'19"647"
01'03"796"
1489 km/h
Devil's Forest 2
----------------
Vehicle: Red Gazelle
Settings: Two stripes from the right, three nudges left
There's nothing really special about Devil's Forest 2 except for
hitting all of the booster arrows and jumping properly. Anyhow, from the
starting line, just keep close to the left side, of course not hitting it,
and move to the right for the first booster. When you hit it, keep tight
in the turn. When the track straightens out, head for the booster in the
middle of the track, and be sure to line up with the next booster. Hit it,
then line up with the third booster arrow. Angle the car down at about the
same angle that the track angles, and you'll know you're doing well if you
hit about 1475km/h upon landing the last booster arrow. Ease through the
long turn. A side attack is not necessary, although you should probably
use one if you feel you are going to lose control. Just the same, ease
through the left turn, and then the right. Next is a series of chicanes,
which can really mess you up if you aren't careful. Use a side attack Z+Z
and a side attack R+R on the first two sharp bends, and you should be ok.
Here is an ASCII map of the booster layout on the straightaway:
-------+--------------------------------------------------------
/
| First Second > Final Dive
> | Drop Drop
\ >
-------+--------------------------------------------------------
Crappy, yes, I know, but hey, you get the point. Anyhow, after the
chicane, you'll want to keep on the right side of the last turn.
At the beginning of the second lap, fire up the boosters until you
hit the first booster arrow. Two boosts should get you there. After you've
hit the booster, another boost should do until you get to the booster in
the tunnel. All the while, you should be keeping as close to the inner
curve as possible without ramming walls and sliding. Preferably, you ought
not to side attack until well after the straightaway. Anyhow, hit the
booster in the tunnel, and like before, dip your car at an angle that you
will gain a lot of speed with. Until the very last dive, you'll want to
aim the car somewhat low or else you can easily lose more speed and grip.
Try not to use any side attacks in the long turn (use two boosts after
landing the last dive) after the straightaway, but I would recommend you
using one on the left and right turns, and then two quick side attacks Z+Z
and R+R in the chicane. Make sure you get all of the refiller and start
boosting again once you are through it. Continue to the third lap.
The third lap is almost exactly the same as the second lap, save for
the fact that you enter at a faster speed. The only real difference here
is that you will want to use the remainder of your boost energy after the
final dive as opposed to only two boosts. When you get your energy
refilled, continue boosting to the end.
Here are my results using this strategy: 00'27"074"
00'22"541"
00'21"726"
01'11"341"
1562 km/h
Mute City 2
-----------
Vehicle: Twin Noritta
Settings: Two stripes from the right edge, three nudges left
From the start, ease through each turn, making as straight of a line
as possible. Don't use any side attacks yet, and don't hit the walls or
else you will lose control. On the turn just before the jump plate, use a
side attack to keep close to the inside. Head for the jump plate, and just
before hitting it, hit up on the analog stick. If you did it right, your
vehicle will fly lower than normal, but it will gain more speed. Ease
through the two bottlenecks in the road, and stick to the right in the
tunnel. On the turn leading into the refiller, use a side attack to assist
you in sticking close to the side, and choose a strip of refiller to go
through. Ease through the last angled turn, and home it in to the second
lap.
Right when you cross the finish line, ignite two boosts, all the time
keeping a good line and using side attacks when needed. On the straight
with the /\/ (although not as steep of an angle) turns, use side attacks
where needed while keeping somewhat of a straight line. Use two or three
side attacks on the turn leading to the jump, and hit the jump like in the
first lap, and boost once after landing. Lay off the boosts for now, and
use two or three side attacks to get into the refiller stretch. Make sure
you get a lot, and start boosting at the end of it. Boost once more on the
straightaway just before the final lap.
The strategy for the third lap is the same as the strategy for the
second lap, except after the jump, you'll want to exhaust the rest of your
boost power inside the tunnel. You'll enter at a faster speed, and
naturally, your lap should be quicker.
Here are my results using this strategy: 00'26"339"
00'20"355"
00'19"115"
01'05"809"
1365 km/h
Big Blue 2
----------
Vehicle: Blood Hawk/Night Thunder (sliding)
Settings: All the way left (maximum acceleration)
To start this track off, do an immediate slide left, holding Z and R,
and soon, a slide right. Straighten up as you go into the track's bend.
Keep on the near right side, and hit the booster on the straight, railless
part of the track. Keep in the middle or left, and enter the tunnel. You
might try sliding left when the tunnel turns left, but you can just turn
normally if you want. Enter the first refiller pits, and sharply slide the
hairpin. Hit the booster arrow, and enter the tunnel. You might need to
use a side attack here on entering. Probably the hardest part is coming
up. After the refiller, there's a small chicane tunnel exit. It's hard to
see and will probably catch you off guard many times before you perfect
it. When you are going to exit it, use a side attack left just an instant
after the refiller pit (by the way, you want the left one), and instantly,
side attack back to the right. This chicane is pretty tricky, and requires
the quickest side attack reactions. Home it in to the second lap.
The second lap is where the demand on skill rises dramatically. This
strategy will take some practice, especially if you are new at sliding and
can't side attack very fast, as the bulk of the skill here lies in steady
driving, quick side-attacking, and decent (boost)sliding skills. Still,
there's room for some error, as the staff isn't that great at sliding. To
start the second lap, boostslide left on the first turn, and the side-
attack two or three times right to get through the second bend. Keep going
with the boosts from here, and hit the booster arrow. After the arrow's
boost wears off, boost twice more, and you'll be going pretty fast in the
tunnel. By now, your car will be blinking and the low-energy alarm will be
going, so you will want to get ALL of the refiller that you can. To do so,
use two side attacks going through the tunnel's turn, and stay close to
the right side. If you manage to get all of this refiller, half of the
second lap battle is over. Boostslide the hairpin turn, and use a side
attack to regain control and hit the booster. Your car will make a very
small dive, and you'll gain around 50km/h. Enter the second tunnel with a
side attack right, getting all of the refiller on the left side, and then
at the end, side attacking left and right very quickly. Lay off the boost
for now, and prepare to enter the third lap.
The third lap's strategy is exactly the same as the second lap, so
just do everything here like you did in the second lap. Of course, you'll
enter the lap at a quicker speed, but with practice, it becomes a minimal
problem. Sorry for the fact that this strategy requires a pretty good
amount of skills, but it's the only strategy I could think of, unless you
wanted one where you don't slide and your chances of beating the staff are
lower. Keep in mind that there is plenty of room for error on this strat,
and you don't have to get a run like mine. However, it will require some
skill to simply beat the staff.
Here are my results using this strategy: 00'21"314"
00'16"215"
00'15"830"
00'53"359"
1309 km/h
White Land
----------
Vehicle: Twin Noritta
Settings: Two stripes from the right edge, three nudges left
This strategy will be infinitely easy compared to that strategy I
just wrote for Big Blue 2. Your only skills required here are midrange
side-attacking skills and you preferably should know the jump plate trick
(if you don't, see the Helpful Tips section). To start off the first lap,
ease around the left turn, as well as the short left turn entering the
tunnel. Shoot right, and then another tricky right and left turn await you
after your lefts. I'll try to outline it here.
| | ___________
|----|a / \
| | / ____ \
| \____/__b / \ \_______
| | / \ /c
\_____________/ \________\_
It's kind of crappy, but try to follow along. The lines in the road
indicate the starting line (a), the tunnel's entrance (b), and the tunnel
exit (c). Anyhow, on to the next part. After you exit the tunnel, stick to
the middle of the road, avoiding both of the dart zone pits. Enter the
loop, and keep in the middle, as there is a booster in the middle of the
loop at the end. Hit the booster, and keep your car steady, as this part
is pretty skinny and sans rails. At the end of the straightaway, there is
a left turn, followed by a small chicane. Use side attacks as needed here.
On each of the jumps, push the analog stick up right before you hit the
plate. It will launch you lower if you did it right, but with more speed.
If your car looks like it is going to fly over the next jump plate, push
the nose back down to make sure you don't die. If you can land in the
refiller pits doing over 1100km/h. If you jumped over the last part of the
track, just before the drop, entirely, then you are doing excellent. Use
a side attack around the last turn and enter the second lap.
From the start, you'll want to use a side attack on each and every
turn until you are out of the tunnel. Move out of the tunnel, and the
instant you are outside again, start using your boosts, and don't stop
until you hit the booster at the end of the loop. By this time, you should
be going over 1100km/h, and top out at around 1180km/h. Use three side-
attacks to the left to get around the long left curve, and a side attack
right to clear the chicane. Use the same jump plate strategy as before,
but you might use a boost just as you hit the very last jump. You'll speed
up very fast, and be sure to get plenty of refiller. Use one or two side-
attacks to make the left turn, and pass the finish line.
Just like the second lap, use a side attack on each turn that you
need to until you are outside of the tunnel. Once outside, start boosting,
and this time, use one more after the booster arrow. This should get your
speed on the straightaway well over 1200km/h. With this speed, use three
side attacks on the long left turn, and another to the right to avoid the
left walls. Hit the jump plates as before, pressing the nose down to avoid
flying over a jump and therefore, to your death. On the last plate, use a
boost, and get some refiller. Side attack through the left turn and boost
until you can no longer do so.
Here are my results using this strategy: 00'30"397"
00'25"252"
00'24"775"
01'20"424"
1517 km/h
Fire Field
----------
Vehicle: White Cat/Hyper Speeder
Settings: Three stripes from the right side
On Fire Field, the strategy for beating the staff ghost isn't too
hard, but you'll have to have decent control over your car, and be alright
at side attacking. The first lap is purely smooth driving. Start your car,
then keep near the left side as close as possible. Move down the dip,
hitting all three boosters, and when you take off, angle your car down in
a way so that it lands after the zig-zags. If you need to, use a side
attack after landing. Keep near the right side, but when the booster on
the left side comes by, hit it, and keep your vehicle to the right. No
side attacks should be necessary on the next turn, where you'll want to
enter the clear path to the right of the dart zone. Side attack left once
at the end of the dart zone to help you cut left more easily. Head up the
steep embankment, and angle the car as far down as you can. Upon landing,
home in to the second lap, and enter the right refiller.
From the start, boost three times, all the while keeping steady while
driving. It can be difficult, but if you enter the lap on the right, you
will have to make less of an angled turn. The A grip from the White Cat
and Hyper Speeder also help out. Anyway, if you are going at least
1000km/h, you'll fly off at the top of the dip. Hopefully, you are lined
up with the rest of the track correctly. Angle your car sharply down, and
you will land at a very fast speed. As soon as you get re-launched from
the chute, angle the car in a way so you'll land just after the zig zags.
Side attack right twice to line up with the rest of the track, and keep
boosting until you hit the next booster on the left side. Preferably, you
should be going at least 1320km/h by here (with perfect side attacking and
boosting, I've managed 1420km/h before). Try not to use any side attacks
until you hit the booster arrow. Just like before, keep in the right clear
side of the dart zone, and to get here, use three side attacks to the
right, and hold up while you do it, because there's a chance your car
might fly up.. Use two or three to help you turn left after the dart zone
ends. Go up the embankment and angle back down, and hold off on boosting
for now. Again, enter the third lap on the right refiller side.
Right when you enter, begin boosting again, three times like before,
and still keep steady. When you go off the jump, angle the nose down very
steep like before, and when you are launched back off of the track, angle
the car to land after the zig zags. This is nice, because the height and
speed of your launch will make it very easy. Try to maintain over 1320km/h
while going up the incline, and don't side attack until you hit the boost.
In a grip A car, you can still keep steady while going at 1300km/h+ speeds
on this incline. Again, side attack three times to the right and hold up
to avoid taking off from the ground again. Side attack three times to line
up with the steep embankment. Angle down, and continue boosting if you
have any boost remaining.
Here are my results using this strategy: 00'27"344"
00'20"634"
00'20"085"
01'08"063"
1891 km/h
Silence 2
---------
Vehicle: Blood Hawk/Night Thunder (sliding)
Settings: All the way left (full acceleration)
Yes, it's another sliding track, but using a non-slider on this track
is pure torture. Anyhow, from the start, just head straight, and when the
turn is coming up, start sliding. Hit the first booster arrow, and be sure
to keep a steady angle (if you hit at least 1350km/h then you're doing
pretty good). You'll stop boostsliding after the boost wears off, and it
can be tricky to hit the second boost, but if you wobble your slide a bit,
it isn't hard. Again, you should go at least 1300km/h. Keep sliding until
the track straightens out, and then hit the third and final boost arrow.
Head straight along the right side, then side attack left, right and left
through the chicane. Remember that it has dart zone, so this will be
precision side attacking. After you have passed the last dart zone, slide
through the right hairpin turn. Connect this by sliding through the next
hairpin, and finally slide the long turn onto the wavy road. Keep in the
middle of the wavy road, but on the last right ridge, ride it and then
take a small bit of air to increase your speed. Slide through the last
turn, getting as much refiller as you need, and then you'll be ready for
the second lap.
To start the second lap, keep driving straight, but start boost
sliding when the long turn commences. Be sure to hit all three of the
boost arrows during your drive. If you slid well, you will have speeds of
over 1420km/h. After you hit the last booster, the chicane will have to be
cleared more quickly, as you will be going fast. It's still not a real
problem, as the boost will counteract most any dart zone that you hit.
Slide the two hairpins as in the first lap, and on the turn that leads to
the wavy road, boostslide. Ride any ridges that you want, but I personally
only recommend the last one on the right. Side attack a few times through
the final turn, and you should get most of your health refilled.
The third lap is exactly the same as the second lap, except for the
fact that you want to boostslide the very last turn as opposed to side-
attacking through it. This strategy will take some time to get used to,
but again, like most sliding strategies, there is plenty of room for
error.
Here are my results using this strategy: 00'26"782"
00'23"742"
00'22"425"
01'13"039"
1456 km/h
Sector Beta
-----------
Vehicle: Mighty Gazelle/Twin Noritta
Settings: Two stripes from the right, two nudges left
Playing Sector Beta with this strategy shouldn't be too hard, even
though this strategy has a pretty high caliber of speed for the majority
of the track. From the start, cut very close on the left corner, but don't
hit it. Keep a very straight line on the ramp, as I call it, and hit both
of the boosters. When you take off, angle the car down enough so that it
lands while the track is still slanted straight. If you do it right, your
car should hit 1500km/h just as you land. Keep along the right side in the
loop, and when you leave the loop, gently turn to the left, making sure to
avoid the dart zones on either side of you in the tunnel. Hit the booster,
and your car should hit around 1030km/h. The turn coming up can be tricky
and even lethal, but to negotiate it more easily, stay to the right on the
straightaway before the high rails, and move to the left side when the
turn commences. Make sure you don't stay on the right side in the high
rails area, because you will fly off, and that's something you only want
to do if I were to give you an advanced strategy. As you go down the loop,
past the high rails, move the car slowly to the right, and head back up
the incline. At the top, the rails will disappear. Fly off to the left,
not too far, and angle the car a little more than your first dive, and
side attack three times to the right. If you did this correctly, you will
gain a crap load of speed, and cross the finish line at about 1700km/h.
Side attack three times through the left turn very quickly, and once
you are straightened out, boost. You should be going at least 1375km/h up
the ramp, but it's possible to go over 1500. Boost up the ramp, and be
sure to hit each booster along the way. Angle your car down into the loop
like before, and your car should hit right around 1800km/h. Once you land,
boost twice while you are in the loop. You'll come out pretty quick, so
you might want to side attack left once to stabilize. Don't boost anymore
just yet, and hit that booster. Your speed will peak out at over 1100km/h,
and if you enter the high-rails area going that fast, you're sure to fly
off. Lay off of the accelerator until your car slows to about 1030km/h,
and head left in the high rails section. You might want to side attack
right once. Anyhow, when you get to where the track starts to rise again,
use one boost. Again, fly off the left, angle down, and side attack three
times or so. Make sure you get plenty of refiller.
The strategy for the third lap is virtually the same as the second
lap, except that you want to do the final dive quicker. Start boosting
just before the track flattens out at the bottom, and when you go off, try
to go a bit farther left, angle down a bit more, and side attack quicker.
If done correctly, your speed will be 2300km/h or better.
Here are my results using this strategy: 00'32"529"
00'26"407"
00'26"552"
01'25"488"
2335 km/h
Red Canyon 2
------------
Vehicle: Mighty Gazelle
Settings: Three stripes from the right edge
In Red Canyon 2, you will use the largest shortcut in the game to
help you beat the staff. With this strategy, it can't be done on the first
lap, but the second and third laps should suffice. From the start, ease
through the left turn, hitting the booster. Keep going straight, and ease
through the long left turn. When the track dips down, make sure you keep
control, and don't hit any walls. Once you make it to the hairpin turn,
keep close to the wall, and if you start to sly away, side attack left to
keep close. Hit the refiller section; even if you don't need it, it's
still good practice for the next two laps. Jump the small dip, and you'll
probably have to side attack right once or twice, as this long right turn
is very weird. From here on, just drive straight, and the final left turns
are easy.
To start the second lap, boost right away, hit the booster arrow, and
boost again afterwards. Keep going straight, and side attack left once in
the left turn. Boost once more, and you'll take off over the dip. Your
instincts may tell you to aim the nose down, but defy those for now. Side-
attack right a few times while turning right. Your goal is to land in the
long 360 degree turn. On the way, you'll pass an upper road. Make sure
that you _don't_ pass anywhere farther to the right than the right edge of
the road below. Another good means is to not pass over the refiller pits.
If you do, you'll automatically be forced to fall, thus getting killed.
When you are in the 360 turn, side attack to gain position, and boost into
the refiller pits. Take the drop, and boost once more. You'll have to side
attack the turn a few times, and when you straighten out, boost again. You
will probably have to side attack the long left turn as well, so do that.
Lay off the boost for now and enter the third lap.
Play the third lap just like the second lap. Simple as that. Just
don't lay off of the boosters on the final stretch.
Here are my results using this strategy: 00'34"102"
00'22"933"
00'22"411"
01'19"446"
White Land 2
------------
Vehicle: Twin Noritta
Settings: Three stripes from the right edge
In my opinion, this track is probably the most fun out of them all.
This track has a chance for the highest overall speed out of any track,
although such a high caliber of speed would be possible only through an
amount of skill that I won't be defining here.
To start the first lap off, drive straight in the center of the pipe.
Hit the first booster arrow, and let the car go high into the left side of
the halfpipe. When your car is on the short straightaway just after the
turn, come down out of the pipe, back into the middle. You should now be
going at least 1000km/h. On the short left straightaway, go up high in the
right wall, and use a side attack right and left once you get off of that
wall. Enter now what I call the "green section," go up high in the left
wall, hit the booster arrow, and side attack Z to turn left, and a side
attack R to straighten up for the third booster. Just after the left turn,
go up high in the right wall, and come down about halfway through the turn
just before the final booster. Hit the booster, and home it in to the
finish line.
For the second and third laps, you'll basically want to do what you
did on the first lap, except for the fact that boosts are now incorporated
into your game.
Another thing you could add in to your strategy is the use of extra
side attacks. To use these properly, use the side attack while you are up
high in the walls, and use the same side as the side that you are on. I
know that was complicated wording, so here's your rephrasing. If you are
up in the left side of the halfpipe, use side attacks with Z. If you are
in the right side of the pipe, use side attacks with R. It would take me
probably forever to define every single area to use them, so if you want
to, you'll have to experiment. If you do use the side attack thing, you
might want to use a car with better grip, such as the Hyper Speeder.
Here are my results using the strategy w/o side attacks: 00'22"055"
00'17"915"
00'17"303"
00'57"273"
1459 km/h
Here are my results using the strategy w/ side attacks: 00'17"392"
00'15"265"
00'14"119"
00'46"776"
1809 km/h
Mute City 3
-----------
Vehicle: Red Gazelle/Twin Noritta
Settings: Two stripes from the right side, three nudges left
----
| || |
| || |
| || -----------J--|
| |--------------| |
| | | -------H---------------|
| --------| -----------------G--F--| |
--------| | | E
| | | |
| | -----------| | |
| | | ---C---| --------| |
|=| |--------| | -----D------|
| | | ----B----|
| | | |A
| --| |
------|
There's an ASCII I drew of Mute City 3 a few months back, and here's
your pictorial explanation why I don't draw track ASCII very much. Anyhow,
I've (attempted to) draw the track as close to the original as possible.
Anyhow, drive on the straight, and then make the 180 degree turn with two
side attacks to keep you close to the rails. Hit the jump plate at point
A, and cut the track, landing on the booster at point B. Side attack once
left and then right, and hit the second jump plate at point C. Use the
trick of pressing up just before you hit the jumps, by the way. Cut some
more track and land back on the track at point D. Side attack once or
twice through the left turn, and hit the booster arrow located roughly at
point E. Side attack once or twice again to get through this left turn,
and hit the booster (F). Press up just before you hit the jump plate at
point G, then turn the car a bit so it aims at the next jump plate (H).
Hit the jump plate at point H, and land somewhere in the middle of the
track at point J. Finally, enough with points. Side attack right through
the next turn, and two to four times in the hairpin coming up. Side attack
once to enter the refiller section, and side attack once at the right turn
exit.
For laps two and three, you will need to incorporate boosts into the
first lap strategy, and add more side attacks wherever needed. To start
the second lap, use two boosts from the start, and side attack two or
three times around the first couple of corners. Hit the jump plate, and
angle the car slightly down and side attack to line up with the booster
landing. Hit the booster, and side attack once left and once right. Hit
the jump plate, and boost as you descend. Side attack the left turn, hit
the next booster, and then use two side attacks to hit the booster just
before the next jump plate. Hit the jump plate, and use the trick to hold
up just before it. Hit the second plate and cut past the quick turns. You
should hit a high 1400km/h speed. Double side-attack the right turn, and
use three or four on the hairpin. Side attack a couple of times into the
refiller, then exit the refiller and immediately boost three times if you
are entering the third lap and boost nonstop if you are on the third lap.
Here are my results using this strategy: 00'31"232"
00'26"924"
00'26"012"
01'24"168"
1570 km/h
Rainbow Road
------------
Vehicle: Blood Hawk/Night Thunder (sliding)
Settings: All the way left (full acceleration)
From the starting line, observe the left rail until it is no longer
there, then fly off the left side. Line back up with the road, and your
car should hit up to about 1600km/h. Slide the first long turn (you'll
start out at around 1100km/h and it should progress down to 1030km/h or
so). Drive smoothly along this straightaway, then be prepared for a long
slide in the 360 degree turn. Slide somewhat close to the inner rails, and
you should hit about 1050km/h near the end. Drive smoothly along the small
right turn, and then slide the hairpin turn. Keep driving on the straight,
and when the right turn comes up, make a smooth slide to the right, going
up to 1030km/h. When the long left turn commences, slide left, gaining any
energy that you may have lost and avoiding the mines. Drive straight to
the second lap.
On the second lap, ignite a boost right from the beginning, but don't
press up on the analog yet. Your car should take off, and when it does,
now is the time to aim the car down. Land the dive, and immediately go in
to the left turn, using two boosts to boostslide through. On the straight,
use side attacks if needed, but don't boost yet. Once the long left 360
degree turn commences, use two boosts to slide through. This is the most
optimal turn for sliding, and a good slide should exceed 1500km/h at the
max. After you exit, use a side attack to line up, and another one on the
right turn if needed. Be ready to boostslide the hairpin sharply. After
you have slid through, use a side attack to line up if needed. From here,
continue to drive straight, and just slide the long left and right turns
normally, without boosting, and be sure to regain all of your energy.
Ignite a boost just before you enter the third lap.
At the beginning of the third lap, again, don't push the analog up,
but instead, let the car fly before doing so. The rest from here is the
exact same as the second lap, except for the last long left turn. Once you
enter the refiller pits, start boostsliding, avoiding the mines, and make
sure you don't fly off after the turn. Use side attacks to keep steady if
needed.
Here are my results using this strategy: 00'39"671"
00'33"779"
00'31"846"
01'45"296"
1814 km/h
Devil's Forest 3
----------------
Vehicle: Blood Hawk/Night Thunder (sliding)
Settings: Full acceleration
From the start, drive straight, and quickly slide left through the
turn. Use a side attack to straighten up if needed, and mini-slide the
small bend in the road. On the long left turn, slide close to the inner
rails. You'll go slower, but you'll save more time than you would if you
slide outside. You'll go in the vertical bend, and slide the inner rails
just like the last long turn. This time on the straightaway, don't slide
the bend to the left, but do slide the light bend to the right and then
the turn to the left. Enter the refiller if you need any energy boost, and
drive the center of the tube. Enter the second lap.
Keep driving straight, and boostslide the first turn, using a side
attack to stabilize. Gently turn the bend, and use a side attack Z+Z if
needed. As soon as you pass the bend, go into a long boost slide for the
left turn. Drive up the bend normally, your car will slow down to about
740km/h and as soon as the upside-down left, long turn comes up, boost
slide it. Use a side attack to stabilize after you are done turning, if
necessary. At the end, when the track bends right, side attack right, hold
R, and boostslide left. This is referred to by the pros as an "angle
slide." It's where you side attack and immediately drag it into a slide or
boostslide, and it usually makes the drift sound. Angle-slide around the
turn, getting as much refiller as you can, and boost once more in the
tube. Exit the tube and enter the third lap.
For the third lap, rinse and repeat the second lap. At the end, like
always, boost until you cross the finish line. An interesting modification
you could try out is sliding against the left side of the pipes (not too
steep of an angle though) rather than just driving through. Often times,
it will gain you some extra km/hs.
Here are my results using this strategy: 00'24"596"
00'19"434"
00'18"638"
01'02"668"
1405 km/h
Space Plant
-----------
Vehicle: Twin Noritta
Settings: Two stripes from the right, two nudges right
From the start, simply drive straight up the incline, and stick on
the right side. When the track dips down, stay on the right side where it
is banked, and when the track turns left, turn into the lower left side.
Enter the tunnel, and stick to the left side. Keep on the left side while
you go through the left turn, and move to the right side of the cylinder.
As you drive onto the cylinder, side attack left once to straighten out
and stabilize. Throughout the whole cylinder, drive on the top or inside
curve of the cylinder. Don't go on the bottom or outside. When you exit
the cylinder, side attack right once to gain stability as you land. Drive
through the left turn smoothly, and drive over the ice. Use side attacks
to stabilize the car while you are on ice, and don't turn while you are on
it or else you will slow down as soon as you get off of it. Drive normally
over the rest of the track, and get ready for a small dive as you drive by
or through the last refillers. When your car takes off, angle your car in
a way so that you land about two-thirds of the way through the home
stretch. Enter the second lap.
Boost twice up the hill as you cross the finish line, and angle the
car slightly down when you dive up off the incline. Boost once again while
you descend, and your car should hit around 1500km/h. Use a side attack to
move back to the middle of the track, if needed, and use two side attacks
left through the turn. As soon as you enter the tunnel, boost again. Keep
driving, and side attack once or twice through the left turn coming up,
and boost again a little bit before you get on to the cylinder. As before,
enter on the right side and side attack left to keep a good balance. Use
a side attack or two on the turn going right, because you will slide out
of control if you try to make that turn at over 1000km/h (of course, if
you can manage to get on the inside curve, do so). Drive the rest of the
cylinder normally, and side attack right as you exit the cylinder. Drive
through the rest of the track normally, and be sure to pick up some health
refiller. As you enter the last strip of refiller, boost and angle down
like you did on the first lap.
Just like in the second lap, boost twice up the hill, and angle the
car slightly down as you take off. The rest of the strategy is the exact
same as the second lap, except feel free to use up all of your energy, as
long as you can survive and not hit a wall. Boost continuously through the
refiller to the finish line.
Here are my results using this strategy: 00'41"110"
00'34"079"
00'32"185"
01'47"374"
1562 km/h
Sand Ocean 2
------------
Vehicle: Blood Hawk/Night Thunder (sliding)
Settings: Full acceleration
This track is basically all sliding, so by now, it is imperative that
you are at least somewhat skilled with sliding. To start off, drive and
then slide the left turn. Hit the booster, and then immediately slide to
the right. Hold up as you fly over the small dips, and hit the second
boost arrow. Slide left, and your car should still be going over 1000km/h,
and then slide right. Drive straight for the short distance, and then
begin sliding left again. Hit the booster, straighten out for an instant,
and slide right. Hold up as you go over the hill, and begin sliding left.
Hit the booster that's on the straightaway, and straighten out. Move over
to the right side of the track, and when you go over the last hill just
before the tunnel, your car will take off a bit. Side attack Z once while
you descend. Move left through the tunnel, and side attack right, and with
enough speed, you'll take off. Enter a refiller pit and then enter the 2nd
lap.
Basically, on the second and third laps, you will want to incorporate
a lot of holding up as well as boosting and side attacks into your first
lap. For the first turn, hold up slightly, and boostslide left. Hit the
booster arrow, and side attack twice to the right, and hit that arrow as
well. Hold up as you fly over the dips, and regularly slide left. Boost
slide to the right, and hold up, because when you start boostsliding left,
there's a small incline that could send you into the air and really mess
up your run. Boostslide left, and be sure to hit the booster arrow. Use it
to boostslide to the right, and hold up as you go over the hill. Boost
slide left, and hit the booster. Straighten out, using the same line as in
the first lap, and boost once more. You'll go fast over the last few dips,
so angle downwards when you go over them. Side attack Z and then use R+R
inside the tunnel to get through easily. You'll definitely fly this time,
so pick a refiller and aim for it. Drive through, and enter the third lap,
which should be done exactly as the second lap is done, except that you'll
want to keep boosting on the straightaway until you are out of energy.
It will take a while to get used to and be able to do this strategy,
but again, like most sliding strategies, this one was created with a large
room for error in mind.
Here are my results using this strategy: 00'28"685"
00'23"439"
00'23"197"
01'15"321"
1439 km/h
Port Town 2
-----------
Vehicle: Blood Hawk/Night Thunder
Settings: Full acceleration
To start the track off, simply drive straight, hit the booster, and
descend the small dip. Slide right through the first long turn, and side
attack left to clear the small bend left. Slide right through the turn,
then side attack through the next two turns, a left and another right. Go
into a slide left onto the straightaway, and turn left normally when the
track moves left. Slide right through this turn, and get any refiller to
gain any energy you might be missing out on. Make a very sharp slide on
the hairpin turn, and continue straight. Slide to the right, and when you
are near the end of the turn, side attack left twice to line up with the
small set of chicanes here. Slide right through the long corridor here,
and prepare to side attack through the chicane. Once past the chicane, get
any refiller that you need, and continue to the second lap.
Boost up until you hit the arrow, then dive down and side attack to
get through the right turn, and side attack once with the bend to the left
if needed. Slide normally through the right turn, and once again, side
attack the next left and right turns. Boostslide the small turn that goes
to the small straightaway, and regularly slide the right turn that follows
the left bend. Regain any energy you have lost, and then slide the hairpin
turn as normally. Drive in the straight, and boostslide the right turn. It
is likely that you will need some quick side attacks left to make it safe
through the chicanes, so do so. Boostslide the long right turn as well,
and use only one boost. You'll have to side attack left and right very
quickly to make it through the chicane finely. Even if you do mess it up,
though, no problem, just enter the refiller and begin boosting. Boost into
the final lap.
The third lap should be done exactly the same as the second lap,
aside from the fact that you'll do the small dive and first turn a lot
quicker. I tried this strategy out just now and it is somewhat difficult
to do everything correctly, but if you practice, you'll get it eventually.
Here are my results using this strategy: 00'34"637"
00'31"111"
00'28"505"
01'34'253"
1422 km/h
Big Hand
--------
Vehicle: Blood Hawk/Night Thunder
Settings: Full acceleration
Yes, once again, it is a sliding track, but this one is not very
difficult. To start off, move slightly left and slide right through the
first turn. Head straight a bit, and slide through the second turn, and
you will want to miss the dart zone. Drive onto the straightaway. From
here until the end of the straightaway, drive smoothly, and dodge the ice.
If you must hit the ice, side attack to help you cross it. Anyhow, slide
the turn just after the last ice section, and then make a wide slide in
the next turn. Slide normally through the next turn, after which you will
find some refiller sections. If all has gone well so far, you won't need
any refiller, but if you do, enter. Slide wide in the next turn, as the
corner is very sharp and will slow you down greatly if you hit it. After
you slide this turn, slide he next one normally. The next turn is also
very sharp, so slide it wide as not to hit it. The final turn has no rails
and you will want to take caution as you slide it. Enter the refiller if
you need any, and head to the second lap.
The second and third laps do not differ at all from the first lap,
save for the fact that you will be boosting. You will want to boost every
turn except for the first turn and the turn that leads to the first
refiller section (slide regularly or side attack it). On the straightaway
with ice, it is optional to boost, but I recommend at least once, maybe
twice. In my run, I will do once.
Here are my results using this strategy: 00'46"283"
00'37"595"
00'37"225"
02'01"103"
1383 km/h
==========================================================================
13: Sliding Tutorial
==========================================================================
There is only the slightest tidbit of information in the F-Zero X
manual that comes with the game that talks about sliding, and you may have
not read it or seen it, or even heard of it. In this section, I will fully
explain and detail any type of sliding moves you will need to know to do
my track strategies listed above. Some tracks are very hard to beat the
staff ghost without sliding, so I have included sliding strategies on such
tracks. Anywho, here you are. I'm trying to leave out the stuff that is
really advanced, but not because I don't want you to gain on my times. The
more advanced strategies, such as rail-boostsliding, take many hours to
master, and aren't exactly needed to beat the staff.
¤ Why slide?
¤ How do I slide?
¤ Where should I slide?
¤ Where do I start?
¤ Why Slide? ¤
Very good question. First off, if you use a maximum acceleration
setup, you can get your car to go faster than it normally would without
sliding. Here, I'll draw a (crappy) ASCII of going through a hairpin turn
with sliding and without, and note the differences.
Non-Sliding
________
/ \ 1. Car is going 840km/h
/ _2_ \ 2. Car is going 790km/h
| | | | 3. Car is going 810km/h
| | | 3 |
| 1 | | |
Sliding
________
/ \ 1. Car is going 715km/h
/ _2_ \ 2. Car is going 920km/h
| | | | 3. Car is going 875km/h
| | | 3 |
| 1 | | |
When you slide, you will usually go slower on straightaways, but you
make that speed back up when you slide through a turn.
¤ How do I slide? ¤
It's pretty easy. When you enter a turn, hold the analog stick in the
direction of the turn, and press the drifting button that corresponds in
the opposite direction. (i.e. In a left turn, hold left on the stick and
press R; for a right turn, hold right on the stick and press Z). Try to
keep the stick steady, as your speed will be good and constant if you do
so. If you keep wobbling the stick, most likely, your speed will wobble as
well and that's not really a good thing.
There are two basic forms of sliding that will be used in the
strategies, and those are the regular sliding that I just talked about up
above, and boost-sliding, which is the exact same as above, except you use
a boost just before or during your slide. In a regular slide, your speed
can get up to 1080km/h, and in a boostslide, it can exceed 1600km/h under
the right conditions.
¤ Where should I slide? ¤
You basically want to slide just about any turn, just as long as it
isn't too wide of a turn. Places NOT to slide include a very few sharp
turns, and chicanes. What's a chicane? It's basically one of those turns
that is designed to cause you to crash. They exist on Big Blue, Port Town,
Devil's Forest 2, Big Blue 2, White Land, Fire Field, Silence 2, and Port
Town 2. Here is a simple picture depicting what a chicane might look like:
| |
| |
| |____
| |
|____ |
| |
| |
| |
Anyhow, you do NOT want to slide in one of these. Most of the time,
in the case that you choose to do so, you will lose at least a boost's
worth of energy, if not more. Boostslide into one, and kiss your lifebar
goodbye. At least half of it anyway. Anyhow, that's where you don't want
to slide.
¤ Where do I start? ¤
The best place for that would be a curvy track with all sorts of
turns, the best of which would be Rainbow Road or Devil's Forest 3. Each
of those have short turns, long turns, and Rainbow Road has a hairpin
turn.
Basic Button Maneuvers
Slide: Z/R + Analog Stick Left/Right
Boostslide: B, then Z/R + Analog Stick Left/Right
Side Attack: Z+Z/R+R
Spin Attack: Z+R+R/R+Z+Z
==========================================================================
14: Advanced
==========================================================================
Yes, it is still pre-release time of this guide, but already, by
popular demand, I will now add in an advanced section. This section will
discuss some of the more advanced strategies that my walkthroughs skimmed
upon or didn't touch at all. I'll also give information on some of the
more basic dives. The more complicated ones, however, require complex
details and sometimes even a video clip. Some of the advanced tricks, I'll
just straight up give away, but some of the more secretive ones, I'll hint
at them.
* * * Sliding Maneuvers * * *
-Railslide: This is a tricky move employed when there are no turns to
slide and you need a speed gain. The angle you'll want while going against
the wall is roughly a 30 degree angle, or about halfway between / and _.
-Boost Railslide: Another tricky move, this is a railslide accompanied by
a boost. Use this only if you have lots of health to spare, as your health
depletes very quickly.
* * * Dives * * *
-Double Tap Dive (DTD): This dive is used on many tracks, and is best done
by a slider. Double Tap basically means side attack, by the way. For this
one, go off the side of the track when you are high above, such as Sector
Beta. Fly off whichever direction you'd like, angle the car down, and use
side attacks to guide you back to the track. They also add quite a bit to
the speed as well.
-True Diagonal Dive (TDD): This dive isn't often used on a time trial, but
if you can find an optimal place to slide off the track, this move can be
done. You want to angle the car as far up as it'll go, which, on some
tracks, it will happen on its own, but at times, you'll have to do it
manually, which is a pain. The basic idea is to angle the car up as far as
it will go, and then move the control stick just a bit so that the car
tilts slightly to a side. If you do this, it will fall to the ground and
hit up to 2040km/h on NTSC version (PAL version limit is unknown).
* * * Track Strategies to Try * * *
¤ Mute City: Pick the Night Thunder or Blood Hawk, and (boost)railslide the
small straight area just after the finish line.
¤ Silence: Again, pick NT or BH, and when you enter the refiller section,
go into the right side refiller and boostrailslide against the wall. Hold
up a bit, and you'll launch near the end. However, you won't launch off,
and can land back on the track with more speed than before (this is a form
of the TDD).
¤ Sand Ocean: When you are in the first tunnel, try driving on the right
side of the tunnel, and leave on the side when you exit. Side attack right
while you are in the air and press left slightly, and you can experience a
good speed booster.
¤ Devil's Forest: Nothing much to try here. If you can get enough speed
with slider settings, you can take off after the refiller pits, and if you
hold the right angle, you can fly high.
¤ Big Blue: If you can gain enough speed when you enter the third lap,
and you stay to the extreme left side of the track, hold down slightly as
you leave the flat track and you can fly high (possibly setting up for a
DTD).
¤ Port Town: You can boostrailslide off the left side of the track, and
if you hold up and side attack right, you can set up for a good DTD.
¤ Sector Alpha: Boost a few times on the straightaway that comes after
the inversion by the finish line. Side attack or slide right into the S
curve, and stick to the right side. Experiment with side attacks here as
well.
¤ Red Canyon: After the first two turns, it's basically a long straight
with jumps. Try boostrailsliding into the left wall on the last platform
and using a DTD.
¤ Devil's Forest 2: If you're good, you can pull off a few DT dives on
those jumps.
¤ Mute City 2: If you can manipulate your airtime after hitting the jump
plate, you can do, yes, you guessed it, a DTD.
¤ Big Blue 2: Just before the first tunnel, head off the left side of the
track, and angle the car down and right a bit, and start side attacking Z.
If done correctly, you'll do a mini-DTD, and you can hit up to 1700km/h
with it.
¤ White Land: Just like Mute City 2, if you can find the right touch when
you jump off of the jump plates, you can do a DTD.
¤ Fire Field: Try bounce-sliding against the rails (a mixture of sliding
and railsliding) at the beginning. You can fly off in the first lap and
get some very good first laps.
¤ Silence: There's nothing really special here. Unless you count the fact
that you can gain height by holding down at the right angle and boosting
with a slider after you go off the track.
¤ Sector Beta: On the place with high rails when the track dips down (not
the long ramp), if you stay speedy, you can fly off. Normally, this would
be fatal, but if you use side attacks to help you make a U-turn to the
right, you can land back on the track.
¤ Red Canyon 2: The best piece of the strategy is already revealed in the
main guide, so here's the speed strategy. Boostslide once around the left
turn just before where the track drops off, then you'll go into a short
boost-railslide. The car will leave the track, then you must angle down
and side attack with R as quickly as possible. Hopefully, you'll make it,
but the track is very skinny.
¤ White Land 2: One of the most helpful TDDs can be done near the end of
the track. Using a slider car, drive through until you hit the last boost
arrow, and right when you hit it, start a slide left. You should leave the
track, and be sure to hold down. The car will angle straight up, so when
you land, it is wise to use a side attack right to keep steady. If you
don't slide hard enough, you will fly too far right, and you'll probably
know it if you slide too hard.
¤ Mute City 3: All jump plates on this stage can be used to create DTDs.
Slide into one, then press up and side attack whichever direction you need
to go.
¤ Rainbow Road: You get two, count them TWO, freebies here. First, using
a slider, you can slide off the left side of the track right at the start,
and with some ultra side attack skills, you can land back on the track at
superb speeds. Another one, when you are on the straightaway after the
hairpin turn, you can go off and come back on where it dips, but only for
a very short period of time.
¤ Devil's Forest 3: Boostslide to the left while you're in the tunnel at
the end of the lap. If you're bold, try for a TDD tunnel exit.
¤ Space Plant: There are a crapload of goodies on this level..but I will
give just one. If you practice doing DTDs, you can find out the other two
goodies. But for the first, railslide against the right wall at the start
of the first lap, and if you go over 960km/h, you will fly off the track
and therefore, have a chance to gain some ground.
¤ Sand Ocean 2: Try sliding in the tunnel at the end. If you fly up, turn
it into a DTD with a few side attacks.
¤ Port Town 2: On any or all laps, using a slider of course, hit the 1st
booster arrow, and slide into the wall on the right. Hold down a bit, and
you can skip part of the track if you land (if you die, although you were
going to make it, then that means you were too far right)
¤ Big Hand: For a higher maxspeed, boost-railslide in the refiller pits
and after that until you run low on energy.
==========================================================================
15: ASCII Track Maps
==========================================================================
I finally managed to find something where I could draw as if I were
using Microsoft Paint, and it would draw in ASCII! I'll draw the track
maps here:
__ __ _ ___ _ _
| \/ |_ _| |_ ___ / __(_) |_ _ _
| |\/| | || | _/ -_) | (__| | _| || |
|_| |_|\_,_|\__\___| \___|_|\__|\_, |
|__/
000000000
0000 0000 000000000000
00 0000 0000 000
00 000 000000000 00
0 000 00000000 00
0 00 0000 0
0 00 000 0
0 0000 0
0 000 00 0
0 000 00 00
0 0\00 00 0
00 000 \ 00 00
0 0000 00 00
00 0000 000 00
000000 000000000000
___ _ _
/ __(_) |___ _ _ __ ___
\__ \ | / -_) ' \/ _/ -_)
|___/_|_\___|_||_\__\___|
0000000
00 00000
000 00
00 00
00 0
00 0
00 0
0 00
0 0
00 00
00 00
-- 0
00 00
00 0
0 0
0 00
0 0
00 0
00 0
00 00
00 0
00 0
00 0000
0000000000000000
___ _ ___
/ __| __ _ _ _ __| | / _ \ __ ___ __ _ _ _
\__ \/ _` | ' \/ _` | | (_) / _/ -_) _` | ' \
|___/\__,_|_||_\__,_| \___/\__\___\__,_|_||_|
000000000000000000000000000000|0000000
000 000000
00 0000
00 00
00 000
000 0
000 00
000 0
00 0
00 00000000 00
00 0000 0000 0000
000 0000 0000000000
00 000
0 000
0 0000
0000 00000
0000000
___ _ _ _ ___ _
| \ _____ _(_) ( )___ | __|__ _ _ ___ __| |_
| |) / -_) V / | |/(_-< | _/ _ \ '_/ -_|_-< _|
|___/\___|\_/|_|_| /__/ |_|\___/_| \___/__/\__|
0000000000
00 0000
0000000000000000 000
00 0
0 0
00 00
00000 0
0000000 0
000 00
00 0
0 00
0 0
- 0
0 0
0 0
0 00
00 0
00 0
000 0
00000 0
000000 0
00 0
00 0
0 00
0 00
000000
___ _ ___ _
| _ |_)__ _ | _ ) |_ _ ___
| _ \ / _` | | _ \ | || / -_)
|___/_\__, | |___/_|\_,_\___|
|___/
00000000000000
000 000
00 000
00 00
0 0
00 00
000 0
000 0
0000 -
000 0
00 0
0 0
0 0
00000000 0 0
00 000 00 0
00 00 00 0
00 00 000 0
000 00000 0
0000000 0 0
00 000
0 000
00 00
000 00
0000000000
___ _ _____
| _ \___ _ _| |_ |_ _|____ __ __
| _/ _ \ '_| _| | |/ _ \ V V / ' \
|_| \___/_| \__| |_|\___/\_/\_/|_||_|
0000000
000 00000
00 0/0000 00000000
0 00000 000 00
00 000000 0
0 0
0 0
0 0
00 00
00 0
0 00
0 0
00 00
00 00000 00
00 000 00 0
00 00 0 00
00 0 0 00
0 00 00 00
0 00 0 00
00 00 000 00
0000000 00 00
00 00
00 000
00000000
___ _ _ _ _
/ __| ___ __| |_ ___ _ _ /_\ | |_ __| |_ __ _
\__ \/ -_) _| _/ _ \ '_| / _ \| | '_ \ ' \/ _` |
|___/\___\__|\__\___/_| /_/ \_\_| .__/_||_\__,_|
|_|
000000
0000 0000
00 00
00 00
00 0
00 0
0 00
00 00
0 00
0 00000
0 0000000|000000000
0 000000000000000000
00 000
0 000
0 0000
0 00
00 0
0 00
000 00
000 000
000000
___ _ ___
| _ \___ __| | / __|__ _ _ _ _ _ ___ _ _
| / -_) _` | | (__/ _` | ' \ || / _ \ ' \
|_|_\___\__,_| \___\__,_|_||_\_, \___/_||_|
|__/
00000|000000000000000
000 0000000000000000
0 0000000
00 00
0 0
00 0
0 0
0 0
0 0
0 0
000 0
000 0
0000000 0000000 00
00000000 00000000000000000000
___ _ _ _ ___ _ ___
| \ _____ _(_) ( )___ | __|__ _ _ ___ __| |_ |_ )
| |) / -_) V / | |/(_-< | _/ _ \ '_/ -_|_-< _| / /
|___/\___|\_/|_|_| /__/ |_|\___/_| \___/__/\__| /___|
000000000
00 00
0 0
0 0 00000000000000
000 0 0000000000000 000
0000000-0000000 00
0 0
0 0
0 0
0 00
0 00
00 000000000000
0 000
0000 0000000
00000000000
__ __ _ ___ _ _ ___
| \/ |_ _| |_ ___ / __(_) |_ _ _ |_ )
| |\/| | || | _/ -_) | (__| | _| || | / /
|_| |_|\_,_|\__\___| \___|_|\__|\_, | /___|
|__/
0000 00000 000
000 000 000 000
000 00000000|000000 000
000 00
00 00
000 000
00000000000 0
000000 00000000 0
00000000000000 000000000000
___ _ ___ _ ___
| _ |_)__ _ | _ ) |_ _ ___ |_ )
| _ \ / _` | | _ \ | || / -_) / /
|___/_\__, | |___/_|\_,_\___| /___|
|___/
000
00 000
0 --
0 0
0 000000000
00000000 00000 0 00000
0 00000000 00 0000
000 00 00 00
0000000000 0 0
000 0
00 0000000000
0000 00
00
00
__ ___ _ _ _ _
\ \ / / |_ (_) |_ ___ | | __ _ _ _ __| |
\ \/\/ /| ' \| | _/ -_) | |__/ _` | ' \/ _` |
\_/\_/ |_||_|_|\__\___| |____\__,_|_||_\__,_|
0000000000000000000000000000000000000000 000000
000 00 0000 00
00 000 0
0 000
0 0000
0 00000
- 0000000 000
00 0000000000000000
0 000000000 00000
00 000 00 00
0000000000 00000
___ _ ___ _ _ _
| __(_)_ _ ___ | __(_)___| |__| |
| _|| | '_/ -_) | _|| / -_) / _` |
|_| |_|_| \___| |_| |_\___|_\__,_|
00000
000 000
0 00
0 00
0 00
0 0
0 00
0 0
0 -
0 0
0 0
00 0 00
0000000000 000 00
00 00 00 000
0 00 00 0
0 00 0000 00
0 0000 0 00
0 000000
00 00
000 0
0000 000
000000000
___ _ _ ___
/ __(_) |___ _ _ __ ___ |_ )
\__ \ | / -_) ' \/ _/ -_) / /
|___/_|_\___|_||_\__\___| /___|
00
0000 00000
00000000000000
000 0000
00 00
00 000
00 00
000 000
0000000000
00000000000000000000|00000000000000
00 0
00 0
00 000
0 00
00 00
00 00
000 00000
00000000 000
0000 00 000
0000 000000 0
000 0 000 00
00 00 000 00
00 00 0000
00 00
00000000
___ _ ___ _
/ __| ___ __| |_ ___ _ _ | _ ) ___| |_ __ _
\__ \/ -_) _| _/ _ \ '_| | _ \/ -_) _/ _` |
|___/\___\__|\__\___/_| |___/\___|\__\__,_|
0000000
00000000 000000000
00000000 000
00000000000000 00
00000000 00
00 0
00 0
00 0
00 0
- 00
0 000
000 000000
0000000000000000000000 000000
00000000000000000000
___ _ ___ ___
| _ \___ __| | / __|__ _ _ _ _ _ ___ _ _ |_ )
| / -_) _` | | (__/ _` | ' \ || / _ \ ' \ / /
|_|_\___\__,_| \___\__,_|_||_\_, \___/_||_| /___|
|__/
0000
00 0
000000000 0 000
000 000000000000
0000 0 0
00000 000 0 0
000 00 00 0
00 0 0 0
000 0 0 00
00 00 0 0
00 0000 000
-- 00000 00000
00 00 000000000
000 0000000000000
000 0000000000000
000 000
00000 0
00000 00
000000 00
000000000 000000
000000000
__ ___ _ _ _ _ ___
\ \ / / |_ (_) |_ ___ | | __ _ _ _ __| | |_ )
\ \/\/ /| ' \| | _/ -_) | |__/ _` | ' \/ _` | / /
\_/\_/ |_||_|_|\__\___| |____\__,_|_||_\__,_| /___|
000000000000000000000000000000|00000000000000000000
000 000
000 00
00 0
000 0
000 000
000 0000
0000000000000000 00000000000000000
00000 00
000 00
00 00
000 00
00 0000
000
__ __ _ ___ _ _ ____
| \/ |_ _| |_ ___ / __(_) |_ _ _ |__ /
| |\/| | || | _/ -_) | (__| | _| || | |_ \
|_| |_|\_,_|\__\___| \___|_|\__|\_, | |___/
|__/
00000
0 0
0 0
0 0
0 0
0 000000000000
0 0
0 0000000000000000
000000000 0
0 0
0 0
0 0
0 000000 0
0 0 00000
- 0
0 000000000
0 0
0 0
0 0
0 0
000000
___ _ _ ___ _
| _ \__ _(_)_ _ | |__ _____ __ __ | _ \___ __ _ __| |
| / _` | | ' \| '_ \/ _ \ V V / | / _ \/ _` / _` |
|_|_\__,_|_|_||_|_.__/\___/\_/\_/ |_|_\___/\__,_\__,_|
00000000
000 00
0 0
00 0
0 000
0 0000
0 0000
000000
0000 0
0000 0
00 0
00 0
00 0
0 0
000000000 0
00 00 0
00 0 0
0000 00 0
0 0000000 00
0 00
00 0
0 0
0 0
000 00
00 0
00 0
000 00
0 000000000000000000000000000000000
0 00000 0 0000
000000 0 00
0 00
0000000000 00
000 0000 0
000 0 000 0
00 00 00 00
0 0 0000 00
00 0 00000000000
0 00
0 00
00 00
000 000
00000
___ _ _ _ ___ _ ____
| \ _____ _(_) ( )___ | __|__ _ _ ___ __| |_ |__ /
| |) / -_) V / | |/(_-< | _/ _ \ '_/ -_|_-< _| |_ \
|___/\___|\_/|_|_| /__/ |_|\___/_| \___/__/\__| |___/
0000000000000
00
0
00
0000
00
0
0
0
000000000
000 0
000 00 0
0000000
___ ___ _ _
/ __|_ __ __ _ __ ___ | _ \ |__ _ _ _| |_
\__ \ '_ \/ _` / _/ -_) | _/ / _` | ' \ _|
|___/ .__/\__,_\__\___| |_| |_\__,_|_||_\__|
|_|
0000000000000
00 000
00 000
0 000 000000 000000
00 0 000 000 00 000
0 0 00 00 0 0
0 00 0 000000 0
00 00 00 0
00 00 0 0
00 0 00 00
00 00 00 00
000000 00 0000000 000
000 000 0 000
0 000000000000000 0 000000
0 000000000000000000000000000000000000000
00 00
000 0000
000 00
000000 000
0000000000
___ _ ___ ___
/ __| __ _ _ _ __| | / _ \ __ ___ __ _ _ _ |_ )
\__ \/ _` | ' \/ _` | | (_) / _/ -_) _` | ' \ / /
|___/\__,_|_||_\__,_| \___/\__\___\__,_|_||_| /___|
0000000 00000
00 00 000 00 0000
00 0 0 00 000 0000
0 00 00 00 00 00
00 000 0 00 00 00
0 00 00 000 0 0
0 000000 000000 00
0 00
0 00
0 0000000
00 000
00 00
00000 0
000000 000
00000000000 000
00000000000000000000000|0000000000000
___ _ _____ ___
| _ \___ _ _| |_ |_ _|____ __ ___ _ |_ )
| _/ _ \ '_| _| | |/ _ \ V V / ' \ / /
|_| \___/_| \__| |_|\___/\_/\_/|_||_| /___|
0000000
000 000000
00 0000
00 000
00 00
0 00
0 0000000
0 000
0 0000
0 000000
0 000
0 00
0 0000
0 0000
0 0
0 0
- 0
0 00
0 00000000000
0 0000
0 0
0 0000000000000000000
0 0
0 000000000000
0 00
0 0
0 00
0 0000
00 00
00 00
0000 0000
000 000
0000
___ _ _ _ _
| _ |_)__ _ | || |__ _ _ _ __| |
| _ \ / _` | | __ / _` | ' \/ _` |
|___/_\__, | |_||_\__,_|_||_\__,_|
|___/
00
0 00 00000
00000 0 0 0 00
00 00 0 00 00 0
0 00 00 0 0 0 000
0 000 0 0 00 0 00 00
0 0 0 0 0 0 0 0
0 0 0 0 00 0 0 0
00 0 0 0 00 0 0 0
0 00 0 0 0 00 0 0
00 0 0 0 0 0 00 0
00 00 00 0 0 00 0 0
-- 00 0 00 00 0 00 0
000000 00 00000 000 0 000 00
00 000 00 000 00
0 000 00 0
00 00 00 0
000 00000 0
00 0
000 00
00 0
00 000
000 00
0 00
0 000
00 0000
000 000000000000 0000
00000000000000 00
==========================================================================
16: Cheats & Codes
==========================================================================
In this section, I will list any codes or button combinations that
can cause something that you normally would not see.
¤ Smaller Car: To get this, on the car selection screen, hold L and R and
simultaneously press C-Left and C-Down.
¤ Unlock all tracks, vehicles, and Master difficulty mode: To do this, on
the mode selection screen, press L, Z, R, C-Up, C-Down, C-Left, C-
Right, and Start.
==========================================================================
17: Guide Statistics
==========================================================================
Guide Size: 189,443 bytes (185.0 kilobytes)
Pages: 72 (assuming 55 lines per page)
Lines: 3,962
Number of Revisions: 45
Work Days: Estimated 30
==========================================================================
18: Credits
==========================================================================
Me- I wrote this entire guide, did all car testing, and created all
strategies. It's been hard work, but nonetheless, fun.
Dave van Moer- For posting the track lengths on the F-Zero X egroup site,
and scanning the picture depicting the staff ghost's exact
times on each track.
Jimmy Thai- For teaching me many of the secrets to F-Zero X and helping me
become one of the top players in the world.
Jeff "CJayC" Veasey- For posting this guide and running GameFAQs very
well.
GameFAQs- For being the best all-around gaming site there is.
You- For reading this guide.
==========================================================================
19: Contact Info
==========================================================================
So you want to contact me and tell me how good or bad of a job I did
on this FAQ eh? Cool, cool. That's fine with me, as I can make a website
on which I will post hate-mail, and I can answer any questions not covered
here in the FAQ. Here are my rules for e-mailing me:
¤ Do not subscribe me for any websites. If you do, I will block your
e-mail address, if I ever obtain it, and any sites that send me spam
are blocked.
¤ Do not instant-message me. I am busy enough as it is with instant
messages. E-mail works finely.
¤ Do make it clear in the subject that it is an email about F-Zero X.
¤ Do not ask questions that are already covered in the FAQ. If you don't
think something was covered, first search for it in the FAQ (yes, I
know this FAQ is sorta long, but don't be lazy; I wasn't lazy when it
came to looking for information to include within the FAQ). If you
absolutely positively can't find something, which isn't very likely,
then THAT'S when you email me and ask a question.
¤ Oh, and please, do NOT ask me for a question about another game, except
those games that I have written a Walkthrough/FAQ for, and you can't
find what you're looking for within that guide. A reviewed game does
not count. If I have reviewed a game, that doesn't mean I know a lot
about it. However, the above information about FAQs applies. To see if
I've written a guide for a particular game, refer to the web address
listed below:
http://www.gamefaqs.com/features/recognition/10047.html
Finally, my e-mail address is
[email protected]