****************************************************************************** ****************************************************************************** ___ ___ ___ ___ ___ ___ ___ \ \ / / | __| __ |_ || _|| _ || | \ \/ / | __||__| / /,| _|| _|| | | \ / |_| |___||___||_\_\|___| / \ / /\ \ /__/ \__\ Created and Written by Karl Jobst Tips, Strategies and Fast Times Walkthrough created by David Van Moer ****************************************************************************** ****************************************************************************** Version 0.8 Date: 8/21/00 Contact: Karl Jobst..........faq_god@htomail.com David Van Moer......wavezone23@hotmail.com F-Zero X E-group Address: http://www.egroups.com/group/FzeroX Come to the F-Zero X e-group to ask questions, submit times, and talk to the pros :) WRITTEN FROM PAL EXPERIENCE! And just in case you don't know about PAL and NTSC, it's a very technical area involving the type of TV you use. If you live in America or Japan, you are watching an NTSC TV, which can refresh your screen 60 times every second A.K.A - 60 different pictures in one second. PAL however, which is used in Australia and most parts of Europe, can only refresh the TV screen 50 times a second. Because of this, the speed of the game on an NTSC TV is much faster than that of a PAL TV. Thus, the cars on the PAL version will ultimately drive at a slower speed. Hmmm.......I hope I made sense there. I want you to know this because things may be different to NTSC users. The walkthroughs are set for PAL users, but are still a great help to NTSC users. But please don't blame me if something in this FAQ doesn't work because you use the NTSC F-Zero X. ****************************************************************************** ****************************************************************************** CONTENTS ----------- 1. Intro 2. Revision History (updated of course!) 3. Controls/Moves (Updated) 4. Basic Explanations (Updated) 5. Basic Tactics 6. Main Screen Options 7. Drivers and Machines 8. Grand Prix - Course Walkthroughs (Updated) 9. Time Attack 10. Death Race 11. VS Battle 12. Practice 13. Options 14. Fast Times - PAL and NTSC (updated) 15. David Van Moer's Speed Tactics 16. David Van Moer's Speed Walkthroughs 17. Death Race Tips 18. Death Race Grand Prix 19. Codes/Secrets 20. F.A.Q 21. F-Zero X E-group 22. E-mailing me. 23. E-mail Addresses 24. Copyright 25. Final Words, credits, thanks. 26. FIN ****************************************************************************** ****************************************************************************** *~*~* INTRO *~*~* Another F-Zero X FAQ? Why? Well, this FAQ is going to be the best there is. Plus, being the person I am, I have started a Fast Times area, which is not totally complete. Well, I hope you enjoy reading this FAQ. Just remember that if you are unsure of anything, and the answer you're looking for isn't anywhere to be seen, just e-mail me and I'll see what I can do for you. -Karl ****************************************************************************** ****************************************************************************** REVISION HISTORY ------------------- 0.8 - Times and walkthroughs update (8/21/00) I completed the Queen cup for the track Walkthroughs. I also updated times from Nathan, David, and I. I've e-mailed several people about times but I haven't gotten a reply from anyone yet... 0.71 - A times update... (8/19/00) This is just a times update today. However, there are some killer times and speeds by David, Nathan, and myself. Hmm...still waiting for more people to join the F-Zero X group, and I need times!!! Oh yeah, I added the times of Steven Zwartjes too. He's pretty good, but he might have faster times. I'm not too sure though because he hasn't replied to me!!! 0.7 - New sections.....making the FAQ a better place to live... (8/5/00) Hmmm...First I credit "underscore" for making me a mod on GameFAQs chat :) Don't know why, I guess I was just trying to bribe him :) I updated David's walkthrough. He has now completed all of the King Cup! So check that out. I have also updated a few times by David and Nathan, plus a few from me. Talking about me.....I JUST BEAT EVERY SINGLE STAFF GHOST!!! Such a big accomplishment. At the moment I'm trying to finish White Land 2 in under a minute. I'm so close! Yesterday I got 1:01 and I can go heaps faster! Hey, David's lap is still a second and a half fast than mine! I added 2 new sections, plus I also added the "(new)" and "(updated)" signs next to their appropriate sections. 0.65 - Update from David (7/31/00) David has sent me the Fast Time walkthroughs up to the Fire Field!!! So, I've posted them. I've also updated times from Nathan Stinson. I now only have 2 more staff ghosts to beat.... 0.612- Very small update (7/29/00) Just added the machines for Dan Taber's times. I finally beat the Mute City, Sand Ocean, and Devil's Forest staff ghosts all in one night! So, a few better times from me. 0.61 - A times update. (7/26/00) Well, a 99% times update today, plus I added another Death Match tip from Croco64. I added Wes McKinney's times as well which is a big thing because he's the guy who used to run the F-Zero X World Records site at www.turokcave.com/fzero/. Also updated a couple of my times and a couple of other times. Oh, and a word of news. Patrick Wessels said that I could have his times so they will be in soon. There's an F-Zero X egroup started now and you can find it at - http://www.egroups.com/group/FzeroX Here you can talk about F-Zero X and post your times or just chat about stuff. You can also post your proof because it allows you to put pictures on the site for everyone to view. I'll see you there. Just one more thing, I just got word that David is halfway through the Queen Cup with the Fast Times walkthroughs. I should post at least the Jack Cup walkthroughs in the next update. 0.6 - The incomplete FAQ. (7/22/00) The main walkthroughs are only for the Jack cup so far, but there are more walkthroughs to follow. I'm going to add tons more times to the fast times section and I have heaps of updating to do. David Van Moer is writing fast time walkthroughs so I'll be posting them in the near future as well. ****************************************************************************** ****************************************************************************** ************ CONTROLS ************ The first part of this section tells you what the buttons do on their own. So, don't get upset if you see a move for a button that I haven't listed. In the second part of this section, I will list all of the moves you can perform in your craft. Control Stick: The control stick steers the car. By tilting the control stick left, your car will turn left. The more you tilt the control stick, the harder the car will turn. But be careful, if you turn too fast, you will skid out o control! While you are driving on the track, press forward or back with the control stick, will either lower or rise the front of your car. If you are going at an incredibly high speed, while press back with the control stick (raising the front of your car), your car has a very good chance of blowing off the track into the city below. However, if you have the nose pointed down, there is little to no chance of your car blowing away. While you are driving on the track, tilting the nose will not be visible, but it still works. While you are in the air, you can use the control stick to determine your path, your distance, and your speed. While in flight, tilting the control stick left or right will steer you in that direction. But while you are in the air, it is difficult to steer properly. By pressing back with the control stick, you can tilt the nose of your craft up, which enables your craft to cover a greater distance. However, this will also cause your craft to slow down. If you press forward with the control stick, you can tilt the nose of your craft down. This will make your craft accelerate to an incredible speed, while at the same time covering a less distance. A Button: This causes your craft to accelerate. If you don't press this button, your craft will never move. If you release this button while moving, your craft will slow down, and eventually reach a crawling speed. B Button: You can only use this button on the second and third lap. It gives you craft a temporary boost of speed, which is shown by a green flame that erupts from the back of your craft. This speed boost will accelerate your speed dramatically, and can determine the outcome of a race. However, the amount of boosts you can perform in a race is limited, and has a downside. Every time you boost, you decrease the amount of energy that surrounds your craft. If you use up all of that energy, you will be unable to boost. Also, if you use up all of your energy, there is a very high possibility that you will be destroyed by either a rival car, or a hard wall. R Button: This button will cause your craft to drift to the right. However, you will lose speed. Z Button: This button will cause your craft to drift to the left. However, you will lose speed. L Button: This button allows you to see how much time separates you and the leading rival machine. If you are coming first, it shows how much time separates you and the rival machine coming second. C-Down: I'm kicking myself as I write this because up until today I thought that there wasn't a break in F-Zero X. Well, this is it. It acts as a hand brake, and slows the car down, eventually to a compete stop. At high speeds, this button is necessary when going around corners, to stop you from going out of control. The same applies while your craft is in the air. This button will slow your craft down very quickly while you fly. C-Up/Right: This button allows you to view the area behind your craft. While holding this button, you will see everything behind you, and will have no vision of the things in front of you. So, I wouldn't use this when there are corners nearby. C-Left: This button is only useful while playing with 2 or three other persons. In the quarter-split screens, there isn't enough room to put both the course radar and the lap display on each player's screen at the same time. So, this button will switch between the two. Start: This button pauses, and unpauses the race while it is in progress. Control Pad: At first I thought that the control pad served no use but David told me otherwise. First of all you can use it in the main screen and options menus. But most important you can use it on the machine settings screen. You can use the control stick to nudge the arrows left and right. This gives you more accuracy and helps out a lot. ********* MOVES ********* DRIFT TURN --- Right + R / Left + Z This turn is much sharper than the normal turn using the control stick. It lets you tackle the tougher turns, without you craft sliding out of control. However, using this turn WILL slow you down. SLIDE TURN --- Right + Z / Left + R I never use this turn, it isn't affective, and slows down your craft too much. It causes your craft to slide while it turns, but lets you regain control whenever you want. This turn allows you to turn very sharp corners. And as I have already said, this move slows you down a hell of a lot. However, if you choose a slider and put the machine settings at high acceleration, this turn will make your machine actually go faster! Just make sure that while you're turning you don't hold down R or Z - a simple tap to start you sliding is all that it takes. For more information on sliding check out David Van Moer's tactics. He describes it pretty well there. SIDE ATTACK --- Z - Z (tap Z twice) / R - R (tap R twice) This move is very affective when you want to bash a rival craft out of the competition. This move covers you in a red shield, and shoots your craft to the left or the right depending on which button you use. If you smash into any opposing vehicle(s), there is a very high chance that they will be destroy or severally injured. This attack is very accurate, and very fast. However, it will slow you down. This move can also be performed in the air. SPIN ATTACK --- R + Z - Z (hold R and tap Z twice) / Z + R - R (hold Z and tap R twice) This move will cause your craft to spin around in an attempt to knock out opponents around it. In crowded areas, this move can be very affective, and can destroy several crafts at a time. As with the other attack, this move will slow you down, but not much. This move can be very affective when performed in the air. ****************************************************************************** ****************************************************************************** ********************** BASIC EXPLANATIONS ********************** The Energy Bar: The energy bar serves two purposes --- 1. The energy bar measures the strength of the shield that is surrounding you craft. Every time you bump into the side railings, or get hit by another car, part of your shield will deteriorate. Once your entire shield has been depleted, another blow will totally destroy you. 2. When you gain the power to boost, the energy bar acts as a fuel tank. Every time you boost, a portion of your energy gets sucked away. Once you have used up all of your energy, you can no longer boost! Plus, you still have to worry about being totally destroyed. To regain your energy, you can do two things. You can drive through pit stops, those long strips of pink, and you can destroy other vehicles to gain a slight amount of energy. When your energy bar is totally full up, you can't get any more energy. Pit Stops or Refill Zones: I just mentioned them while talking about the energy bar. The pit stops are the long stretches of pink area that you find on each course. When you drive through these areas of pink, your energy bar will gradually refill. While you are in a pit area, nothing can harm you, and nothing can deteriorate your energy bar. So, boosting in the pit lane won't decrease your energy! Stars: Every time you destroy a rival craft, you will be awarded with a star that will be sown on the right side of the screen. If you get five stars, you will be awarded with an extra ship! However, getting 10 stars in a race will earn you no extra rewards. :) Crafts: When you start a Grand Prix, you will own a certain amount of crafts depending on what difficulty level you are racing on. When you fall off the edge of a course, or are destroyed, you will lose a craft. Once all of you crafts have been destroyed, you will be forced to exit the Grand Prix and try again from the very beginning. Lap Display: This will tell you what lap, out of three, you are currently doing. Speedometer(km/h): The little square on the bottom right-hand side of the screen tells you the speed your craft is travelling. Position Display: This tells you what place your craft is currently at. 30 being last place, and 1 meaning you are leading the pack. Course Radar: This gives you a birdseye view of the course. You are represented by the flashing light-blue circle. The dark-blue circle represents the current leader of the computer-controlled craft. If you are in the lead, the dark-blue circle will represent second place. Top 6 Display: In the Grand Prix mode, you will see 6 pictures of drivers on the left side of the screen. These tell you who are currently in the top six positions, with the top of the 6 pictures in first place. Time Display: This tells you how long you have been racing for. Yellow Arrow Boosts: These are scattered about every course. If you run over them, they give you a speed boost similar to the boost caused when you push B. There need no energy, and can range in size. Traps: These things are little pyramids that are placed around only a couple of the course in F-Zero X. They throw any machine up in the air, slow them down, and take away a tiny little piece of the machine's energy. Ice and Dirt Sections: These slow your machine down, and course your vehicle to slide more often than not. A word of advice, don't drive through these! Jump Plates: These look like long Traps, but they don't harm you in any way. These cause your machine to jump up into the air. These can cause your machine's speed to increase dramatically if used correctly. ****************************************************************************** ****************************************************************************** ***************** BASIC TACTICS ***************** DON'T TURN TOO FAST! The biggest mistake you can make in F-Zero X is turning too fast into a corner, and sliding out of control. Not only can sliding destroy you if you ram into a wall with low energy, but it slows you down dramatically, and can sometimes determine the outcome of a race. However, even on sharp turns, there are ways to stop sliding: 1. Drift Turn: This turn is very affective, and is 100% slide free. If there are any tight corners, with little or no enemies around, this is the turn for you. 2. Side Attack Turn(or jumping): This is the best turning technique, and maybe not for beginners. While turning, this move will cause you craft to 'jump' over to the right or left, and turn very quickly. It stops sliding, and is very useful in tight S-bends. 3. Tap The Accelerator (I'll abbreviate it as "TA"): If you are going around a fairly sharp corner, and feel no need to use the drift turn or jump turn, but there is still some risk of sliding, letting go of the accelerator can grip you to course. This almost totally demolishes the risk of sliding, and there is an unnoticeable amount of speed loss. 4. I have never used this next technique while racing, as I don't find it useful and there are better ways to go around corners. This technique is to brake as you turn a corner. Using the brake will keep you from losing control, but it slows you down too much to be of use. I suggest using any of the three techniques mentioned above. So, there should never be a time where you slide out of control! DESTROY YOUR RIVALS! I'm sure you all have times where there is someone who always gets in first place, and you're sure you have no way to possibly win. Well, there is a simple strategy that can put the fastest of your enemies out of the picture. The idea is to destroy your rivals, so that they have no chance of getting any points. It can put you into the lead by a long way, and can set them back to the bottom of the list. This is a very, very good technique, and is very effective. If you are having trouble getting rid of your rivals, check out the 'Killing Tips' part of this FAQ. GET INTO FIRST PLACE AS QUICKLY AS POSSIBLE! It is best if you get into first place as soon as possible. It gives you a clear area in front of you where there is no chance of running into crafts that are in front of you. It lets you turn corners smoothly, and gives you plenty of room to go at your max speed without any slow downs. NO RAILS = EASY KILLS! On some levels you encounter parts of the course that have no side rails, these are the ultimate areas to destroy other crafts. Simply drive along side them, and give them a little tap off the edge of the track. You'll soon hear a little "DING", and will be awarded with a star. However, be careful. If you miss your target, there is a pretty good chance that you will fall down instead of your rival craft. Obviously, this is a very bad thing. DON'T USE UP ALL OF YOUR ENERGY! Don't boost until you cannot boost any more. It will leave you destroy-prone, and a nice target for rival crafts. One nick off a wall when your energy is gone, and you're toast. Also, try to preserve your energy so that it runs for the entire lap until the pit zone where you can refuel. If you run out of juice early in a lap, it will give other crafts ample opportunity to gain a higher speed than you, and get a long way in front of you. ****************************************************************************** ****************************************************************************** *********************** MAIN SCREEN OPTIONS *********************** GP --- Grand Prix: This will lead you to the Grand Prix mode where you will race with 30 other cars, in an attempt to score the most points. TIME ATTACK: This mode will let you race by yourself in an attempt to get the fastest time you possibly can on any level. It also lets you view the fastest times held for each level. DEATH MATCH: This mode is designed simply for the purpose of destroy 29 crafts as fast as you can. Great fun! VS MODE: This mode lets you battle it out with up to three friends, and maybe a computer-controlled craft. PRACTICE: A mode that lets you race with 29 other cars on any course you want. The idea isn't to win, but to practice your skills. OPTIONS: This lets you fiddle around with the options of the game. Dealing with sound, gameplay, and multiplayer. ****************************************************************************** ****************************************************************************** ******************** DRIVERS AND CARS ******************** In F-Zero X it is essential that you choose the right driver to race with. Some are excellent, some just plain suck. Here's the list of all the drivers. Because some of you might have lost your manuals (as I did for a LONG time), I'll add everything the manual did. But first of all, here are the definitions --- The scale ranges from A to E, A being the best, and E being the worst. Weight: The weight of the machine tells us (obviously) how heavy the machine is. The heavier the machine, the larger the top speed it is able to go. But don't be fooled, if a heavy machine has a bad boost, it will never reach the speed of a light machine with a good boost. Body: This tells us how well the machine can withstand damage, either from other vehicles, or driving into rails. The better the body, the more damage the machine can withstand. It also helps with the demolition of other rival machines. Boost: This tells us how well the machine can boost. This depends on the power, and the length of the boost. Having a good boost in most cases is essential the winning. Grip. This tells us how well the machine can turn around corners. A bad grip is a sign that the machine will slide often. Good grip tells us that the machine can round corners with little chance of sliding. Grip is also very important. IMPORTANT! The pilot in the machine has absolutely nothing to do with the way the machine drives. You are the only person controlling the machine, and the pilot of the machine does not effect the craft IN-ANY-WAY. Oh, and one more thing. The pilot is on the left, and the machine is on the right. ------------ FIRST ROW ------------ CAPTION FALCON ---------------------- BLUE FALCON ----------------- ----------------- Age: 36 Weight: 1260 kg Story: He's a well known bounty hunter Body: B as well as a great F-zero pilot. Many Boost: B mysteries surround Capt. Falcon --- Grip: C the only thing we know is that he's Number: 7 from Port Town. Opinion: This is a good machine, but it has nothing that makes it stand out from the pack. There are far better alternatives. However, this is a good go for beginners because it is an all rounded machine. Third best racer in the first row. DR. STEWART ------------------------- GOLDEN FOX -------------- ---------------- Age: 41 Weight: 1420 kg Story: He's been living in the fast Body: D lane as a doctor. Dr. Stewart became Boost: A interested in the F-Zero X GP after Grip: D the death of his father/ The Golden Number: 3 Fox belonged to his father. Opinion: This machine is a bad choice for any driver. It may have good boost, but lacks in both other areas. A bad machine indeed. PICO -------------------------------- WILD GOOSE ------- ---------------- Age: 123 (or so he says) Weight: 1620 kg Story: Pico used to work for a special Body: B unit of the Poripoto army. He's Boost: B aggressive, but calm. Rumour has it Grip: C that he is also an infamous hit man. Number: 6 Opinion: This is the second best machine in the first row. Has a decent boost and a pretty good body. Excellent for intermediate drivers, but more difficult for beginners. SAMURAI GOROH ----------------------- FIRE STINGRAY ---------------- ------------------- Age: 44 Weight: 1960 kg Story: He's one of the best bounty Body: A hunters around and the leader of a Boost: D group of space thieves. Goroh's reason Grip: B for joining F-Zero is because of his Number: 5 hatred for Capt. Falcon, his rival. Opinion: An OK machine, but it is by far the machine you should choose to race with. Generally, body is the least important feature, and doesn't really serve much use if you want to win a face. Not a speed vehicle. JODY SUMMER ------------------------- WHITE CAT -------------- --------------- Age: 24 Weight: 1150 kg Story: Jody is one the top rookie Body: C pilots in the circuit. While Jody Boost: C doesn't have much experience, many see Grip: A her as a dark horse. Number: 2 Opinion: The best machine in the first row. It has excellent grip, which is very important in a machine. A very good choice for beginners, and a good choice for intermediates. MIGHTY GAZELLE ---------------------- RED GAZELLE ----------------- ----------------- Age: 36 Weight: 1330 kg Story: Three years ago, he was injured Body: E in a freak racing accident and Boost: A miraculously survived. Due to the Grip: C damage his body sustained, he became a Number: 1 cyborg. Others have tried to stop him from competing, but he is determined to win. Opinion: An underestimated machine, because it takes a very good pilot to be able to master it. It is the fastest racer in the first row. However, there are better alternatives to this machine, such as the Twin Noritta. But if you only have the first row accessed, a choice not for the faint hearted. ------------- SECOND ROW ------------- BABA -------------------------------- IRON TIGER ------- ---------------- Age:18 Weight: 1780 kg Story: This young rookie has Body: B incredible intuition and is very Boost: D flexible. After enduring a great deal Grip: A of training, Baba will make his racing Number: 4 debut this season. Opinion: This machine has very good grip, and a pretty good body, but lacks any speed. Boost is crucial if you're going to win the Grand Prix, and this is not the best choice. OCTOMAN ----------------------------- DEEP CLAW ---------- --------------- Age: Unknown Weight: 990 kg Story: He represents the planet takora,Body: B an enemy of the Milky Way Federation. Boost: B Takorans are intent on showing their Grip: C advanced intelligence to the universe. Number: 8 Opinion: Once again we have an average machine. There are better machines to choose from. DR. CLASH --------------------------- CRAZY BEAR ------------ ---------------- Age: 54 Weight: 2220 kg Story: A former F-Zero engineer, it Body: A has been Dr. Clash's dream to become a Boost: B pilot. He is participating in the race Grip: E with a machine he designed and built Number: 29 himself. Opinion: This machine just plain sucks. Sure, it has a good body, but the grip is one of the worst in the game. Some machines can use their bad grip to an advantage, but this machine cannot. A bad choice for anyone. MR. EAD ----------------------------- GREAT STAR ---------- ---------------- Age: Unknown Weight: 1870 kg Story: This cyborg was developed by Body: E the mysterious development group EAD. Boost: A His purpose is to test his I.Q. and Grip: D debug his man-made programming. Number: 9 Opinion: One of the worst machines in the game. Not a good pick indeed. Bad grip, and a bad body. The good boost does not balance out the disadvantages. BIO REX ----------------------------- BIG FANG ---------- -------------- Age: 8 Weight: 1520 kg Story: This dinosaur is a product of Body: B bio-technology. Through this Boost: D technology, his brain has become very Grip: A similar to a human's. If he winds the Number: 15 Grand Prix, he will prove that he's superior to humans. Opinion: I used this machine a lot when I was an intermediate driver, and I won the Queen Grand Prix with it on expert, so it must be pretty good. However, lack of boost will pose a problem in the harder difficulties and courses. BILLY ------------------------------- MAD WOLF -------- -------------- Age: 6 Weight: 1490 kg Story: Billy is the first monkey to Body: B participate in F-Zero. He's out to Boost: B prove that monkeys are the superior Grip: C species. Number: 11 Opinion: Just like all of the other machines with the same attributes. I give the same advice. ------------ THIRD ROW ------------ SILVER NEELSEN ---------------------- NIGHT THUNDER ----------------- ------------------- Age: 97 Weight: 1530 kg Story: Neelsen has participated in Body: B more Grand Prix races than anyone, but Boost: A has yet to win. His age has drawn Grip: E criticism. Because he is resentful of Number: 23 the newer machines, the other racers are avoiding him. Opinion: This car is an excellent slider. If you don't know what a slider is, check out the fast times section later in this FAQ. The grip is on E for a reason, and you can take advantage of this. This car is very good for very windy courses; the type you will find in the Joker Cup. However, this car is definitely not for beginners. But a must for experts......like me! :) GOMAR & SHIOH ----------------------- TWIN NORITTA ---------------- ------------------ Age: Unknown Weight: 780 kg Story: These Furikake people always Body: E act as one person. They are a very Boost: A strange race. While the rules don't Grip: C allow pilots to use their machines for Number: 22 two rides, they were approved by the committee. Their machine is the lightest in the circuit. Opinion: The best machine in the game!!!! This machine rocks! It has the best boost in the game, and is the fastest machine in the game. A craft not for beginners, but a craft for intermediates. However, this craft is best in time attack, and doesn't fair that well in the Grand Prix. So, look through the Grand Prix walkthroughs to see which Grand Prix course this is the best for. But overall in Time Attack, this is the vehicle of choice. JOHN TANAKA ------------------------- WONDER WASP -------------- ----------------- Age: 30 Weight: 900 kg Story: Tanaka, an engineer, and member Body: D of the Milky Way Federation, is Boost: A supposed to be assisting Jody Summer. Grip: D His concern for his colleague Number: 26 compelled him to join the Grand Prix. He seems to be more interested in protecting Jody Summer than winning the Grand Prix. Opinion: Ummm......a really crap machine. Just don't choose it. I SAID DON'T CHOOSE IT!!! MRS. ARROW -------------------------- QUEEN METEOR ------------- ------------------ Age: 26 Weight: 1140 kg Story: Mrs. Arrow races with her Body: E husband Super Arrow. She's a good wife Boost: B and team member. Actually, her racing Grip: B experience makes her a better pilot Number: 21 than her husband. Opinion: An excellent choice for a machine, if you haven't got all of the rows accessed. I used this racer when I was an intermediate racer, for the slightly harder courses. Don't be fooled by the bad body, it doesn't make much of a different. Good grip and boost are a good combination. BLOOD FALCON ------------------------ BLOOD HAWK --------------- ---------------- Age: 36 Weight: 1170 kg Story: Created by Black Shadow, Blood Body: B Falcon is an exact duplicate of Boost: A Captain Falcon. Well, almost. Blood Grip: E Falcon is evil --- very evil. Number: 25 Opinion: Another slider. The machine absolutely rocks on levels like Rainbow road and big hand. For more info on how to control this beast, read the fast times section. JACK LEVIN -------------------------- ASTRO ROBIN ------------- ----------------- Age: 18 Weight: 1050 kg Story: Jack's a favourite of the Body: B female fans. Any merchandise with his Boost: D face on it sells out immediately. Grip: A While most people talk about his good Number: 14 looks and popularity, not too many people mention his racing skill. Opinion: An OK choice for a car, but I never use it. This machines standard is below average. ------------- FOURTH ROW ------------- JAMES McCLOUD ----------------------- LITTLE WYVERN ---------------- ------------------ Age: 31 Weight: 1390 kg Story: James McCloud is a hired Body: E ranger, and the leader of Galaxy Dog. Boost: B He remodelled his space fighter into Grip: B an F-Zero machine. McCloud is in this Number: 10 Grand Prix for one reason --- money. Opinion: Another good choice for a car, on the intermediate circuit. But, you don't want to hit too many rails with this baby. ZODA -------------------------------- DEATH ANCHOR ------- ------------------ Age: Unknown Weight: 1620 kg Story: Zoda is the incarnation of evil Body: E and intent on conquering the earth. Boost: A Why he's racing in the Grand Prix is Grip: C still a mystery. His past disputes Number: 13 against the Arrows and Captain Falcon are well known. Opinion: One of the fastest cars in the game. A really good choice for expert riders who know how to get around the track at very high speeds without banging into side railings. MICHAEL CHAIN ----------------------- WILD BOAR ---------------- --------------- Age: 38 Weight: 2110 Story: He's the leader of the bloody Body: A chain gang. Michael participates in Boost: C the Grand Prix to show off his driving Grip: C skills to member of his gang. Since he Number: 24 rarely wins, members are slowly leaving the gang. Opinion: Umm......I have to say that I don't really like this car. It has a less than average boost and grip, which are most important. SUPER ARROW ------------------------- KING METEOR -------------- ----------------- Age: 34 Weight: 860 kg Story: Super Arrow's job is to protect Body: E the Earth. When Super Arrow discovered Boost: B that Zoda, his sworn enemy, had Grip: B entered the Grand Prix, he entered as Number: 20 well. Opinion: The attributes are identical to that of his wife's machine. So, I give the same advice. KATE ALEN --------------------------- SUPER PIRANHA ------------ ------------------- Age: 29 Weight: 1010 kg Story: This popular singer and dancer Body: B has decided to try her hand at racing. Boost: C She will debut this season. Grip: B Number: 12 Opinion: A good machine for beginners, but not a choice for intermediates or experts who live their life in the fast lane. ROGER BUSTER ------------------------ MIGHTY HURRICANE --------------- ---------------------- Age: 40 Weight: 1780 kg Story: Roger, and transportation guru, Body: E was supposed to transport a machine to Boost: B an unknown participant. His partner Grip: B persuaded him to abandon that idea and Number: 28 race for himself. Opinion: Another good choice of a machine. ------------ FIFTH ROW ------------ LEON -------------------------------- SPACE ANGLER ------- ------------------ Age: 15 Weight: 910 kg Story: Compared to humans, Leon is not Body: C very bright. He makes up for it with Boost: C his sharp reflexes and cornering Grip: A ability. Number: 19 Opinion: An excellent choice for a machine, but there are better machines you can choose with the same attributes. DRAQ -------------------------------- MIGHTY TYPHOON ------- -------------------- Age: 136 Weight: 950 kg Story: Draq works with Roger Buster, Body: C and is a big fan of F-Zero. Driving in Boost: A the Grand Prix has been his life-long Grip: D dream. Number: 27 Opinion: I have only used this machine once and I will never use it again. I give you the same advice. BEASTMAN ---------------------------- HYPER SPEEDER ----------- ------------------- Age: 29 Weight: 1460 kg Story: When just a child, Beastman was Body: C nearly eaten by a giant alligator. Boost: C Ever since then, he's been a slayer of Grip: A beasts. now he hopes to advertise his Number: 18 services in the Grand Prix. Opinion: This machine takes the role of the second best machine in the game! The best machine for courses with tight corners, and still, has a decent boost. ANTONIO GUSTER ---------------------- GREEN PANTHER ----------------- ------------------- Age: 35 Weight: 2060 kg Story: Antonio was once Goroh's body: A right-hand man, but Goroh betrayed Boost: B him. Now Antonio has joined the Grand Grip: D Prix in hopes of exacting revenge on Number: 17 his former mentor. Opinion: Don't use this machine. It just plain sucks. BLACK SHADOW ------------------------ BLACK BULL --------------- ---------------- Age: Unknown Weight: 2340 kg Story: The King of evil. Black Shadow Body: A strikes fear in the hearts of Boost: E everyone. His goal is to destroy Grip: A Captain Falcon in front of millions of Number: 30 viewers. Opinion: An awesome racer for people who like to go around and smash other machines to a million pieces. It has awesome grip, and the heaviest body, but has the worst boost in the game. Seriously, this machine will not win you the trophy on the master difficulty. But still, this is one hell of a machine. THE SKULL --------------------------- SONIC PHANTOM ------------ ------------------- Age: 240 Weight: 1010 kg Story: Skull was once a great legend Body: C among drivers. Using science and black Boost: A magic, Skull returned from the grave Grip: D to compete one more time. Number: 16 Opinion: A very fast machine, but has very bad grip. When you're going very fast, losing grip (unless you're a slider, but this machine isn't) is the last thing you would want to happen. ------------------------------------------------------------------------------ OK, now that you know about all of the machines, here are the 5 best machines in the game. However, if you want to know what machines are best for what courses, read the walkthroughs. Well, anyway..... TOP 5 MACHINES IN F-ZERO X (in my opinion :) ----------------------------------------------- 1. Twin Noritta: Without a doubt the best machine in the game. It is the fastest machine you will ever encounter, and speed is the key to winning a race. 2. Hyper Speeder: The second best machine in the game. This baby kicks some serious arse when it comes to the harder courses. 3. Blood Hawk: Underestimated because of it's weak grip. Many people don't know about sliding, and that is the cause of that - people hate this beautiful piece of machinery. 4. Night Thunder: Almost identical to the Blood Hawk, and another underestimated machine. This baby rocks on Rainbow Road! 5. Black Bull: This machine isn't in here because it can win races, this baby is here because it kicks some serious butt! It has the best grip, and the best body in the game, and can destroy any adversary. A must for anyone who wants to race simply to smash up rival cars. ****************************************************************************** ****************************************************************************** ************** GRAND PRIX ************** The Grand Prix is the main feature of F-Zero X. Here, you battle it out against 30 rival machines in order to win the most amount of points in a total of six races. When you first enter the Grand Prix mode, you will have to select one of 3 difficulties, Novice, Standard, and Expert. Ranging from very easy, to very difficult. The difficulties don't change the courses, but they improve the way the computer-controlled cars perform, making it harder for you to win. After completing certain tasks, you get to choose a fourth difficulty, Master. Next you will have to choose between three cups --- JACK, QUEEN, and KING. Jack being the easiest, and King being the hardest of the three. However, after completing certain tasks, you will be able to choose from two other cups --- The JOKER cup, and the X cup. But to find out how to unlock these cups you'll have to read on. After you've selected the desired cup, you'll then have to select the first track on which you will be racing. You don't have a choice here, so just press A and keep going. The next thing you must do is select which machine you will be racing with through the WHOLE cup. You won't be able to select a different machine for each course, so have a think about which machine will fair best through every track. OK, now comes a tricky part. You have to choose whether or not your craft will excel in either acceleration, or speed. A lot of people don't exactly know why you need this, but it is very important. The graph looks something like this-- ACCELERATION <----> MAX SPEED | | | | | | | | | | | | | | | ---------------------------------------- /\ This is very hard to explain, but it gets easier to do with practice. By moving the arrow to the left or right, you can decide if your machine will have high acceleration, or a high maximum speed. If your machine has a high acceleration, it won't go its fastest. If your machine has a high max speed, it will go faster, but it will take longer to reach that higher speed. Here's a brief layout --- Acceleration: This will make your machine reach high speeds quickly. At the beginning of a race, it will reach its maximum quickly. However, it won't reach its highest possible speed. If the machine hits a wall, or turns sharply, slowing down, it will recover more hastily. And also, the machine will not lose as much speed when going through ice or dirt traps. Max Speed: This will make your machine reach a higher speed. It will be able to go faster over a long distance. However, to reach its higher speed will take longer. A machine with a higher speed will be affected more by its boost, making it go faster. It will take longer to recover if it slows down. In the long run, max speed is more important than acceleration. The more you move the arrow to the left or right, the more your machine will be affected. On the same screen that you adjust the acceleration and max speed, you can also change the colour of your machine. Just by pressing R and L you can choose between 4 different colours for your machine's paint. OK, once you've finished with the Max speed and acceleration it will be time for you to start the first race. Now that you know all of the basic information, here's the walkthrough part. ************************** DIFFICULTY INFORMATION ************************** NOVICE: Very, very easy. This is the first difficulty you should have a go at. Even on your first try, you should be able to rank highly, and possibly win. The speed of the race is rather slow, and the computer doesn't really try to overtake you while you are in first place. Also, the machines are very easy to destroy, and they rarely attack you. STANDARD: Things start to get more difficult. The speed of the machines increase, and there is a bigger fight between 1st and 2nd place. Now the machines start to hug the back of your machine when you are in first place. The machines are slightly harder to destroy to, but there really isn't any different in the computer's AI. DIFFICULT: A really big jump in the difficulty level. The speed of rival machines really picks over yours. The machines will overtake you much more often, and they will dramatically speed up in an attempt to get into first place. In this difficulty it is important to destroy rival machines that are ranked above you to give you a better shot at the gold medal. MASTER: Unbeatable to the average player. This is insanely hard. The way that the creators of F-Zero X have made this really does get on your nerves. In the first lap it is usually impossible to move up from 30th place, because the other machines will ALWAYS be faster than you. If you are coming first to an extraordinary degree, the computer will speed up just to get in front of you. This difficulty will have you throwing the controller out the window. You will go insane trying to win, and most people give up trying before they reach the goal of winning all 4 cups on the master difficulty. However, there is always a way to win, and hopefully my walkthroughs will help you through the tough times. *********** SCORING *********** When you finish the race you get points depending on where you were ranked. Here's a list of how many points you get for each position - 1st - 100 Points 2nd - 93 Points 3rd - 87 Points 4th - 81 Points 5th - 76 Points 6th - 71 Points 7th - 66 Points 8th - 62 Points 9th - 58 Points 10th - 54 Points 11th - 50 Points 12th - 47 Points 13th - 44 Points 14th - 41 Points 15th - 38 Points 16th - 35 Points 17th - 33 Points 18th - 31 Points 19th - 29 Points 20th - 27 Points 21st - 25 Points 22nd - 23 Points 23rd - 22 Points 24th - 21 Points 25th - 20 Points 26th - 19 Points 27th - 18 Points 28th - 17 Points 29th - 16 Points 30th - 15 Points Ideally, if you destroy a rival machine, this gives you a 0% chance of coming 30th. ************************** THINGS YOU SHOULD KNOW ************************** The faster YOU go, the faster THEY go --- Yes, it's true. The rival machines will ALWAYS go faster just to give you a bit of competition. For instance, I played Mute City on novice. First, I sat at starting line and waited until the computer finished its three laps, then I finished myself. The fastest computer time was 2:07. Then, I went fairly fast, and I came first. The fastest computer time then was 1:47. The computer improved by over twenty seconds! Just because I went fast, the computer went faster too. The way the creators have set up the Grand Prix really does suck, and is more annoying then anything. What's the use of going extremely fast if you know the computer will always catch up? The computer has a very small amount of energy --- The computer-controlled machines have a very small amount of shield energy, and are very easily destroyed. However, as the difficulty rises, the computer gets more and more energy. On novice, a small bump to a rival car will most likely burst it into flames. But on master, it will take several average side attacks. Don't waster time destroying slow machines --- In other words, don't focus all of your attention on machines you know won't get a high place. Attack rival machines will slow you down, so it's a good idea to get into the lead before you do any major destruction. Once you're in the front, you can afford to take a bash at anyone who tries to overtake you. This is the best way to take out rival machines. And also, use the basic tactics I have shown you earlier in the FAQ. All of them will be very useful to you. Anyway, now on to the course walkthroughs... *********************** COURSE WALKTHROUGHS *********************** You don't always have to follow these walkthroughs step-by-step. Try different things, and if anything works better for you, do it. I'm just trying to make it easier for you to win, but do the course whichever way you want. ------------------ --- JACK CUP --- ------------------ The Jack cup is the easiest cup in the game. It is here to let you get used to driving an F-Zero machine, without providing too much of a challenge. Vehicles for Novice and Standard Difficulty --- Vehicle of Choice: First row activated ---- White cat Second row activated --- White cat Third row activated ---- Queen Meteor Fourth row activated --- King Meteor Fifth row activated ---- King Meteor Vehicles for Expert Difficulty --- Vehicle of Choice: First row activated ---- White cat Second row activated --- White cat Third row activated ---- Queen Meteor Fourth row activated --- King Meteor Fifth row activated ---- King Meteor Vehicle for Master Difficulty --- Vehicle of choice --- King Meteor 1. MUTE CITY --------------- MACHINE SETTING: For every track I'll tell you what I think the best engine setting is (Max speed or acceleration). If I say 3 from right, it means that the arrow should be on the line that is three lines from the right hand side. I will also tell you how many nudges you should put the arrow to the left or the right. A nudge to the left or right is very small. Just tap the control stick to the left or right and the arrow should "nudge" over a tiny bit. Each nudge effects the performance of the machine in a big way. If I said the best setting is 3 from the right, 4 nudges left, you have to line the arrow up with the 3rd line from the right, and nudge the arrow 4 times to the right. If you have trouble understanding this, e-mail me for a more in-depth explanation. Anyway, the best machine setting for Mute City is 2 lines from the right. --- A fairly easy track with no sharp turns. It takes the basic shape of an 8, with a loop situated near the end. The track also has 4 zippers. Basic Walkthrough: At the beginning of the race, stick to the right. Breeze around the first corner without coming into contact with rival machines. Hit the first zipper, and hit the second. In the next corner, use the side attack to jump around the inside of the other machines. Once around the corner, make a very straight line on the right of the track, and you should be able to pass a lot of machines. While going through the pit area, move over to the left side of the track. In the next long turn, try to stick close to the edge of the track. If you need to, tap the accelerator to keep your grip. Hit the next boost, and ease your way though the second half of the turn. Hit the boost just before the loop, and keep to the right side of the track as you go around. At the small jump after the loop, dip your nose down slightly to pick up a bit of speed. Once past the finish line, boost once to gain speed. At the first corner, jump to the right to prevent you from sliding. Hit both zippers, and jump around the next corner into the pit area. Hit the boost as you go through the pit area and boost again just as you exit. You don't need to, but if you cannot get around the next corner without sliding, tap the accelerator a couple of times. Hit the zipper, and boost again before the next zipper. Hit the next zipper and keep to the right of the loop. Boost a few seconds after the zipper, and dip your nose at the small jump. Boost before the finish line and keep your speed. Jump around the next corner and hit both zippers. Jump around the next corner and boost while going through the pit area. Boost once again before the next zipper and tap A if you need to. Hit the zipper and boost again before the zipper in the loop. After the final zipper, boost continuously up to the finish line. Master Tips: You need to boost more if you want to win. It is very important that you get the most out of your boost power. Stick close to the railing when you turn corners, and never slide. By boosting as fast as you can at the end you can gain a lot of ground. 2. Silence ------------- MACHINE SETTING: 2 stripes from right, 2 nudges left. One of the fastest tracks in the game. In this track you will maintain a constant high speed, and sometimes you go so fast you fly off the track! Basic Walkthrough: This level can be very crowded, and rival machines can get in the way. However, all you have to do is go around the main flow of the machines, and you'll easily win. It all depends on how many machines you pass in the first lap. At the start of the race, hit the first zipper and move to the left. Keeping as much to the left as possible hit the next zipper. Move over to the right and hit the next zipper, then move back to the left and hit the fourth zipper. At this time you should be going pretty fast, and it is important that you don't bump into rival machines. Hit the next zipper in the centre of the track, and move over to the left again. The mainstream of machines will be on the right, and you should breeze straight past most of them. Hit the zipper on the left, and try and go for the next zipper. If there are too many machines there, ignore it. Slowly make your way over to the right side of the track, dodging rival machines. Drive through the right pit stop, and keep a pretty good speed up to the finish line. As soon as you pass the finish line boost up to the first zipper. Move to the left and boost again up to the next 3 zippers. Hit all three zippers and move into the centre of the course. Boost if you can into the next zipper, and then hit the zipper on the right. Ignore the next zipper on the left, and hit the zipper in the centre. Tap B until the finish of the race, you need to constantly travel at a very high speed. As you pass the last zipper you will need to hold UP on the control stick. If you don't you'll totally fly of the track and into the city below. Keep boosting, and boosting, and boosting up to the pit area. Go through the right pit area and DON'T MISS AN INCH! You need all the boost power you can handle. As you go through the pit stop you will also need to hold up on the control stick to save you from flying off. But still, you will always fly off for half a second. Complete the third lap exactly the same as you did the second and you should have an easy win. Master Tips: It is VERY important that you don't get slowed down in the early stages of the race. Try to get around 20th position at the second lap, and boost continuously until the end of the race. The leading machine is very hard to beat, so you need to get into the lead as soon as you can. 3. Sand Ocean ---------------- MACHINE SETTING: 2 stripes from right, 4 nudges left This track contains two tunnels where you can race along the sides and even upside down! Basic Walkthrough: This track is pretty easy, but keeping your grip in the tunnels can be difficult. Just remember that if you come out of the tunnel upside down you will fly off the track! At the start of the race move to the right side of the track. When you get into the tunnel, move over to the left side so that you're on the side of the tunnel. When you are driving through the tunnel try not to slide down onto the bottom or other machines will most likely slow you down. Once you reach the grey portion of the tunnel try to avoid other machines, but try not to spin around too much. Make sure your machine is the right way up as you leave the tunnel and stick close to the yellow line. Once out of the tunnel ease your way around the next corner. Hit the zipper and ease around the corner after that. In the next tunnel make sure you hit the zipper. Try not to loose your grip. Once past the finish line hit your boost. When you get into the tunnel keep to the left side so you don't slide around too much. If you start to slide tap the accelerator a bit. Boost a couple of times through the first tunnel and keep the high speed all the way through. When you exit the tunnel you should be going at a high speed. At high speeds you will need to jump around the next corner into the zipper. You may also need to jump around the corner after the zipper. Boost in the next tunnel and make sure to hit the zipper. Don't boost again until you reach the finish line. Make sure you go through as much of the pit area as possible. Complete the third lap similar to how you did the second. Make sure you don't slide in any of the tunnel because you'll slow down immensely. After the second last zipper, you should have about a quarter of your energy left; you need to boost continuously until the end. Again, make sure you don't slide. Master Tips: Very, very tough race to win on master. Just remember to keep very close to the inside railing when going around the corners, and don't slide. Make sure you keep up a high speed, and if need be, take out a few rival machines. 4. Devil's Forest -------------------- MACHINE SETTING: 2 stripes from right, 3 nudges left. A pretty simple course with a couple of tight turns and some dirt areas. Basic Walkthrough: At the start of the track there is a fairly laid back left turn, and then a harsh right turn. Keep to the left on the first turn, and then jump a few times when going around the second turn. Hit the next zipper and keep as much to the left as possible while going down the long straight. At the end off the straight you'll come to another sharp turn. Again, you need to jump a few times to stop your machine from going through the dirt. Hit the next zipper and keep to the right. Next go through the pit stop on the right. Boost straight after the finish line and ease around the first bend. Jump around the hard bend and then boost 2 or 3 times up to the next zipper. Once again, keep to the left on that long straight. About halfway along the straight boost again. Jump around the next hard corner and boost towards the next zipper. Hit the zipper and boost again while going through the right pit area. Complete the third lap similar to how you did the second. Near the end, if you have extra energy, boost more than once on the long straight to get a higher speed. Master Tips: Make sure you go VERY tight around the two sharpest corners. Don't go into the dart zone. Don't miss a zipper, and boost whenever your speed is low. This course is pretty easy to win. 5. Big Blue -------------- MACHINE SETTING: 2 stripes from right, 5 nudges left. This is the hardest course in the first cup. Throughout the entire course you race on the outside of a tube! You can go upside down and all around in every direction. You can even just sit there and go round and round and round and round forever! Well, at least until you get sick and throw up. But believe me, if you throw up, F-Zero X definitely isn't the game for you. Anyway, on with the walkthrough. Basic Walkthrough: This track is quite difficult on your first tries. However, with practice this level can become very easy. There are 8 zippers in total on the tube. You should try and hit at least 5 zippers every lap. On you first, you should try to hit 7 zippers to keep up your speed. This track will require a lot of TA to keep your grip on the outside of the tube. There's a very good chance you will slide, or get totally blown away! When you are going fast, don't turn too fast. If you need to turn reasonably fast, use some TA. You shouldn't need to jump at any time. From the start try and get right into the centre of the track. Jump onto the tube and sit right on the top, just to the right. Hit the first boost and immediately get to the bottom by turning left. Use some TA if necessary. On the bottom of the tube you will encounter zipper number 2. Hit the zipper and straight ahead is zipper number 3. Straight after zipper number 3 you will need to go to the left, you will probably need to use TA. You will now see zipper number 4. Once you hit zipper number 4, you will need to give constant boosts of TA. The track will start to curve, and you need to keep on the inside area. Move to the right and you should be able to catch zipper number 5. After zipper number 5 you should be going very fast. Straight after you go over zipper number 5 you need to turn left and get to the top of the tube. You will need to use a lot of TA or you will slide. At the top of the tube you will be able to catch zipper number 6. After zipper number 6 you will see a long curve in the distance. Using plenty of TA, keep JUST to the inside, but still stay on top of the tube as it begins to curve. Zipper number 7 is sitting just to the right of the very top of the tube. If you go to the left the slightest amount too far, you will probably fly off into the city below. Hit zipper number 7 and then get straight onto the red line. The red line is on the right side of the tube. If you stay on the red line you will be on the inside of the curve, and that is what you want. Just as the curve is beginning to end, there is another zipper on top. This is the last zipper, and number 8. Hit the last zipper and keep just to the left of the top of the tube. When the tube ends you will fly smoothly into the pit area. Just past the pit area there is a zigzagging section of track. In the first lap you can just breeze through with the control stick, no need for the Z or R buttons. Just past the finish line boost two times up to the tube. I won't tell you any more, but you will be needing lots of TA. Don't forget to use it or you WILL slide. Get onto the tube and hit the first zipper. Get onto the bottom of the tube and hit the next THREE zippers. You can ignore the fourth zipper on the bottom of the tube. After the third zipper on the bottom make your way up to the top to hit zipper number 6. Straight after zipper 5 get onto the red line on the right side of the tube. While on the red line boost twice to get plenty of speed. You should be going VERY fast. Ignore zipper number 7 but hit the eighth zipper. You need to keep low to the left as you jump off the tube so you can land only a short distance into the left pit zone. After the pit zone you will need to jump from left to right as you go through the chicane. Once past the curvy area you need to boost twice up to the tube again. Go along the tube as you did on lap 2 until you get past zipper 6. Move onto the right red line, and boost continuously. Boost about 2 times and move up to hit the last zipper. Keep low and get lots out of the pit area; boost as you go through. Now, you will need to jump as you go through the chicane. If you hit a wall, boost again to get up your speed. Just boost, boost, boost until the finish line and you have a 90% chance of winning on any difficulty. Just remember, PRACTICE MAKE PERFECT!!! Master Tips: A very easy level to win on master. Just follow the basic walkthrough and you should have gold. Don't jump while on the tube or you will have a good chance of flying off. 6. Port Town --------------- MACHINE SETTING: 2 stripes from right, 3 nudges left. A fairly laid back course with a HUGE jump at the end that'll send you flying at speeds of over 1200km!!! Basic Walkthrough: At the beginning of the race things will get VERY crowded. Try not to get stuck in a machine sandwich. Keep to the sides of the tracks and you should be out of harm's way. At the start you will make a very easy curve left. Stick to the inside of the flow of machines. One thing about this track - All of the machines move in almost a singular line. Just stay out of their path and nothing can touch you. Once past the first bend slowly make you way to the centre of the track; there will be machines blocking your path, so you have to barge your way through. Hit the zipper up ahead and keep to the left. Up ahead is a very tight chicane. Some people say you should brake, but that is the worst thing you could possibly do. You will be travelling at a fairly high speed because of the zipper, so you need to get through pretty quickly. The chicane turns quickly left and then right. Just as you enter the bend JUMP to the left, and then quickly JUMP to the right. You should have cleared the chicane with no loss of speed. You should have left your opponents for dead. It should put you into first place in the lower difficulty levels. After the bend gently turn around the next curve. Up ahead you have two sharp turns. The first turn is pretty easy and only requires one jump. The second turn is outlined by hazardous ice. Going through ice is bad, so the corner gets a lot tighter with the ice included. Just jump around and there's nothing to worry about. After those two turns we get to the highlight of the race. Up ahead is a series of 4 zippers going up a steep hill. Catch all zippers and try not to bang into the rails of the slim course. At the top of the hit you will be shot into the air at max speed. Let your machine fly for a second, and then dip the nose down just below the horizontal axis. Your machine will start picking up A LOT of speed. Just before your machine hits the ground raise the nose up to the horizontal axis to keep the speed when it hits the ground. Now you'll have to go around a corner at max speed. Jump, jump, JUMP! Jump around the corner as fast as you can to prevent you from sliding into the rail and losing all of your hard earned speed. Once you have taken your speed around the corner let your machine sail straight. If you have a tiny bit of energy gone you need to go into the pit area for a second and then head into the middle of the two areas. Hit the zipper and you should be way ahead of the competition (except on Master). Boost as soon as you pass the finish line. Use some TA around the corner to prevent you from sliding at high speeds. Hit the zipper and go through the chicane by jumping to the left and then to the right. Once around the next corner hit the boost. Jump around the next corner and boost again into the corner with ice. Jump around the ice corner and boost towards the first of the four zippers. Obviously you should hit all 4 zippers as you go up the hill. When you reach the top let your machine rise for a second and then lower the nose a little bit to gain speed. Just before you hit the ground raise the nose up to decrease the amount of speed loss. Jump around the corner and boost into the pit area. Boost again while going through the pit stop without hitting the booster. Complete the 3rd lap like you did on the second lap. After the big jump you should have at least a quarter of your energy left. Boost while jumping around the large corner and boost continuously until you finish. Master Tips: A VERY easy race to win on the master difficulty. The one thing that insures your win is keeping your speed at max after the large jump. You will go flying past the other machines leaving them no chance of catching up. ****************************************************************************** ------------------- --- QUEEN CUP --- ------------------- This is another simple cup, but it's gradually getting harder and harder. This might be the easiest cup to win - it was my first master trophy. Vehicles for Novice and Standard Difficulty --- Vehicle of Choice: First row activated ---- White cat Second row activated --- White cat Third row activated ---- Queen Meteor Fourth row activated --- King Meteor Fifth row activated ---- King Meteor Vehicles for Expert Difficulty --- Vehicle of Choice: First row activated ---- White cat Second row activated --- White cat Third row activated ---- Queen Meteor Fourth row activated --- King Meteor Fifth row activated ---- King Meteor Vehicle for Master Difficulty --- Vehicle of choice --- Hyper Speeder 1. SECTOR ALPHA: ------------------- MACHINE SETTING: 2 from right, 1 nudge right A very simple track that is similar to silence but I tiny bit more complex with several turns and bends. Walkthrough: A VERY easy level to win, even on Master. At the start just keep a straight line and stay on the right side. When you get to the S-bend turn right over the zipper and then turn hard to the left, but not so hard that you slide. You have to keep to the left side of the track or you will hit machines. Keep going straight and after the slim part of the track keep on the left side. You should pass a few vehicles here. Hit the booster and go through the left refill zone. You don't have to used and DT but maybe a bit of TA. After the finish line boost twice. At the S-bend you should be going pretty slow so you don't need any DT's to get through the bend. Also make sure that you hit the zipper. After the zipper boost twice, with about 2 seconds rest between. Hit the zipper in the tunnel and go around through the left refill zone using a bit of TA. Boost through the refill as well. Boost twice after the finish line once again. Go through the S-bend and hit the zipper, then boost 3 times consecutively. Hit the zipper in the tunnel and use a mix of DT's and TA's to get around the last left corner. After the last zipper boost constantly until the finish. Just after the pit stop your craft may fly in the air for a second, this is a bad thing so hold up hard on the control stick to minimise the airtime. 2. RED CANYON: ----------------- MACHINE SETTING: 2 from right, 4 nudges left This is one of the most fun levels in the game. Plenty of airtime and constant boosting makes this level very fast. Walkthrough: Now we get to the easiest level to win in F-zero X. Hit the zipper at the start and go around the first corner using only the control stick. After every jump try to make your craft land level with the ground. Don't land while your nose is down or you will lose a lot of speed. After the first turn DT once to get around the next bend. In the next 2 jumps, push the nose down slightly and then bring the nose up just before impact. Make sure you hit both zippers. At the 3rd turn you really only need 1 DT into the zipper. Same applies for the 4th but you might need 2 DT's using the Z button. Hit both zippers in the refill zones and glide to the finish line. Hit the zipper and DT around the first corner. Boost after the turn and then boost again as you go around the second corner using plenty of DT's. Hit both zippers on the hills and boost up to the zipper on the 3rd corner. Constantly boost up to the 4th corner and hit the zipper. Boost as you go through the refill zones and skip the zippers. Boost up to the finish line and hit the first zipper. Complete the third lap like the second and constantly boost all the way. DT every corner and you should win with a lot of ease. You can easily beat the master cars by 10 seconds! 3. DEVIL'S FOREST 2: ----------------------- MACHINE SETTING: 2 from right, 4 nudges left You might have a lot of trouble with this level because you will get hit quite a lot by rival machines. Your machine will take quite a beating so try and get out of the way of the main traffic flow. Walkthrough: At the start keep on the left side of the track. Keep to the left as you go around the corner and IGNORE the zipper. If you go for the zipper you will get smashed. Still, even though you ignore the zipper you will go past a few machines. Hit the zipper in the tunnel and tip your nose down after each jump. After hitting the tunnel zipper make a line for the next zipper so you can hit it without turning. Hit the zipper and then hit the next zipper. As you fly off the last bump try to glide with your nose slightly nose. Take the speed around the corner with a gentle turn. Through the next few turns you won't need anything but your control stick, but you might want to use a bit of TA. At the end of the slim section DT Z to get through the small S-bend. After the finish line boost twice up to the next zipper. If you really want to go fast you can boost again after the zipper but it isn't necessary. Hit the zipper in the tunnel and take the next few hills like you did in the first lap. After the hills take the next corners slowly and use a bit of TA. Just after the small S-bend boost again into the refill zone. Complete the third lap just like you did the 2nd, but after the slim section boost constantly up to the finish line. 4. MUTE CITY 2: ------------------ MACHINE SETTING: 3 from right This is the hardest Queen Cup level to win. You will be smashed in all directions by rival machines. You don't stand a chance unless you fight back with all you've got. Walkthrough: This is a very tough stage to win. It is a rather slim stage and there will be machines everywhere that will hit you and ram you all over the place. In the large corners, it is often wise to go wide and then turn using plenty of DT's to get through the large amount of machines. This level has plenty of turns so I will just summarise the whole level. Every turn on the first lap can be handled without help from A, R or Z. However, if you touch any vehicle at all during a turn you will begin to slide. You need to quickly get out of the slide using TA. At the jump plate, let your machine rise and then dip the nose down slightly for the best effect. Try not to hit any machines as you land. Also, as you go through the tight areas it's very hard not to hit other machines. If hitting machines is imminent do a spinning attack. On the second and third lap boost just past the finish line. From then on, boost after every large corner...you know the kinds. It's a BIG no-no if you hit a machine after boosting. You might need some TA through the corners because you're going at higher speeds than the first. Boost also through the refill zone and on the third lap you will want to constantly boost after the as soon as you reach the refill zone. 5. BIG BLUE 2: ----------------- MACHINE SETTING: 3 from right A tiny level with lots of quick turns. Great level for sliding but sliding in the grand prix isn't the greatest idea. So, looks like you're gonna have to do a lot of jumping! :) Walkthrough: For the first turn to the left you only need one DT to get around. Then just turn normally on the following right turn. Keep to the right and hit the zipper, then keep to the left along the straight. Turn normally into the refill zone and using DT's to get around the following left turn. Hit the zipper and gently turn into the tunnel. After the tunnel use one DT using R to get through the S bend. After the finish line boost as you go around the first corner. Then boost twice after the right turn up to the zipper. Boost once more after the zipper. DT once into the refill zone and try not to miss an inch. Boost through the refill zone and DT furiously to get around the next corner. Boost into the zipper and DT once to get through the next refill zone without hitting the wall. Coming out of the tunnel you might need to double tap Z then R, but only one is needed. Boost up to the finish line. Complete the third lap the same way but boost constantly after the last zipper. Make sure that you don't hit any walls in the last tunnel. 6. WHITE LAND: ----------------- MACHINE SETTING: 2 from right, 3 nudges left A pretty lame cause, but there are some hell jumps at the end that will send you flying... Walkthrough: Go around the first corner and through the tunnel normally until you get to the long straight. You might want to use a bit of TA going through the tunnel though because you will get hit by other machines. While going along the straight you might want to knock off a few machines...You know...Just for fun :) Hit the zipper and straight turning into the next turn. You should only need one double tap to get around the corner but you can use 2. After each jump let your machine rise and then dip the nose down a bit. Just before you land bring the nose back to horizontal. If you did it right you should just bump the top of the last hill and start flying. Don't push the nose down too hard on the big jump and pull nose back up just before impact. DT the last corner to the finish line. Boost as soon as you start the second lap and DT the next corner. DT every corner in the tunnel until you get to the straight. As you're going in between the dirt parts boost once. Then boost twice more as you reach the part of the track with rails. Hit the zipper and use DT's to get around the next corner. Once you're past the corner boost once up to the jumps. After the second jump you may have to keep your machine nose right down because if you go too fast you will fly straight over the fourth jump plate! Dip the nose down after the last jump hard to land just before the refill zone. Boost as you go through and DT the last corner. Then boost once up to the finish line. Repeat the second lap up to the part with the jumps. If you can, destroy machines on the track with no rails to gain more energy. Boost before the jumps and then boost again after the third jump plate. If you're going fast enough you should fly straight over the last hill and go REALLY fast down to the refill zone. Once in the refill start boosting and constantly boost to the end; DT the last corner. ****************************************************************************** The rest of the walkthroughs will be coming soon. I wanted to finish them when I released this FAQ, but I wanted to get this out as soon as I can. I'll try and write the other levels as quickly as I can but I'm not promising they will be done in the next few weeks. ****************************************************************************** ****************************************************************************** ************** TIME ATTACK ************** After selecting Time Attack you get to choose which track you want to race on. You can only select tracks that are available in the Grand Prix mode. Once cups are accessed in the Grand Prix mode you get to play them in Time Attack. After you've selected your course you must choose your desired machine. If you want to know the best machine for each track, just read the Fast Times section. Once you've selected your machine you then have to choose your machine settings. Now you race against the clock to get the fastest time you can. There are no other machines on the course - just you and the open road. The same rules apply in the time attack as they do in the Grand Prix. You can't boost on the first lap either. If you choose to race the same course more than once, a ghost of your previous attempt will show up on the track. A ghost is an apparition of your previous attempts of the course. You can see the your previous attempts at the course as you race. You can't touch this ghost, or it could slow you down, you just go straight through it. However, a ghost will disappear when you reset the game. But, there is a way to keep a ghost forever - After finishing a track, you have the option to save the ghost onto your memory pack if you own one. The ghost will be on the memory card and will always be in that track when you play it. If you race for more than 3 minutes on a course however, you cannot save your ghost. You best times, fastest speeds, and best laps are placed on the record screen. Here it tells you your best attempts for each level individually. Here's a brief FAQ on the records page. Best Times: Here you will see your 5 fastest times for a track. If you have not completed the track more than 4 times there will be blank spaces left over. If you get a faster time than any of the times currently in the records your time will get posted. If there were already 5 times on the page, the slowest time will be pushed out of the way to make way for the faster one. MAX Speed: This tells you your fastest speed for the race. Even if you only reach your highest speed for a tenth of a second, the game still reads it as the highest speed. There is only one slot for the highest speed. To get a highest speed you MUST finish the race. Best Lap: This tells you what your best lap time for the course is. It doesn't matter what lap number you get your best time on. The best lap doesn't need to be from a race that also qualifies into the best time records. There is only one slot for the best lap. And also, you have to finish the race for your best lap to qualify. When you select time attack you can either race on a track or view your current records. There is also another challenge to fulfil in the time attack arena. If you achieve a certain time for each track you will have the option of racing against the developer's ghost. This ghost is just like the other ghosts but it is extremely hard to beat. The idea here is to beat the ghost. If you beat the F-Zero X ghost you get a cross next to the option of racing with the staff ghost. I haven't beaten every staff ghost so I don't know if you get a reward. Well, there's nothing else to say about this. For tips and strategies telling you how to get the fastest times read the fast times section. ****************************************************************************** ****************************************************************************** ************** DEATH RACE ************** Perhaps the most enjoyable arena of F-Zero X. The Death Race is where people come solely for the purpose of smashing up other rival machines. For the Death Race you would want to choose a very heavy machine with a good body. The best machine for this is the Black Bull. However, if you don't have all of the rows accessed you could use either the Fire Stingray, Crazy Boar, or Green Panther. If you want extra challenge, choose a vehicle like the Twin Noritta or the Red Gazelle. Set your Max speed and acceleration to whatever setting you want, it doesn't make that much of a different. In Death Race there is only one course you can race and there is an infinite amount of laps you can do. You just go round and round and round and round forever. Now here's the fun part, while going around this endless track, you must destroy every machine in your path. You begin the race with 29 other machines. You must make your way through the pack of rival machines and smash them into oblivion. The idea of Death Race is to totally destroy every rival machine in the shortest possible time. There are a couple ways to destroy rival machines: 1. You can use the side attack or spin attack to destroy other machines with a single blow. When using the side attack, drive parallel to the machine you want to destroy and ram them into oblivion. When using the side attack it is important to use the control stick as well. If the rival machine is to the right of your machine, double-tap R and press right on the control stick. This will give the rival machine much more damage. When using the spin attack make sure that there are several machines in striking distance. As you spin move from left to right knocking out all machines that are to the side of you. You could also use the spin attack at the jump plate to knock a few machines off the course. 2. At the pit area you can knock opponents of the edge of the track. The track has no sides around this area so destroying rival machines is easy. Drive parallel to a machine that is travelling near the edge of the track. Use a very easy double-tap to give them a slight push off the edge. But be careful - If you miss the rival machine and you double-tap too hard, you will go flying off the edge of the track yourself! OK, now that you know what to do, go and destroy some machines! ****************************************************************************** ****************************************************************************** ************* VS BATTLE ************* The place you go to play with friends. In the VS mode you get to play with up to three other friends up to a total of 4 racers. But first, you must go into the options screen. The options screen is covered later in the FAQ. OK, once you've selected VS battle and chosen how many players you want you can select any track that you have achieved through the Grand Prix mode. Once you've selected the track you want to race on, you can now select your vehicle. Same thing applies - You can only race with machines you have opened up already. All players can choose the same machine. Once you've chosen your machine choose your machine settings. Now it's time to race. Depending on how you adjusted the options, the screen will either be split into two, or split into four rectangles. Just for a little unnecessary information - With only two players, you will only hear sound for the second player and the not the first. With three players you will be able to see the course radar in the black square where no one is racing. You'll also be able to switch between lap display and course radar by pressing C-left. If a player is destroyed in anyway in the race, they will not be able to race again. Depending on watch you chose on the options screen, they might play a little slot machine. I don't know for sure what happens if you match three pictures together, but I got one from the manual. Hopefully more will come in soon --- Three X's = The leading machine will loose all of its energy More to come soon though. Once the race is over and everyone has either finished or died you are shown the results screen. In the manual (which you all should have) there is a little table saying how many points you get for coming certain positions with a certain amount of racers. So, being the nice person I am, I'll list the table right here in my FAQ: __________________________________________________ | | 2 MACHINES | 3 MACHINES | 4 MACHINES | |--------------------------------------------------| |1st Place | 5 Points | 5 Points | 5 Points | |2nd Place | 0 Points | 3 Points | 3 Points | |3rd Place | ---- | 0 Points | 1 Points | |4th Place | ---- | ---- | 0 Points | -------------------------------------------------- you'll also see a "V" which tells you how won that race. In the next screen the number next to the "V" will tell you how many times that person has won. Oh, and one last thing, the computer controlled machines can win points as well. ****************************************************************************** ****************************************************************************** ************ PRACTICE ************ This is the most boring thing you can do on F-Zero X. Here, there is no point in racing besides to "practice" certain levels. Once again, you cannot practice levels you haven't opened up yet. In the practice mode you select your machine and everything just like you did for everything else. There is no real "point" to practice mode - all you do is race a track forever and ever until you either die or press quit. You'll be racing with 29 other cars creating an atmosphere of the real thing. If you destroy all of the other machine machines you will be left to go around the track by yourself. There is no limit to the amount of laps you do, and the timer will only show your fastest lap. Hmm......Any more to say?............No. ****************************************************************************** ****************************************************************************** *********** OPTIONS *********** The options are very important if you are going to play the VS battle mode. VS COM (2p,3p): Here you can choose whether or not you want to play with computer-controlled machines. This will effect the total amount of players if there are only 2 or three people playing. VS Slot: Using this option you can decide whether or not you want to be able to play the slot game if you are destroyed while racing in the VS battle mode. VS Handicap: This controls the handicap in the VS battle mode. With the setting on +1 or +2, boosting will drain less energy from your machine. +2 has a greater effect over +1. However, you can't set each machine's handicap individually. Sound Mode: This lets you choose between Monotone and Stereo. All Data Clear: Just a few words when talking about this option......NEVER, EVER, EVER TOUCH THIS BUTTON!!! Only use this if you're a complete moron and you want to play a trick on your friend who's been trying to get fast times for 6 months. :) Bad idea to use this, it totally deleted every piece of saved data on your cart. This includes fast times, Max speeds, and best laps. Oh, and I won't use this as an excuse if I ask for proof. :) ****************************************************************************** ****************************************************************************** ************** FAST TIMES ************** OK, here's a pretty good part of the FAQ. Think you're fast? Well, check out some of these times. Of course, I want you to send in your times as well. They don't have to qualify or anything, just as long as you give me sufficient information. If you're going to send me times can you please tell me these things: Do you use a NTSC or PAL version of F-Zero X? Your name? Your times? Your max speeds? Your best laps? What machine you use to achieved these times? And if you want - Do you like this FAQ? OK, now we'll get onto the Fast Times. More times will be coming very soon. I'm going to e-mail a lot of world-class players and ask for their times. Still, I have the pleasure of posting the times of David Van Moer - The best PAL player IN THE WORLD! Also, he is very kindly writing strategies for me so check out that section as well. ------------------------------------------------------------------------------ **************** PAL VERSION! **************** ------------------------------------------------------------------------------ ************ JACK CUP ************ 1. MUTE CITY: ---------------- BEST TIME: 1:24:376 David Van Moer MACHINE: Night Thunder 1:26:459 Steven Zwartjes Twin Noritta 1:27:005 Karl Jobst Twin Noritta BEST LAP: 0:24:416 David Van Moer Twin Noritta 0:24:988 Steven Zwartjes Twin Noritta 0:25:028 Karl Jobst Twin Noritta MAX SPEED: 1250km David Van Moer Night Thunder 1228km Karl Jobst Blood Hawk 1168km Steven Zwartjes Twin Noritta 2. SILENCE: -------------- BEST TIME: 1:16:540 David Van Moer MACHINE: Night Thunder 1:17:303 Steven Zwartjes Twin Noritta 1:17:512 Karl Jobst Twin Noritta BEST LAP: 0:21:603 David Van Moer Night Thunder 0:21:898 Steven Zwartjes Twin Noritta 0:21:911 Karl Jobst Twin Noritta MAX SPEED: 1500km David Van Moer Night Thunder 1362km Karl Jobst Blood Hawk 1234km Steven Zwartjes Twin Noritta 3. SAND OCEAN: ----------------- BEST TIME: 1:16:101 David Van Moer MACHINE: Night Thunder 1:17:639 Steven Zwartjes Twin Noritta 1:18:643 Karl Jobst Twin Noritta BEST LAP: 0:22:530 David Van Moer Twin Noritta 0:22:843 Steven Zwartjes Twin Noritta 0:23:261 Karl Jobst Twin Noritta MAX SPEED: 1229km David Van Moer Night Thunder 1222km Karl Jobst Blood Hawk 1164km Steven Zwartjes Twin Noritta 4. DEVIL'S FOREST: --------------------- BEST TIME: 1:19:678 David Van Moer MACHINE: Night Thunder 1:24:026 Karl Jobst Blood Hawk 1:24:963 Steven Zwartjes Twin Noritta BEST LAP: 0:22:530 David Van Moer Blood Hawk 0:24:737 Karl Jobst Blood Hawk 0:25:262 Steven Zwartjes Twin Noritta MAX SPEED: 1224km David Van Moer Night Thunder 1219km Karl Jobst Blood Hawk 1135km Steven Zwartjes Twin Noritta 5. BIG BLUE: --------------- BEST TIME: 1:31:593 David Van Moer MACHINE: Twin Noritta 1:36:498 Karl Jobst Hyper Speeder 1:38:316 Steven Zwartjes Twin Noritta BEST LAP: 0:28:460 David Van Moer Night Thunder 0:30:225 Karl Jobst Hyper Speeder 0:30:502 Steven Zwartjes Twin Noritta MAX SPEED: 1230km David Van Moer Night Thunder 1181km Karl Jobst Blood Hawk 1090km Steven Zwartjes Twin Noritta 6. PORT TOWN: ---------------- BEST TIME: 1:23:449 David Van Moer MACHINE: Night Thunder 1:30:865 Karl Jobst Blood Hawk 1:33:076 Steven Zwartjes Twin Noritta BEST LAP: 0:25:326 David Van Moer Blood Hawk 0:27:314 Karl Jobst Blood Hawk 0:28:710 Steven Zwartjes Twin Noritta MAX SPEED: 2170km David Van Moer Night Thunder 1478km Karl Jobst Blood Hawk 1449km Steven Zwartjes Twin Noritta ------------------------------------------------------------------------------ ************* QUEEN CUP ************* 1. SECTOR ALPHA: ------------------- BEST TIME: 1:23:579 David Van Moer MACHINE: Night Thunder 1:25:587 Steven Zwartjes Twin Noritta 1:26:101 Karl Jobst Queen Meteor BEST LAP: 0:24:221 David Van Moer Night Thunder 0:25:541 Steven Zwartjes Twin Noritta 0:25:727 Karl Jobst Queen Meteor MAX SPEED: 1191km David Van Moer Night Thunder 1145km Karl Jobst Blood Hawk 1068km Steven Zwartjes Twin Noritta 2. RED CANYON: ----------------- BEST TIME: 1:13:536 David Van Moer MACHINE: Night Thunder 1:14:285 Karl Jobst Blood Hawk 1:18:432 Steven Zwartjes Twin Noritta BEST LAP: 0:22:819 David Van Moer Night Thunder 0:23:016 Karl Jobst Blood Hawk 0:24:016 Steven Zwartjes Twin Noritta MAX SPEED: 1495km David Van Moer Night Thunder 1332km Karl Jobst Night Thunder 1269km Steven Zwartjes Twin Noritta 3. DEVIL'S FOREST 2: ----------------------- BEST TIME: 1:23:335 David Van Moer MACHINE: Night Thunder 1:25:547 Karl Jobst King Meteor 1:27:517 Steven Zwartjes Twin Noritta BEST LAP: 0:25:311 David Van Moer Twin Noritta 0:26:300 Karl Jobst King Meteor 0:27:195 Steven Zwartjes Twin Noritta MAX SPEED: 1335km David Van Moer Twin Noritta 1319km Karl Jobst King Meteor 1290km Steven Zwartjes Twin Noritta 4. MUTE CITY 2: ------------------ BEST TIME: 1:14:790 David Van Moer MACHINE: Night Thunder 1:19:526 Steven Zwartjes Twin Noritta 1:22:484 Karl Jobst Blood Hawk BEST LAP: 0:21:090 David Van Moer Blood Hawk 0:23:152 Steven Zwartjes Twin Noritta 0:23:856 Karl Jobst Blood Hawk MAX SPEED: 1446km David Van Moer Night Thunder 1156km Karl Jobst Blood Hawk 1115km Steven Zwartjes Twin Noritta 5. BIG BLUE 2: ----------------- BEST TIME: 1:02:899 David Van Moer MACHINE: Blood Hawk 1:04:854 Karl Jobst Blood Hawk 1:09:462 Steven Zwartjes Twin Noritta BEST LAP: 0:18:870 David Van Moer Blood Hawk 0:19:997 Karl Jobst Blood Hawk 0:21:442 Steven Zwartjes Twin Noritta MAX SPEED: 1197km David Van Moer Night Thunder 1083km Karl Jobst Blood Hawk 996km Steven Zwartjes Twin Noritta 6. WHITE LAND: ----------------- BEST TIME: 1:36:360 David Van Moer MACHINE: Night Thunder 1:38:898 Steven Zwartjes Twin Noritta 1:42:851 Karl Jobst Hyper Speeder BEST LAP: 0:28:466 David Van Moer Blood Hawk 0:30:222 Steven Zwartjes Twin Noritta 0:31:904 Karl Jobst King Meteor MAX SPEED: 1566km David Van Moer Night Thunder 1317km Karl Jobst Twin Noritta 1216km Steven Zwartjes Twin Noritta ------------------------------------------------------------------------------ ************ KING CUP ************ 1. FIRE FIELD: ----------------- BEST TIME: 1:12:771 David Van Moer MACHINE: Blood Hawk 1:24:171 Karl Jobst Blood Hawk 1:24:534 Steven Zwartjes Twin Noritta BEST LAP: 0:22:237 David Van Moer Blood Hawk 0:25:025 Karl Jobst White Cat 0:25:152 Steven Zwartjes Twin Noritta MAX SPEED: 1924km David Van Moer Night Thunder 1674km Karl Jobst Blood Hawk 1500km Steven Zwartjes Twin Noritta 2. SILENCE 2: ---------------- BEST TIME: 1:26:324 David Van Moer MACHINE: Night Thunder 1:33:588 Karl Jobst Blood Hawk 1:39:037 Steven Zwartjes Night Thunder BEST LAP: 0:26:284 David Van Moer Night Thunder 0:28:579 Karl Jobst Blood Hawk 0:30:570 Steven Zwartjes Night Thunder MAX SPEED: 1225km David van Moer Blood Hawk 1181km Karl Jobst Blood Hawk 1037km Steven Zwartjes Twin Noritta 3. SECTOR BETA: ------------------ BEST TIME: 1:40:725 David Van Moer MACHINE: Red Gazelle 1:41:274 Steven Zwartjes Twin Noritta 1:47:135 Karl Jobst Twin Noritta BEST LAP: 0:29:880 David Van Moer Red Gazelle 0:31:476 Steven Zwartjes Twin Noritta 0:33:299 Karl Jobst King Meteor MAX SPEED: 2500+km David Van Moer Blood Hawk 1928km Karl Jobst Hyper Speeder 1871km Steven Zwartjes Twin Noritta 4. RED CANYON 2: ------------------- BEST TIME: 1:20:467 David Van Moer MACHINE: Blood Hawk 1:28:541 Karl Jobst Night Thunder 1:44:048 Steven Zwartjes Twin Noritta BEST LAP: 0:23:273 David Van Moer Night Thunder 0:26:768 Karl Jobst Blood Hawk 0:31:250 Steven Zwartjes Twin Noritta MAX SPEED: 1933km David Van Moer Night Thunder 1856km Karl Jobst Blood Hawk 1254km Steven Zwartjes Twin Noritta 5. WHITE LAND 2: ------------------- BEST TIME: 0:58:091 David Van Moer MACHINE: King Meteor 1:00:494 Karl Jobst King Meteor 1:15:157 Steven Zwartjes Twin Noritta BEST LAP: 0:17:776 David Van Moer King Meteor 0:18:210 Karl Jobst King Meteor 0:23:368 Steven Zwartjes Twin Noritta MAX SPEED: 1779km David Van Moer Mighty Hurricane 1522km Karl Jobst King Meteor 1087km Steven Zwartjes Twin Noritta 6. MUTE CITY 3: ------------------ BEST TIME: 1:31:581 David Van Moer MACHINE: Night Thunder 1:41:602 Steven Zwartjes Twin Noritta 1:42:694 Karl Jobst Blood Hawk BEST LAP: 0:27:832 David Van Moer Night Thunder 0:31:648 Steven Zwartjes Twin Noritta 0:32:350 Karl Jobst Blood Hawk MAX SPEED: 1414km David Van Moer Night Thunder 1256km Steven Zwartjes Twin Noritta 1236km Karl Jobst Blood Hawk ------------------------------------------------------------------------------ ************* JOKER CUP ************* 1. RAINBOW ROAD: ------------------- BEST TIME: 2:01:979 David Van Moer MACHINE: Night Thunder 2:11:582 Karl Jobst Night Thunder 2:11:920 Steven Zwartjes Night Thunder BEST LAP: 0:36:603 David Van Moer Night Thunder 0:39:709 Karl Jobst Night Thunder 0:40:645 Steven Zwartjes Night Thunder MAX SPEED: 2062km David Van Moer Night Thunder 1639km Karl Jobst Blood Hawk 1534km Steven Zwartjes Night Thunder 2. DEVIL'S FOREST 3: ----------------------- BEST TIME: 1:14:376 David Van Moer MACHINE: Night Thunder 1:15:158 Karl Jobst Night Thunder 1:16:644 Steven Zwartjes Night Thunder BEST LAP: 0:21:993 David Van Moer Blood Hawk 0:22:251 Karl Jobst Night Thunder 0:22:752 Steven Zwartjes Night Thunder MAX SPEED: 1201km David Van Moer Night Thunder 1186km Karl Jobst Blood Hawk 1169km Steven Zwartjes Night Thunder 3. SPACE PLANT: ------------------ BEST TIME: 1:58:002 David Van Moer MACHINE: Night Thunder 2:07:617 Karl Jobst Blood Hawk 2:10:338 Steven Zwartjes Twin Noritta BEST LAP: 0:36:038 David Van Moer Night Thunder 0:39:506 Steven Zwartjes Twin Noritta 0:40:185 Karl Jobst Blood Hawk MAX SPEED: 1823km David Van Moer Night Thunder 1388km Karl Jobst Blood Hawk 1355km Steven Zwartjes Twin Noritta 4. SAND OCEAN 2: ------------------- BEST TIME: 1:29:890 David Van Moer MACHINE: Night Thunder 1:34:118 Karl Jobst Night Thunder 1:39:168 Steven Zwartjes Blood Hawk BEST LAP: 0:27:549 David Van Moer Night Thunder 0:28:875 Karl Jobst Night Thunder 0:30:599 Steven Zwartjes Blood Hawk MAX SPEED: 1225km David Van Moer Night Thunder 1170km Karl Jobst Night Thunder 1144km Steven Zwartjes Blood Hawk 5. PORT TOWN 2: ------------------ BEST TIME: 1:44:671 David Van Moer MACHINE: Blood Hawk 1:52:599 Karl Jobst Night Thunder 1:57:288 Steven Zwartjes Twin Noritta BEST LAP: 0:31:425 David Van Moer Blood Hawk 0:35:162 Karl Jobst Night Thunder 0:36:573 Steven Zwartjes Twin Noritta MAX SPEED: 1244km David Van Moer Night Thunder 1188km Karl Jobst Blood Hawk 1081km Steven Zwartjes Twin Noritta 6. BIG HAND: --------------- BEST TIME: 2:14:454 David Van Moer MACHINE: Blood Hawk 2:22:908 Karl Jobst Blood Hawk 2:29:250 Steven Zwartjes Twin Noritta BEST LAP: 0:39:782 David Van Moer Blood Hawk 0:43:666 Karl Jobst Blood Hawk 0:46:646 Steven Zwartjes Twin Noritta MAX SPEED: 1238km David Van Moer Blood Hawk 1120km Karl Jobst Blood Hawk 957km Steven Zwartjes Twin Noritta ------------------------------------------------------------------------------ ************** DEATH RACE ************** BEST TIME: 0:39:475 David Van Moer MACHINE: Green Panther 0:55:080 Steven Zwartjes Fire Stingray 0:56:450 Karl Jobst Black Bull ------------------------------------------------------------------------------ WELL! This PAL section alone took me over 3 hours (with frequent F-Zero X breaks of course!) to create. Most if not ALL of David Van Moer's times are WORLD RECORDS. I repeat, they are WORLD RECORDS. They may seem impossible, but they are highly possible to someone who's been playing for over 1000 hours. ****************************************************************************** ****************************************************************************** ------------------------------------------------------------------------------ **************** NTSC VERSION **************** ------------------------------------------------------------------------------ ************ JACK CUP ************ 1. MUTE CITY: ---------------- BEST TIME: 1:12:077 Nathan Stinson MACHINE: Twin Noritta 1:12:436 Wes McKinney Twin Noritta 1:17:256 Eli Young Mighty Hurricane 1:18:084 Dan Taber Black Bull BEST LAP: 0:20:806 Nathan Stinson Twin Noritta 0:20:966 Wes McKinney Twin Noritta 0:22:488 Dan Taber Black Bull 0:23:544 Eli Young Mighty Hurricane MAX SPEED: 1411km Wes McKinney Twin Noritta 1402km Nathan Stinson Twin Noritta 1334km Dan Taber Black Bull 1318km Eli Young Mighty Hurricane 2. SILENCE: -------------- BEST TIME: 1:04:533 Nathan Stinson MACHINE: Mighty Typhoon 1:04:668 Wes McKinney Twin Noritta 1:05:165 Dan Taber Twin Noritta 1:07:256 Eli Young Twin Noritta BEST LAP: 0:18:284 Wes McKinney Twin Noritta 0:18:368 Nathan Stinson Mighty Typhoon 0:19:667 Eli Young Twin Noritta 0:19:781 Dan Taber Twin Noritta MAX SPEED: 1481km Wes McKinney Wonder Wasp 1471km Nathan Stinson Sonic Phantom 1431km Eli Young Twin Noritta 1425km Dan Taber Twin Noritta 3. SAND OCEAN: ----------------- BEST TIME: 1:04:466 Nathan Stinson MACHINE: Queen Meteor 1:05:126 Wes McKinney King Meteor 1:11:229 Dan Taber Black Bull BEST LAP: 0:18:836 Nathan Stinson Twin Noritta 0:19:241 Wes McKinney King Meteor 0:20:750 Dan Taber Black Bull MAX SPEED: 1364km Nathan Stinson Twin Noritta 1348km Wes McKinney White Cat 1314km Dan Taber Black Bull 4. DEVIL'S FOREST: --------------------- BEST TIME: 1:10:597 Wes McKinney MACHINE: Twin Noritta 1:11:545 Nathan Stinson Twin Noritta 1:23:743 Dan Taber Black Bull BEST LAP: 0:20:368 Nathan Stinson Blood Hawk 0:20:787 Wes McKinney Twin Noritta 0:24:380 Dan Taber Black Bull MAX SPEED: 1376km Nathan Stinson Blood Hawk 1371km Wes McKinney Twin Noritta 1274km Dan Taber Black Bull 5. BIG BLUE: --------------- BEST TIME: 1:16:450 Nathan Stinson MACHINE: Twin Noritta 1:18:954 Wes McKinney Hyper Speeder BEST LAP: 0:23:686 Nathan Stinson Twin Noritta 0:24:400 Wes McKinney Hyper Speeder MAX SPEED: 1325km Nathan Stinson Twin Noritta 1318km Wes McKinney Hyper Speeder 6. PORT TOWN: ---------------- BEST TIME: 1:12:885 Wes McKinney MACHINE: Blood Hawk 1:13:949 Nathan Stinson Blood Hawk BEST LAP: 0:21:791 Nathan Stinson Blood Hawk 0:21:919 Wes McKinney Blood Hawk MAX SPEED: 1815km Nathan Stinson Blood Hawk 1772km Wes McKinney Twin Noritta ------------------------------------------------------------------------------ ************* QUEEN CUP ************* 1. SECTOR ALPHA: ------------------- BEST TIME: 1:11:292 Nathan Stinson MACHINE: Twin Noritta 1:11:472 Wes McKinney King Meteor BEST LAP: 0:21:516 Wes McKinney King Meteor 0:21:555 Nathan Stinson Twin Noritta MAX SPEED: 1260km Nathan Stinson Twin Noritta 1249km Wes McKinney Little Wyvern 2. RED CANYON: ----------------- BEST TIME: 1:05:964 Wes McKinney MACHINE: Twin Noritta 1:06:314 Nathan Stinson Hyper Speeder BEST LAP: 0:20:376 Wes McKinney Twin Noritta 0:20:657 Nathan Stinson Twin Noritta MAX SPEED: 1537km Wes McKinney Blood Hawk 1354km Nathan Stinson Twin Noritta 3. DEVIL'S FOREST 2: ----------------------- BEST TIME: 1:11:858 Nathan Stinson MACHINE: King Meteor 1:12:408 Wes McKinney Twin Noritta BEST LAP: 0:22:244 Nathan Stinson King Meteor 0:22:422 Wes McKinney Twin Noritta MAX SPEED: 1575km Wes McKinney Twin Noritta 1555km Nathan Stinson King Meteor 4. MUTE CITY 2: ------------------ BEST TIME: 1:07:800 Wes McKinney MACHINE: Twin Noritta 1:07:907 Nathan Stinson Twin Noritta BEST LAP: 0:19:779 Wes McKinney Twin Noritta 0:20:058 Nathan Stinson Night Thunder MAX SPEED: 1373km Nathan Stinson Night Thunder 1360km Wes McKinney Blood Hawk 5. BIG BLUE 2: ----------------- BEST TIME: 0:55:305 Nathan Stinson MACHINE: Blood Hawk 0:56:201 Wes McKinney Blood Hawk BEST LAP: 0:15:452 Nathan Stinson Blood Hawk 0:16:876 Wes McKinney Blood Hawk MAX SPEED: 1336km Nathan Stinson Blood Hawk 1293km Wes McKinney Blood Hawk 6. WHITE LAND: ----------------- BEST TIME: 1:24:900 Nathan Stinson MACHINE: Twin Noritta 1:25:925 Wes McKinney Twin Noritta BEST LAP: 0:25:853 Nathan Stinson Twin Noritta 0:26:596 Wes McKinney Twin Noritta MAX SPEED: 1595km Nathan Stinson Twin Noritta 1485km Wes McKinney Twin Noritta ------------------------------------------------------------------------------ ************ KING CUP ************ 1. FIRE FIELD: ----------------- BEST TIME: 1:07:321 Nathan Stinson MACHINE: Blood Hawk 1:09:611 Wes McKinney Hyper Speeder 1:18:886 Dan Taber Red Gazelle BEST LAP: 0:19:717 Nathan Stinson Blood Hawk 0:20:104 Wes McKinney Hyper Speeder 0:26:048 Dan Taber Red Gazelle MAX SPEED: 1990km Wes McKinney Hyper Speeder 1912km Nathan Stinson Blood Hawk 1788km Dan Taber Red Gazelle 2. SILENCE 2: ---------------- BEST TIME: 1:18:142 Wes McKinney MACHINE: Night Thunder 1:19:134 Nathan Stinson Blood Hawk BEST LAP: 0:24:367 Wes McKinney Night Thunder 0:24:449 Nathan Stinson Blood Hawk MAX SPEED: 1398km Nathan Stinson Night Thunder 1335km Wes McKinney Night Thunder 3. SECTOR BETA: ------------------ BEST TIME: 1:27:304 Wes McKinney MACHINE: Twin Noritta 1:29:281 Nathan Stinson Twin Noritta BEST LAP: 0:26:822 Wes McKinney Twin Noritta 0:27:219 Nathan Stinson Twin Noritta MAX SPEED: 2421km Wes McKinney Twin Noritta 2111km Nathan Stinson Twin Noritta 4. RED CANYON 2: ------------------- BEST TIME: 1:18:171 Wes McKinney MACHINE: Night Thunder 1:19:539 Nathan Stinson King Meteor BEST LAP: 0:22:304 Nathan Stinson 0:22:361 Wes McKinney Night Thunder MAX SPEED: 1866km Wes McKinney Hyper Speeder 1362km Nathan Stinson Blood Hawk 5. WHITE LAND 2: ------------------- BEST TIME: 0:58:564 Wes McKinney MACHINE: Twin Noritta 1:02:694 Nathan Stinson Queen Meteor BEST LAP: 0:17:824 Wes McKinney Twin Noritta 0:18:855 Nathan Stinson King Meteor MAX SPEED: 1751km Wes McKinney Twin Noritta 1326km Nathan Stinson Queen Meteor 6. MUTE CITY 3: ------------------ BEST TIME: 1:23:568 Nathan Stinson MACHINE: Night Thunder 1:27:982 Wes McKinney Hyper Speeder BEST LAP: 0:24:864 Nathan Stinson Night Thunder 0:27:294 Wes McKinney Hyper Speeder MAX SPEED: 1492km Wes McKinney Hyper Speeder 1465km Nathan Stinson Night Thunder ------------------------------------------------------------------------------ ************* JOKER CUP ************* 1. RAINBOW ROAD: ------------------- BEST TIME: 1:52:944 Nathan Stinson MACHINE: Night Thunder 1:54:608 Wes McKinney Night Thunder 2:05:606 Dan Taber Black Bull BEST LAP: 0:34:952 Nathan Stinson Night Thunder 0:36:046 Wes McKinney Night Thunder 0:39:273 Dan Taber Black Bull MAX SPEED: 2076km Wes McKinney Twin Noritta 2031km Nathan Stinson Night Thunder 2016km Dan Taber Black Bull 2. DEVIL'S FOREST 3: ----------------------- BEST TIME: 1:04:571 Wes McKinney MACHINE: Night Thunder 1:05:452 Nathan Stinson Blood Hawk BEST LAP: 0:19:122 Wes McKinney Blood Hawk 0:19:322 Nathan Stinson Blood Hawk MAX SPEED: 1447km Wes McKinney Blood Hawk 1423km Nathan Stinson Blood Hawk 3. SPACE PLANT: ------------------ BEST TIME: 1:49:348 Nathan Stinson MACHINE: Night Thunder 1:50:081 Wes McKinney King Meteor 2:05:759 Dan Taber Black Bull BEST LAP: 0:32:931 Nathan Stinson Night Thunder 0:33:806 Wes McKinney King Meteor 0:38:369 Dan Taber Black Bull MAX SPEED: 1607km Wes McKinney King Meteor 1581km Nathan Stinson Night Thunder 1430km Dan Taber Black Bull 4. SAND OCEAN 2: ------------------- BEST TIME: 1:21:888 Nathan Stinson MACHINE: Blood Hawk 1:22:302 Wes McKinney Night Thunder BEST LAP: 0:24:409 Nathan Stinson Blood Hawk 0:25:649 Wes McKinney Night Thunder MAX SPEED: 1382km Nathan Stinson Blood Hawk 1284km Wes McKinney Blood Hawk 5. PORT TOWN 2: ------------------ BEST TIME: 1:36:094 Nathan Stinson MACHINE: Blood Hawk 1:37:382 Wes McKinney Night Thunder BEST LAP: 0:29:992 Wes McKinney Blood Hawk 0:30:236 Nathan Stinson Blood Hawk MAX SPEED: 1353km Nathan Stinson Blood Hawk 1342km Wes McKinney Death Anchor 6. BIG HAND: --------------- BEST TIME: 2:03:685 Nathan Stinson MACHINE: Blood Hawk 2:05:905 Wes McKinney Night Thunder 2:41:024 Dan Taber Black Bull BEST LAP: 0:37:482 Nathan Stinson Blood Hawk 0:39:530 Wes McKinney Night Thunder 0:50:967 Dan Taber Black Bull MAX SPEED: 1359km Nathan Stinson Blood Hawk 1214km Wes McKinney Night Thunder 983km Dan Taber Black Bull ------------------------------------------------------------------------------ ************** DEATH RACE ************** BEST TIME: 0:43:007 Nathan Stinson MACHINE: Super Piranha 1:04:638 Wes McKinney Crazy Bear 1:17:548 Croco64 Black Bull 1:26:994 David Taber ??? ------------------------------------------------------------------------------ AAAAAAAAARRRRRRRGGGGGGGGGHHHHHHHH!!!!!!!!! There goes another 4 hours of hard updating, and then updating, and then updating again. This is very hard work so.