AN FAQ/WALKTHROUGH FOR... +====--------------------------------------------------------------------====+ | F-ZERO GX | +====--------------------------------------------------------------------====+ by me frog cskull@frogdesign.com Created on 08/29/03 Last updated on 9/24/03 Version 2.435 FAQ/WALKTHROUGH For Nintendo Gamecube Rated T (TEEN) +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | TABLE OF CONTENTS | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ (01) INTRODUCTION/HOW TO USE THIS GUIDE (02) CONTROLS/TERRAIN (03) CHARACTERS/MACHINES (04) GRAND PRIX WALKTHROUGH (05) STORY MODE WALKTHROUGH (06) ALTERNATE STORY MODE WALKTHROUGHS (07) CHARACTER PROFILES (08) MACHINE PARTS (09) CUSTOMIZE (10) USER'S CUSTOM VEHICLES (11) STAFF GHOSTS (12) SCRIPT GUIDE (13) SONG LYRICS (14) FAQ (15) SECRETS (16) VERSION HISTORY (17) CONTACT (18) CREDITS/LEGAL +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (01) INTRODUCTION/HOW TO USE THIS GUIDE | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ Hello everyone! I am me frog. I have so far written six guides that have been posted on GameFAQs and this is now number seven! F-Zero has been around for a while and finally, we get an F-Zero game for the Gamecube. This guide will cover all of the cups, machines, characters, and more. You'll see different things in the guide, so this is why you should read the next paragraph: To see what they mean! If you want to find a specific character/track quickly, just use your computers FIND option and type in the name of the character/track. You'll be taken straight to it, and it'll save you lots of time scrolling down. When I describe a track, this is how I'll lay it out. It is very simple. TRACK NAME DIFFICULTY: GAME DIFFICULTY: NUMBER OF SPEED BOOSTS: RECOMMENDED BALANCE: The track name just tells you the name of the track. The difficulty is on a scale of one to five stars. * Very Easy ** Easy *** Moderate **** Hard ***** Very hard The game difficulty tells you the difficulty the game gives the track. Their difficulty goes to six stars. * Very Easy ** Easy *** Moderate **** Hard ***** Very Hard ****** AUGHHHHHHHH!!!!!!!!!!!!! The number of speed boosts tells you how many yellow boosts there are in the track. The recommended balance tells you what you should set your balance to at the beginning of the track. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (02) CONTROLS/TERRAIN | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ This first part lists the controls on the race track. ACCELERATE: A BUTTON You'll be holding this button down the whole time. It will accelerate your vehicle. If you let go, your vehicle will slowly come to a stop. A good thing to do is at the beginning of a race, hold down A. That way, when you start, you'll leap forward and won't fall behind the other racers. INCREASE/DECREASE SPEED: CONTROL STICK This is very important. If you want your speed to increase, hold up. Your flight will decrease and you'll speed up. Push it all the way forward for max speed. If you want to slow down, press down on the control stick. Your flight will increase and you'll slow down. Push it all the way down and you'll slow down A LOT. Press it left and right to turn. The more you tilt left/right, the sharper you'll turn. BOOST: Y BUTTON This is VERY important. You use this to boost your vehicle forward. Although there are boost pads scattered about the track, you can use these whenever you like. However, you can't use them as many _times_ as you like. In the upper- right hand corner of the screen, you'll notice an energy meter. Boosting decreases that meter. When it empties, you'll have to retire. You can replenish your energy in the pit areas by just gliding over them. SPIN ATTACK: Z/X BUTTON You can use this to hit your opponents with your vehicle. It'll send them back and you'll be able to get ahead of them. But don't do this freely! Doing it causes you to lose speed. Lots of it. So unless you're sure you're going to hit your opponent, don't use the attack. POWER/DRIFT SLIDES: R/L SHOULDER BUTTONS Use this to slide to the left (L) or right (R) sharply. This is used to take sharp turns through those tight curves. If you hold down both L and R, you can drift. Holding L and R while holding left lets you drift left, while holding L and R while also holding right lets you drift right. AIR BRAKE: B BUTTON When you want to stop, press B. Your vehicle will come to a halt. Do this if you get really close to an edge and you know you won't be able to turn, or if you want to pause to avoid crashing into something. CHANGE CAMERA ANGLE: CONTROL PAD UP/DOWN Pressing up will zoom in on your vehicle, while pressing down will zoom out. Personally, I think zooming out is the best, since you can see more of the track and what the other racers are doing, but zooming in just lets you admire your vehicle. This next part will list the five types of terrain there are. PIT AREA: The pit areas are glowing multi-colored areas on the track. When you glide over them, your boost energy meter will slowly replenish. At the beginning tracks, the pit areas are very large, but they get smaller and smaller as you advance into the cups. SPEED BOOST PLATE: These are yellow plates with a lightning bolt above them. When you run over these, you'll get a nice speed boost that won't deplete your energy meter. Use these on the first lap, when you can not use your personal boost. SLIP ZONE: This zone looks like blocks of ice. Your vehicle will lose traction on them (but it's hovering!), making it hard to control. It is best to just keep going forward on them, or else you might crash into something. JUMP PLATE: These are glowing, green plates with arrows pointing up on them. Running over them will cause you to jump into the air. They are usually used to cross gaps, and if you don't have enough speed when you go over them, you'll fall short, causing you to retire. DIRT ZONE: When you run over this zone, your speed will decrease. They are brown parts of the track that really do look like dirt. They are short parts of the track and can usually not be avoiding. Just use a boost the moment you get past them to regain your speed. LAVA ZONE: These only appear in story mode 7 and 8 and are a HUGE pain. If you cruise over them, your energy depletes FAST! If you boost on them, you'll use up pretty much all your energy by the time you are done crusing over. These zones come in packs usually, so you'll have to weave in and out of them. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (03) CHARACTERS/MACHINES | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ This chapter will describe the machines and their pilots. -------------------------------------------------------------------------------- ************** | *********** | **** | ************* | CAPTAIN FALCON | DR. STEWART | PICO | SAMURAI GOROH | ************** | *********** | **** | ************* | SEX: MALE | SEX: MALE | SEX: MALE | SEX: MALE | AGE: 37 | AGE: 42 | AGE: 124 (MAYBE) | AGE: 45 | | | | MACHINE: FIRE | MACHINE: BLUE FALCON| MACHINE: GOLDEN FOX| MACHINE: WILD GOOSE| STINGRAY | WEIGHT: 2777 lbs. | WEIGHT: 3130 lbs. | WEIGHT: 3571 | WEIGHT: 4320 lbs BODY: B | BODY: D | BODY: A | BODY: A | BOOST: C | BOOST: A | BOOST: B | BOOST: D | GRIP: B | GRIP: D | GRIP: C | GRIP: B | -------------------------------------------------------------------------------- *********** | ************** | **** | ******** | JODY SUMMER | MIGHTY GAZELLE | BABA | BEASTMAN | *********** | ************** | **** | ******** | SEX: FEMALE | SEX: MALE | SEX: MALE | SEX: MALE | AGE: 25 | AGE: 37 | AGE: 19 | AGE: 30 | | | | MACHINE: HYPER | MACHINE: WHITE CAT | MACHINE: RED GAZELLE MACHINE: IRON TIGER| SPEEDER | WEIGHT: 2535 lbs. | WEIGHT: 2932 lbs. | WEIGHT: 3924 lbs. | BODY: B | BODY: C | BODY: E | BODY: B | BOOST: D | BOOST: C | BOOST: A | BOOST: D | GRIP: A | GRIP: A | GRIP: C | GRIP: A | WEIGHT: 3924 lbs -------------------------------------------------------------------------------- ********* | ******* | ******* | ***** | DR. CLASH | OCTOMAN | BIO REX | BILLY | ********* | ******* | ******* | ***** | SEX: MALE | SEX: MALE | SEX: UNKNOWN | SEX: MALE | AGE: 55 | AGE: UNKNOWN | AGE: 9 | AGE: 7 | | | | MACHINE: MAD | MACHINE: CRAZY BEAR | MACHINE: DEEP CLAW | MACHINE: BIG FANG | WOLF | WEIGHT: 4894 lbs. | WEIGHT: 2182 lbs. | WEIGHT: 3350 lbs. | WEIGHT: 3285 lbs BODY: A | BODY: B | BODY: B | BODY: B | BOOST: B | BOOST: B | BOOST: D | BOOST: B | GRIP: E | GRIP: C | GRIP: A | GRIP: C | -------------------------------------------------------------------------------- *********** | *************** | *********** | ********** | SUPER ARROW | GOMAR AND SHIOH | JOHN TANAKA | MRS. ARROW | *********** | *************** | *********** | ********** | SEX: MALE | SEX: MALE | SEX: MALE | SEX: FEMALE | AGE: 35 | AGE: UNKNOWN | AGE: 31 | AGE: 27 | | MACHINE: TWIN | | MACHINE: QUEEN | MACHINE: KING METEOR| NORITTA | MACHINE:WONDER WASP| METEOR | WEIGHT: 1896 lbs. | WEIGHT: 1719 lbs. | WEIGHT: 1984 lbs | WEIGHT: 2513lbs| BODY: E | BODY: E | BODY: D | BODY: E | BOOST: B | BOOST: A | BOOST: A | BOOST: B | GRIP: B | GRIP: C | GRIP: D | GRIP: B | -------------------------------------------------------------------------------- ********** | ********* | ************* | **** | JACK LEVIN | KATE ALEN | JAMES McCLOUD | ZODA | ********** | ********* | ************* | **** | SEX: MALE | SEX: FEMALE | SEX: MALE | SEX: MALE | AGE: 19 | AGE: 30 | AGE: 32 | AGE: UNKNOWN | | MACHINE: SUPER | MACHINE: LITTLE | MACHINE: DEATH | MACHINE: ASTRO ROBIN| PIRHANA | WYVERN | ANCHOR | WEIGHT: 2314 lbs. | WEIGHT: 2226 lbs. | WEIGHT: 3064 lbs | WEIGHT: 3571 lbs BODY: B | BODY: B | BODY: E | BODY: E | BOOST: D | BOOST: C | BOOST: B | BOOST: A | GRIP: A | GRIP: B | GRIP: B | GRIP: C | -------------------------------------------------------------------------------- ************* | ************** | ************ | **** | MICHAEL CHAIN | SILVER NEELSEN | ROGER BUSTER | DRAQ | ************* | ************** | ************ | **** | SEX: MALE | SEX: MALE | SEX: MALE | SEX: MALE | AGE: 39 | AGE: 98 | AGE: 41 | AGE: 137 | | | MACHINE: MIGHTY | MACHINE: MIGHTY| MACHINE: WILD BOAR | MACHINE: 3373 lbs. | HURRICANE | TYPHOON | WEIGHT: 4652 lbs. | | WEIGHT: 3924 lbs. | WEIGHT: 2094lbs| BODY: A | BODY: B | BODY: E | BODY: A | BOOST: C | BOOST: A | BOOST: B | BOOST: C | GRIP: C | GRIP: E | GRIP: B | GRIP: C | -------------------------------------------------------------------------------- **** | ******* | ************** | ************ | LEON | MR. EAD | ANTONIO GUSTER | BLOOD FALCON | **** | ******* | ************** | ************ | SEX: MALE | SEX: UNKNOWN | SEX: MALE | SEX: MALE | AGE: 16 | AGE: UNKNOWN | AGE: 36 | AGE: 37 | | | MACHINE: GREEN | MACHINE: BLOOD | MACHINE: SPACE ANGLER MACHINE: GREAT STAR| PANTHER | HAWK | WEIGHT: 2006 lbs. | WEIGHT: 4122 lbs. | WEIGHT: 4541 lbs. | WEIGHT: 2579lbs| BODY: C | BODY: E | BODY: A | BODY: C | BOOST: C | BOOST: A | BOOST: B | BOOST: C | GRIP: A | GRIP: D | GRIP: D | GRIP: A | -------------------------------------------------------------------------------- ************ | ********* | ********* | | BLACK SHADOW | THE SKULL | DEATHBORN | | ************ | ********* | ********* | | SEX: MALE | SEX: MALE | SEX: MALE | | AGE: UNKNOWN | AGE: 241 | AGE: UNKNOWN | | | MACHINE: SONIC | MACHINE: DARK | AX RACERS | MACHINE: BLACK BULL | PHANTOM | SCHNEIDER | | WEIGHT: 5158 lbs. | WEIGHT: 2226 lbs. | WEIGHT: 2,080 | | BODY: A | BODY: C | BODY: A | | BOOST: E | BOOST: A | BOOST: B | | GRIP: A | GRIP: D | GRIP: D | | -------------------------------------------------------------------------------- ********* | ******** | *********** | ***** | DON GENIE | DIGI BOY | DAI SEN GEN | SPADE | ********* | ******** | *********** | ***** | SEX: MALE | SEX: MALE | SEX: MALE | SEX: MALE | AGE: 65 | AGE: 8 | AGE: 64 | AGE: UNKNOWN | | MACHINE: COSMIC | | MACHINE: MAGIC | MACHINE: FAT SHARK | DOLPHIN | MACHINE: PINK SPIER| SEAGUL | WEIGHT: 2,490 lbs. | WEIGHT: 900 lbs. | WEIGHT: 1100 lbs. | WEIGHT: 1330lbs| BODY: A | BODY: E | BODY: C | BODY: B | BOOST: A | BOOST: A | BOOST: C | BOOST: A | GRIP: E | GRIP: C | GRIP: A | GRIP: E | -------------------------------------------------------------------------------- ******** | ************** | ********** | ** | DAIGOROH | PRINCIA RAMODE | LILY FLYER | PJ | ******** | ************** | ********** | ** | SEX: MALE | SEX: FEMALE | SEX: FEMALE | SEX: MALE | AGE: 10 | AGE: 16 | AGE: 14 | AGE: 35 | | | | MACHINE: GROOVY| MACHINE: SILVER RAT | MACHINE: SPARK MOON| MACHINE: BUNNY FLASH TAXI | WEIGHT: 880 lbs. | WEIGHT: 1620 lbs. | WEIGHT: 1414 lbs. | WEIGHT: 1280lbs| BODY: D | BODY: B | BODY: D | BODY: B | BOOST: A | BOOST: C | BOOST: B | BOOST: D | GRIP: D | GRIP: B | GRIP: A | GRIP: B | -------------------------------------------------------------------------------- *** | ******* | QQQ | PHOENIX | *** | ******* | SEX: MALE (??) | SEX: MALE | AGE: UNKNOWN | AGE: 26 | MACHINE: ROLLING | MACHINE: RAINBOW | TURTLE | PHOENIX | WEIGHT: 999 lbs. | WEIGHT: 1080 lbs. | BODY: A | BODY: B | BOOST: D | BOOST: B | GRIP: B | GRIP: C | ------------------------------------------ That wraps up the character section. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (04) GRAND PRIX WALKTHROUGH | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ This first part of the guide will tell you the rules of the cups. +====--------------------------------------------------------------------====+ | PLACEMENT | +====--------------------------------------------------------------------====+ There are 30 racers in a race, including you. You are awarded points depending on what place you finish in the race. At the end of the cup, the racer with the highest point total will be declared the winner. PLACE: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 POINTS: 100 93 87 81 76 71 66 62 58 54 50 47 44 41 38 35 33 31 29 27 PLACE: 21 22 23 24 25 26 27 28 29 30 POINTS: 25 23 22 21 20 19 18 17 16 15 In the case of a tie between two racers, the racer who finished first place the most will be declared the winner. If there is still a tie, whichever racer had the highest point total at the end of the fourth race is declared the winner. +====--------------------------------------------------------------------====+ | MACHINES | +====--------------------------------------------------------------------====+ Machines are pretty much extra lives. In novice mode, you get five machines. In standard, you get four machines, and three machines will be available in expert. There are many different ways to lose a machine. If you fall off a track during a race, you'll lose a machine and have to start the race over. Losing all your energy by boosting or getting hit will force you to give up a machine, and changing the settings or retrying will take away a machine. You can, however, gain machines by retiring five other racers in one race. If you are forced to retire and do not have any spare machines, you'll be eliminated from the cup. +====--------------------------------------------------------------------====+ | BOOSTING AND ADDITIONAL RULES | +====--------------------------------------------------------------------====+ Boosting is not allowed during the first lap of the race because of the small distance between each racer at the beginning. When you begin lap two, you'll see the words, "BOOSTER OK" which means boost is now allowed. Boosting, however, uses energy and you must replenish that energy at pit areas. Some other rules are that no pilot should go in the reverse direction. If you do so, you'll be given a REVERSE warning, and you should change direction as soon as possible. That wraps up the rules. This part of the guide will tell you in detail how to beat each track of a cup. So far I have covered _2_ of the four cups and _10_ of the twenty tracks. The first cup you'll do is the RUBY CUP. +====--------------------------------------------------------------------====+ | RUBY CUP | +====--------------------------------------------------------------------====+ ><><>----------------------------------------------------------------------<><>< ><><><><><><> MUTE CITY: TWIST ROAD <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: * GAME DIFFICULTY: * NUMBER OF SPEED BOOSTS: 4 RECOMMENDED BALANCE: All the way to max speed This is the first track of the game, and it is VERY easy. At the start, just move forward until you pass the start, and you'll spot a turn going to the right. This type of turn is very easy to make. Just stay in the center and tilt the control stick to the right a little to avoid losing much speed. After that there will be a straightway. At the end of the straightaway there is a speed boost. Run over as many of these as you can, since they can increase your speed by about 400 KPH. There is another turn to the right, right after the speed boost. Just stay centered to pass it. After that is a straightaway with a speed boost at the end. After that, there is a drop off. These things are basically a level of the track that ends, and you'll fall to a lower level. You can speed up a lot on the bigger ones. You'll spot two red, pink, and blue glowing areas on each side of the track. Those are the pit areas I spoke of earlier. These are VERY wide and VERY long, but later tracks won't have pit areas as big as these. Anyway, run over them to replenish your energy. There is a turn to your left here, so stay in the center of the pit area when turning. After that is a short straightaway, followed by a wide turn to the right. Right after that is a small part of straight track, and then a loop. Just stay in the loop's center. At the end of the loop there is a speed boost and then a long straightaway, which is actually a corkscrew. At the end of the corkscrew there is another speed boost, and then a straightaway, followed by the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> CASINO PALACE: SPLIT OVAL <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: * GAME DIFFICULTY: * NUMBER OF SPEED BOOSTS: 15 RECOMMENDED BALANCE: All the way to max speed This is the second track of the game, and it is a bit more difficult than twist road. It introduces a new thing here, junctions. Anyway, you'll start by going straight for quite a while. The track will then start to curve up and there will be a speed boost in the center. Hit it and then right after, shift to the left side to hit another speed boost. There is a slight turn to the left here, but it shouldn't give you much trouble. After you hit the second boost, shift to the right to hit another speed boost. There is one right after that, but there is basically no time to make it. After the speed boost that you missed, there is yet another on the left, followed by one in the center. Then there is a speed boost on the left, and one on the center area. You will now come to a junction. There are lots of these in F-Zero GX, and most of them are totally different. On lap number one, take the right junction for four speed boosts. The first is on the right side, the second is on the left, and the final two are on the right, one after the other. Take the left junction on laps two and three. There is a pit area on the left side. This one is much shorter and thinner than Twist Road, and you should start getting used to that. Once the two paths merge, go to the right side to hit a speed boost, and then go on the left to hit another. The track will now curve downhill and go a little to the left. Don't push the stick too much while on this turn, since you are going very fast now. If you push too hard on the stick and high speeds, you can get out of control and that can really mess you up. There is a straightaway after the turn, followed by the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> SAND OCEAN: SURFACE SLIDE <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: ** GAME DIFFICULTY: ** NUMBER OF SPEED BOOSTS: 2 RECOMMENDED BALANCE: Default Well this is certainly a jump in difficulty. Here, you'll experience your first couple of sharp turns, including an S turn, and there will be narrow paths and a huge drop off. You'll also have to live with almost no boosts. Right after the start/finish, there is a speed boost in the very center. Hit it and you'll go straight for a bit. After that, the track will curve to the left, so stay centered. Once the track becomes straight again, shift to the right to hit a speed boost. Right after that is a big drop off. You'll have to be careful here, because you have to land in the center of a narrow path. If you mess up, you might be forced to retire. Once you are on the narrow path STAY IN THE CENTER! The path is basically a straightaway, except for a super-small turn to the right at the end. After that super-small turn, you'll enter a cave and the track will widen out. There are two short, thin pit areas on each side. Cruise over the right pit area to shave off time. This is all the energy your getting, so don't abuse it. Next, you'll be forced to take a turn to the right that is sharper than any other turn you've taken. You don't have to hold L or R on this one, but it is easy to run into the walls. After that turn is a straight part of the track, and then you'll exit the tunnel. Be careful here! There is the dreaded S turn. This is probably the most painful type of turn in the game. This S turn is wide, but you'll have to get through very small ones. Anyway, hold L and R at the same time to drift to the right on the first part of the turn, and then drift to the left on the second part. After that, you can release the triggers. You'll be rewarded with a very long straightaway which is good for using a boost. Next is a wide turn to the right, followed by a very small turn to the left. After that small turn is a big turn to the left. Stay centered to avoid losing speed. There is a small straightaway, and then the track curves right. Get on the highest elevation (located on the left) as you go through. You'll then have to go through a wide turn to the left. Once you complete that, there is a straightaway, followed by the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> LIGHTNING: LOOP CROSS <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: ** GAME DIFFICULTY: *** NUMBER OF SPEED BOOSTS: 4 RECOMMENDED BALANCE: All the way to max speed This track introduces a couple of new things, as well as serving as a type of test for all the things you've learned so far. There are junctions, narrow paths, sharp turns, and a small amount of boosts. When you start, you'll be going straight and then the track will curve slightly to the left. There is a speed boost in the center of the track next. Hit that and stay in the center. You will go through a very big loop. As long as you're centered, it is basically a straightaway. There is a speed boost at the end of the loop, slightly to the left of the center. After that there is a little turn to the right, and then a straightaway. You'll then spot a very sharp turn and some strange design on the track. This design is actually a dirt zone. As you take that very sharp turn, hold L and R to drift past the dirt zone. These zones can SERIOUSLY slow you down but as long as you drift, you'll avoid running over it and hitting the wall. This very sharp turn continues for a LONG time, through a tunnel also. The track will even out, and it'll become a straightaway. This straightaway is a corkscrew. At the end you'll spot a junction. The left side holds a boost, and the right side is all a pit area (going over the right side makes the pit area impossible to avoid). However, these paths are very narrow. When the two merge, there is another junction. The path on the left is completely a pit area, while the path on the right holds a single speed boost. After that is a straightaway, followed by a small turn to the left. You'll enter a tunnel with a turn to the right. You do not need to hold any triggers on this turn. Once you exit the tunnel, the track will become a straightaway. Halfway through is a small turn, hardly noticeable, but it can mess you up if you're near the edges of the track. This is followed by some more straight track, and then a sharp turn to the right that is going high uphill. You'll need to hold R on this turn to make it without crashing. After that is a straightaway, followed by some very small turns. At the end, you'll enter a tunnel with a wide turn to the right. Ahead is the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> AEROPOLIS: MULTIPLEX <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: ** GAME DIFFICULTY: **** NUMBER OF SPEED BOOSTS: 14 RECOMMENDED BALANCE: Halfway to max speed Welcome to the final track of the first cup. It reviews most of the things you learned in the other four tracks, as well as introducing three big things: the jump pad, the ice zone, and the 90 degree turn. Oh yeah, this has a huge drop off also. Okay, there is a speed boost right in the center of the track at the start. Hit it and there will be a turn to the left but DON'T TAKE IT! Instead, keep going straight to hit a jump pad. If you hit the boost, you can take a nice shortcut. You won't be able to make it all the way just by going straight, so you might have to shift to the left to land on the track. After that is a sharp turn to the left that you should hold L on, and then there is a straightaway that is a wavy, up and down path. Past the straightaway is a new thing. The new thing is 90 degree turns. Depending on where the turn is located, they can be easy to pass and hard to pass. Unfortunately, the first one isn't an easy one. Hold L and R to drift to the left to pass through without crashing. Right after that is a 90 degree turn to the right so drift to the right to avoid crashing (that was sort of like a block-S turn!). Next is a straightaway, and at the end there is a speed boost. After the boost you'll be going straight, and then you'll go straight up. At the top is one 90 degree turn to the left followed by another 90 degree turn to the left. To get through this, hold L and R and hold left until you head straight down again. You should make it without any trouble. At the bottom is a speed boost, followed by a couple of small turns. You'll go straight up and then end up on a flat area with a speed boost right in front of you. Hit it and you'll fly off a HUGE drop off. After that is two pit areas, one on each side. They are very thin and located in a wavy area, so it can be hard to stay on it. Don't boost while your on the pit area or you might lose control. In the center of the two pit areas is a speed boost. After that is a small turn, followed by a hunk of straight path. You'll then come to two 90 degree turns, one after the other, but this is an easy one. As you approach, go diagonally from the right of the track to the left as you enter the 90 degree area to bypass the first completely. Just hold R and hold the control stick right all the way to bypass the second one. There is a speed boost right in front of you now, followed by a small turn to the right. Next there is a speed boost, and then two dirt paths will appear on each side, making the center, dirt-free area very narrow. Stay centered for a while to pass the dirt, and then you'll go straight up. Head to the left side, past a dirt patch in the center to hit a speed boost. Head past a dirt patch and shift all the way to the right for another speed boost. Now just shift to the middle to hit another speed boost. After you pass the narrow dirt paths, shift to the left to hit yet another speed boost. Now just pass all the dirt paths and do a drift turn to the left when you approach it for yet ANOTHER speed boost. Hit that and STAY CENTERED! Although it is hard to see, there are mines located on both sides of the track. These thins take away about a fourth of you energy! Past the mines is a very sharp turn to the right, so you might have to drift. After that, you'll spot something new: ice zones. These make you have less friction, so stay in the very center to avoid them. After that there is a speed boost, followed by a long, thin pit area. After the long pit area is the start finish. Now that you have your boost, use it RIGHT when you get it. You'll speed up and then you'll hit the next speed boost. Stay straight to hit the jump pad, but this time the extra speed should give you an even bigger shortcut! +====--------------------------------------------------------------------====+ | SAPPHIRE CUP | +====--------------------------------------------------------------------====+ ><><>----------------------------------------------------------------------<><>< ><><><><><><> BIG BLUE: DRIFT HIGHWAY <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: ** GAME DIFFICULTY: ** NUMBER OF SPEED BOOSTS: 5 RECOMMENDED BALANCE: Default I love Big Blue. The music is the coolest. Okay this introduces an updated version of hell: the thin S turn. You will have to practice and practice and practice to make it through this S turn without touching anything. You definetely aren't getting through unscratched on your first try. Okay, you'll start off on a straightaway and then you'll enter a tunnel. At the start of this tunnel, there is a wide, but long turn to the right. Just hold right all the way and stay in the center to pass it. After that is a straightaway, followed by a wide, but long turn to the left. Hold left all the way and stay in the center to hit a speed boost that'll take you out of the tunnel. There is a straightaway here, followed by a turn that starts out wide, but turns sharp. To pass it, just hold right all the way at first, and when you see yourself moving closer to the wall hold R and hold right all the way to get by. There is a straightaway here, followed by a boost which is followed by a drop off. This is a different drop off because if you didn't get enough speed (the boost should've given you enough), you will fall short of the lower level and fall down a bottomless pit. Once on the lower level, you will enter a tunnel. Get ready for the S turn! There is a wide turn to the right at first that you just need to hold right all the way to get past, and then there is a straightaway. After that, you'll see a turn to the left in the distance. Before the S turn even starts hold L and R, and the moment you enter the S turn press the control stick all the way to the left. Freeze for a quarter second then press the stick all the way to the right to finish the turn. After that is a sharp turn that requires you to hold the trigger. Next is a pit area on each side of the tunnel, and three speed boosts in the center. After the boosts and pit area there is a drop off below a bottomless pit, and then there is a straightaway, which is followed by the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> PORT TOWN: AERO DIVE <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: *** GAME DIFFICULTY: ** NUMBER OF SPEED BOOSTS: 10 RECOMMENDED BALANCE: Halfway to max speed This is a fun level. There are very short drop offs, and then there is a H-U-G-E drop off that can get you up to 2000 KPH! Aside from that, there are no new things, and there are no old things either, except for some sharp turns. You'll start off on a long straightaway. Past the start, in the center, there is a speed boost. Hit that and there will be some more long stretches of the track. Next, there are about four very short drop offs. Just stay in the center and don't press anything other than A and you'll do fine. There is a "shallow" turn after that (sort of like the turns in Twist Road), and then there is another "shallow" turn with a speed boost at the start of it. After that is a long "shallow" turn to the left, and then a small drop off. That small drop off is followed by a sharp turn to the left. To get past this turn, hold left all the way and when you start to inch towards the wall, hold down the L shoulder button as well. There is a small drop off after this, followed by a "shallow" turn to the right. After the turn, you'll be heading straight up. The best part of the track is about to come. Stay in the center as you head up to hit three speed boosts. After the third boost there is a M-A-J-O-R drop off. WHEEEE!!! If you don't touch anything except A, you'll soar really far. If you have a fast car like the Frost Lynx-G4, you can hit 2000 KPH and get a couple seconds ahead of everyone. You should land in the middle of a bunch of "stairs". I call them this because it is about ten small drop-offs one, after the other. After the drop off, there is another one of those turns to the right where you hold right all the way for part one, and add the R shoulder during part two. There are a couple of small drop offs after that. There are also a couple of "shallow" turns to the left and right. Once past all of those, you'll head straight up, and to the right are three speed boosts while to the left is a pit area. There is a straightaway after that, followed by the start/finish. Once you get your boost, use it in between the three boosts before the huge drop off to get even _more_ speed and soar even farther! ><><>----------------------------------------------------------------------<><>< ><><><><><><> GREEN PLANT: MOBIUS RING <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: * GAME DIFFICULTY: *** RECOMMENDED BALANCE: All the way to max speed I'd love to know why this game gives Mobius Ring three stars. I mean, it is insanely easy. Okay, there are only two pit areas, and they are about as wide as your machine, but other than that, it is just like Twist Road! You'll start on a straightaway. Shift to the center of the track to hit a speed boost. There will be a "shallow", but long turn to the right. After the turn there is another speed boost, and then a straightaway (also a corkscrew). There are some "shallow" turns after that to the left. After that, stay in the center! Here is your first pit area, and it is in a thin area. It is very thin, so you'll have to not move at all. After that there is a long straightaway, and then a long "shallow" turn to the left. There is yet another straightaway after that, which is also a corkscrew. Then there is a couple of "shallow" turns to the right, and then the sharpest turn in the track which, sadly, only requires you to hold right all the way. Next, there is another thin pit area, on a raised surface. Don't move to cruise all the way over it. There is another long straightaway and then the start/finish. On your second and third laps, DON'T BOOST when you are over the pit areas, otherwise you will probably be shot out of it. ><><>----------------------------------------------------------------------<><>< ><><><><><><> PORT TOWN: LONG PIPE <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: **** GAME DIFFICULTY: *** NUMBER OF SPEED BOOSTS: 15 RECOMMENDED BALANCE: All the way to max speed This course takes place entirely inside a pipe. The first part of the pipe is completely empty, except for some speed boosts. Just go through it as normal. The second part has three fans. You'll have to zip past their blades. If you get hit, you'll lose ALL speed and it'll easily lose you at least five seconds. The third part is very bumpy, and you can lose speed while going through it. The fourth part has TONS of poles sticking out of the pipe, so weave in and out or you'll hit them and lose speed. When you exit the pipe you'll spot the pit area on the right side. Right after that is the start/finish line. ><><>----------------------------------------------------------------------<><>< ><><><><><><> MUTE CITY: SERIAL GAPS <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: **** GAME DIFFICULTY: **** NUMBER OF SPEED BOOSTS: 5 RECOMMENDED BALANCE: Default The first part is made up of only twists and turns. At the end is a speed boost and a very short pit area. You'll fall into a cave next, complete with mines. Avoid them as you glide through. There is a pit area in this also. You'll drop off the ledge at the end and then drop off another ledge. The next part is composed of 90 degree angle turns. Just use the jump pads near you to pass them, but don't go too far or you'll fly off. At the end of that part is another boost pad and a drop off after that. It is vital that you land on the upper floor here, because it is a shortcut and the bottom floor has dirt. Once the two paths merge again, cruse along to a pit area on a hill. There is a straightaway after that and you can use the energy you got from the pit to boost to the start/finish. SAPPHIRE CUP COMPLETE! GOOD JOB! +====--------------------------------------------------------------------====+ | EMERALD CUP | +====--------------------------------------------------------------------====+ ><><>----------------------------------------------------------------------<><>< ><><><><><><> FIRE FIELD: CYLINDER KNOT <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: ** GAME DIFFICULTY: ** NUMBER OF SPEED BOOSTS: 10 RECOMMENDED BALANCE: All the way to max speed This is a very easy track for the emerald cup. For most of the track, just hold up and your machine will do the rest. There are a couple of speed boosts here and there, so hit them. About halfway through, you'll encounter a short, bouncy part of the track. After that it is just holding up again. At the end, you'll spot poles sticking out of the track. Weave in and out of them as you speed through. After that, you'll hop off the knot and reach the pit area. Past that is the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> GREEN PLANT: INTERSECTION <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: ** GAME DIFFICULTY: *** NUMBER OF SPEED BOOSTS: 10 RECOMMENDED BALANCE: All the way to max speed Very simple track. The first part of the track is mostly straight-aways, with a couple of turns and three speed boosts. After the third speed boost you'll enter a pipe. This pipe is very long, and has nothing in it at ALL. Go through for a LONG time and then you'll finally reach a pit area with a couple of speed boosts. Go past that and then after a bit you'll spot two more pit areas. After that you'll exit the pipe. Now go straight for a bit and you'll spot the pipe you were just in, but now you'll have to go around it. Hit the speed boost on your right, then on your left, then right, etc. Just follow the track a bit more after that and you'll reach a big pit area. The start/finish is after. ><><>----------------------------------------------------------------------<><>< ><><><><><><> CASINO PLACE: DOUBLE BRANCHES <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: **** GAME DIFFICULTY: *** NUMBER OF SPEED BOOSTS: 30+ RECOMMENDED BALANCE: Halfway to acceleration There are more than 30 speed boosts here, but the real number was hard for me to keep track of. This place has many, many junctions, some with pit areas, some with speed boosts, some with jump pads. Take the left junction on the first lap because it has more boosts, and take the right junction on the second and third laps because it has a pit area. Go along the track for a long while, following the turns, until the paths merge again. Go straight for another long while and you'll encounter more junctions. Here, it doesn't matter which path you take. You will find a pit area at the point where they merge. Go along the straightaway after that, hitting the 5+ boosts on it, and you'll reach yet another junction. The paths twist and turn here so don't pause to think about which one to take. Follow the path when it merges and turn left when you hit the next junction. Boost right before the jump pad to take a nice little shortcut that will save a good amount of time. After that is yet another junction. Again, doesn't matter what you take. When you reach the end, you'll spot a pit area. Glide over it, boosting, and you'll finally reach the start/finish line. ><><>----------------------------------------------------------------------<><>< ><><><><><><> LIGHNING: HALF PIPE <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: ***** GAME DIFFICULTY: **** NUMBER OF SPEED BOOSTS: 14 RECOMMENDED BALANCE: Halfway to max speed Gimmie a F! R! U! S! T! R! A! T! I! N! G! WHAT'S THAT SPELL? FRUSTRATING! The first part is made up of a HUGE half pipe, with big walls and lots of room to move around, so you won't be crashing into anyone. There is a nice collection of speed boosts here also. After that the pipe will even out into a flat area. Follow it along and you'll soon enter yet another pipe. Go along that one and it'll soon turn into a corkscrew. There are some bottomless pits here, so be careful. After that the track alternates between half pipes and corkscrews. Finally, you'll enter a final half pipe, with laser beams that don't seem to do anything. After that is the pit area, and then the start/finish line. ><><>----------------------------------------------------------------------<><>< ><><><><><><> BIG BLUE: ORDEAL <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: ***** GAME DIFFICULTY: ***** NUMBER OF SPEED BOOSTS: 4 RECOMMENDED BALANCE: Halfway to acceleration Five stars. Yep. This is a HARD track and can knock you from first in the cup to about tenth in the cup. All speed boosts are missing during the first half of the track, making it hard to get ahead of your opponents. Go straight when you start and you'll drop down a ledge. Turn right at the 90 degree turn and you'll spot a hill to your left. DON'T GO UP UNLESS YOU HAVE A PERSONAL BOOST. If you do, boost just before the end to take a nifty shortcut. Otherwise, continue on the regular track. Go straight after that and you'll then have to make A LOT of sharp turns. Keep your speed going because you'll drop off a ledge next and if you fall short, you'll land in the water and retire. Go straight some more to reach a long, big pit area which you probably need right now. After that you'll have to make some more sharp turns and then you'll hop off a ledge. Next, you'll do some more sharp turns and hop off another ledge. Aim your machine to the left to successfully land on the next part of the track. It is composed of four 90 degree angle turns. You'll hop off another ledge after that and then run into your first speed boost. After that is a junction. Go left on your first lap, where it has an ice zone, but it has a speed boost on it. Going right takes you to a huge pit area, so go right on your second and third laps. You'll enter a tunnel after that. Zoom up a bit so you can see all of the tunnel. There are some VERY sharp turns here so I hope you've practiced drifting. The last part of the tunnel is very narrow, so stay straight the whole time. Zoom back out when you exit the tunnel. You'll have to make a couple more sharp turns here and then go through a corkscrew. After that is just a very narrow path, but it is totally straight. Use your boosts here and at the end, you'll spot the start/finish. Whew that was tough! EMERALD CUP COMPLETE! GOOD JOB! +====--------------------------------------------------------------------====+ | DIAMOND CUP | +====--------------------------------------------------------------------====+ ><><>----------------------------------------------------------------------<><>< ><><><><><><> COSMO TERMINAL: TRIDENT <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: *** GAME DIFFICULTY: *** NUMBER OF SPEED BOOSTS: 13 RECOMMENDED BALANCE: Halfway to max speed The track is made up of three way junctions, and only three way junctions. There are no rails to guard you, so always stay centered. There are tons of pit areas on this track, so boosting isn't a problem. You don't want to take the middle path on the first junction, because it holds only one boost. You should take it on your second and third laps, due to the large pit area. After that, it doesn't really matter. About halfway through you'll fall off a ledge and you'll have to land on one of three paths. From there it continues splitting in three. After a long while, you'll reach the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> SAND OCEAN: LETERAL SHIFT <><><><><><><> <><><----------------------------------------------------------------------<><>< SAND OCEAN: LETERAL SHIFT DIFFIUCLTY: *** GAME DIFFICULTY: **** NUMBER OF SPEED BOOSTS: 8 RECOMMENDED BALANCE: All the way to max speed. This track has a bunch of junctions, but there is a problem. One path in each junction is a dead end and you'll fly off the edge! It is simple to avoid this though. Whenever you see blinking arrows, go in the direction the arrows are pointing at to avoid retirement. Right after the fourth boost is a long pit area, and there is yet another pit area shortly after. One thing you want to be careful about on this course is that, like Trident, there are no guard rails to stop you from falling. Stay as centered as possible and never slam into a machine; you might miss and fall. Near the end you'll reach another pit stop, and right after that is a long, narrow straight-away. Use the energy you just got from the pit to boost yourself to the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> FIRE FIELD: UNDLULATION <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: *** GAME DIFFICULTY: **** NUMBER OF SPEED BOOSTS: 4 RECCMMENDED BALANCE: All the way to max speed This is a fun, fun, fun track. It is one path, with almost no turns, but there are hills that cause your to fly up in the air, a drop off, a couple of jump pads, and bumpy sections of the track. You'll begin by going straight for a LONG time, but be careful! There are, like the last two tracks, no guard rails to save you. You'll eventually hit a pit area and then a jump pad. After the pad, the track gets very bumpy. After that, you'll be going straight for another long while. You'll hit two pit areas and reach two speed boosts. After the boosts is the drop off I spoke of. After that, it's some more straight track with no rails. You'll come to a jump pad and then you'll be at another bumpy section of the track. After that, keep going straight to reach the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> AEROPOLIS: DRAGON SLOPE <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: **** GAME DIFFICULTY: ***** NUMBER OF SPEED BOOSTS: 17 RECOMMENDED BALANCE: Default You'll start off right in front of a speed boost. There is a pit area placed in a sharp turn right after that. Go straight a bit and you'll hit another pit area with a sharp turn. Go straight some more to reach a boost in front of a sharp turn. After that is a cave. There is a speed boost in the very middle. HIT THIS. When you do, you'll fly off a ledge. Aim for the second or third floor because they are shortcuts. Hit the boosts there and then you'll be shot off another ledge, where there are three floors after. The higher the floor you land on, the bigger the shortcut. After that is another ledge and another three floors. Right after that you'll reach a section of the track the is covered completely in ice. One the two edges are dirt, so stick to the ice. Right after that is a pit area. Continue through the track, taking the turns, and you'll come to a very narrow straightaway. Go through that, staying in the center. Eventually, the track will widen, and you'll just need to make your way through that to reach the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> PHANTOM ROAD:SLIM-LINE SLITS <><><><><><><> <><><----------------------------------------------------------------------<><>< DIFFICULTY: ***** GAME DIFFICULTY: ****** NUMBER OF SPEED BOOSTS: 3 RECCOMMENDED BALANCE: Halfway to acceleration. First, take a look at the course. I mean it, it just __TOTALLY__ shows off what the Gamecube can do. It is incredibly detailed! You have to see it to know what I mean. Secondly, this course is VERY different from the last nineteen courses. It takes place in a sort of computer generated world, with the floor made out of multicolored pixels and the background being black with green squares floating around. All of this comes at a big price. There are only three speed boosts, and a track this big needs at least ten. Also, the paths are incredibly thin, and it can bash you around a lot. I mean A LOT. You can break down just by going through one of those paths (this is why I recommend halfway to acceleration). Yet another thing, the pit areas have a bottomless pit RIGHT where they end. I mean RIGHT. So you are going to have to pull away from the pit to avoid retirement. There are a couple different junctions in this course too, and an ice zone at one part. Okay now a strategy. You'll start off in a wide, straight part of the track and proceed down it for quite a while. A little after the first speed boost, you'll come to a junction. It doesn't matter which path you take, but try as hard as you can to stay in the center of the paths, since they are both so thin. The path will eventually widen again but right after they do you'll come to yet another junction. Again, take either one and stay centered. After the paths merge you'll be on another wide section of the track. Avoid the glowing blue on the right side, since it is an ice zone. Right after the ice, you'll spot a thin pit area on the left side. Remember that bottomless pit right at the end. Better charging up a tiny bit of energy than falling. The next path is quite thin again. After that is yet another short pit area with a bottomless pit right after it. Your next path is, again, quite thin. When it widens you'll spot two pit areas, one on each side. They both have bottomless pits after them. Enter the left pit, because it is longer. Another thin path after that, and then two more pit areas which *gasp!* don't have bottomless pits after them!*insert applause here* After that is the start/finish. Two more laps and you're done! DIAMOND CUP COMPLETE! GOOD JOB! +====----------------------------------------------------------------------====+ | AX CUP | +====----------------------------------------------------------------------====+ NOTE: You'll notice these guides are a lot more in-depth than the other four cups. The other four cups will revieve full rewrites making them as in-depth as these later. ><><>----------------------------------------------------------------------<><>< ><><><><><><> AEROPOLIS: SCREW DRIVE <><><><><><><> <><><----------------------------------------------------------------------<><>< NUMBER OF SPEED BOOSTS: 1 GAME DIFFICULTY: DIFFICULTY: * RECOMMENDED BALANCE: All the way to max speed This is a very easy track. You'll start out on a straightaway and you just need to stay centered as you go. The track will then do the smallest turn ever to the right and you just need to follow that staying centered. It'll go straight some more (continue centered) and then there will be a noticable turn to the left. You might have to drift on this one because it can get pretty sharp. It'll even out again after that and you'll just need to cruise along it for a couple seconds before the track turns to the left again. Go along with it and then you'll reach two large pit areas on each side. They are almost impossible to avoid, so don't worry. As you cruise down the pit areas, the track will turn yet again. Once you reach the top of the hill, there is a turn to the right that you should follow and then a huge chuck of straight path. In the distance you should notice some glowing tiles with a very large turn to the left, similar to the ones in story mode 8. You'll probably have to drift to the left for this. From there the rest of the track is straight. There is a boost pad in the center and another large pit area to the left. Ahead is the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> OUTER SPACE: METEOR STREAM <><><><><><><> <><><----------------------------------------------------------------------<><>< NUMBER OF SPEED BOOSTS: 11 GAME DIFFICULTY: *** DIFFICULTY: ** RECOMMENDED BALANCE: All the way to max speed Wow... just look at the graphics of this course. The meteors flying everywhere, the orange line shooting past you, and the track itself is incredibly detailed. This is a great track, because there are so many unexpected things here. Begin by going straight and you'll go off a drop-off. You'll now be in a sort of pipe, except this is very wide. It looks like you'll die if you go off the edges, but you won't so don't worry. There is a speed boost in front of you and after that the track turns a bit to the right. There is then another boost and after that is something that looks like a portal of some kind. It is really a part of the pipe that is all an ice zone. There is a turn to the right at the beginning and then up ahead there is a speed boost. Right after that you'll exit the ice zone area and find yourself back in the normal pipe. It basically goes straight for a while and there are two speed boosts on the way, so make sure you hit them. Right after the second speed boost is another ice zone part although this is a corkscrew. It seems a little messed up. After that, you might find yourself on the celing. If you missed the next speed boost (you'll be able to tell) then get down to the bottom or you'll miss out on the first pit area. Go straight for a long time and you'll come to another ice area. This one is really short and only has a slight turn to the right. Try to stay on the left side, because if your on the floor when you come out, you'll drive straight over a pit area. It's very long and should refill all your energy. You'll come to a drop off and you'll be out of the pipe. Drive straight for a few seconds and you'll come to a junction. Which way? On your first lap take the right junction. There will be a speed boost at the start, and then a big turn to the right that contains two speed boosts. If you hit those two speed boosts while making the turn you may fly out of control, so make sure to hold R. After that there will be a turn to the left and the two paths will merge. On your second and third laps choose the left junction. There is a huge pit area right at the start and then a turn to the right. Follow that turn to come to another huge pit area. After that there is a little turn and the paths merge. From here, hit the booster and follow the two small turns to the left and two the right, and then go straight to reach the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> PORT TOWN: CYLINDER WAVE <><><><><><><> <><><----------------------------------------------------------------------<><>< NUMBER OF SPEED BOOSTS: 10 GAME DIFFICULTY: **** DIFFICULTY: ** RECOMMENDED BALANCE: All the way to max speed Welcome to Cylinder Knot rip-off! Here you get a wide version of a cylinder knot with a drop off! Go straight at the start and you'll spot a speed boost. Hit it and the path will turn slightly to the right. From there, go straight a little more and there will be a sharp turn to the left which you should take. The path will thin out a little here and it'll curve slightly to the right. There will be a speed boost here so hit that. The path will now continue to go right. Stay on either side of the knot, because then you can see the top and bottom and those two places hold the boosts and pits. Continue along the side a little and you'll spot the first pit area. It covers a very wide section and is almost impossible to miss. After that, you'll notice that the track has widened. There will be a turn to the right. Switch over to the bottom side for a speed boost. The track will curve slightly to the left and their will be a speed boost on the left side. Hit it and try to stay in the location that you are in as the track does a big turn to the left. If you stayed in the same location, you'll be able to hit another speed boost, located on the side of the track. From there, there is another speed boost that you can connect with and RIGHT after that is a junction so you'll have to be ready for it early on. The left side is the one you should take on your first lap. It contains two speed boosts on the top, on after the other. The right junction is home to a pretty big pit area, so take that on your second and third laps. After that, the two paths will merge again. You'll have to go straight here now and you'll come to a drop off where you'll end up on yet another wide section of track. The track will turn to the left and there is a speed boost on the left side, so hit that. Keep going for a while and then you'll get to an uphill, sharp turn to the right. Try to stay on one side the whole time to keep your speed up. After the turn you'll be heading straight for a while. In the distance, you'll be able to see a speed boost, so hit that. Next is a turn to the left and then the track turns to a very thin knot. You'll be going straight on this knot, so boost CONSTANTLY when on it (on your second and third laps, of course). After that is a drop off and you'll be headed straight for a large circle. There is a HUGE chance that you'll pass through the circle and fly right over the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> LIGHTNING: THUNDER ROAD <><><><><><><> <><><----------------------------------------------------------------------<><>< NUMBER OF SPEED BOOSTS: 9 GAME DIFFICULTY: ***** DIFFICULTY: **** RECOMMENDED BALANCE: Default Welcome to combination Multiplex and Ordeal! Here, you'll find a bunch of drop offs combined with about a dozen 90 degree turns. Wait, that just sounds like Ordeal :) Anyway, you'll begin by heading straight for quite a while. Near the beginning of the straightaway is a speed boost right in the very center. Hit that and cruise through the rest of the straightaway. After that the track will do a slight turn to the left and there will be a speed boost right after that, followed by a straightaway. Be ready, because here comes the first 90 degree turn. You'll have to drift if you want to make it through these turns easily. After is a straightaway, followed by a speed boost and then a slight turn to the right. You'll go straight for a while again and you'll spot the first pit area, in the very middle. Cruise along the pit area to reach another lovely 90 degree turn. After that, the track is pretty straight and it goes like that for a while. The track will eventually narrow itself out and it'll curve a little to the right. Stay in the exact center the whole time and hope that your away from other machines by now to avoid crashing. The narrow path will continue to curve, and then it'll come to a narrow straightaway. You'll pass under a dozen yellow signs and then the path will widen. Right in front of you will be a speed boost, so hit that. Next is a 90 degree turn to the left, and right after is a 90 degree turn to the right. The path will go pretty straight after that (no obstacles are in the way) and then you'll reach a left 90 degree turn. Go straight and pass under the checkpoint. The path will be pretty narrow here, but it will remain straight the whole time. At the end you'll hit a speed boost. Right after that is a drop off. You'll drop a long way down and there will be a right 90 degree turn at the bottom. If you used a boost right before the drop off and have a good car that can "fly", you might be able to bypass that first 90 degree turn. But right after that is a 90 degree turn to the left and that can cause problems if you land RIGHT in front of it. After those turns is a straightaway, complete with a boost at the end. Here, the track narrows again. Stay in the center and you'll cruise over a thin, but long, pit area. The pit area widens at the very end, but right after that is a 90 degree turn to the left. Go straight and here's a little thing that can be frustrating: three 90 degree turns one after the other. The first is to the left, and right after you'll have to push yourself to the left again, and then there is one more turn. The path will narrow again, and you should use your boost here (stay centered). About halfway through the narrow section, the track will curve to the left so stay centered. After that is a drop off and you'll go down to a very wide section of track. The section is also very bumpy and you can lose speed here, so use your personal boost. After that the track will turn, and then there will be a boost. Next, the track will curve again, to the left. After that you'll pass a checkpoint and there will be a pit area that starts on one side, and goes diagonally to the other. It is long and wide, and you should be able to totally refill your boost. After that is a straightway, and then a sharp turn to the left. Not a 90 degree turn, but still sharp. There is some more straight sections, and then another sharp turn. Head straight and the path will curve to the left and right alternating. There are a couple of boosts in the middle of the mess. Follow it to reach a huge final stretch of track, followed by the start/finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> GREEN PLANT: SPIRAL <><><><><><><> <><><----------------------------------------------------------------------<><>< NUMBER OF SPEED BOOSTS: 9 GAME DIFFICULTY: ****** DIFFICULTY: ***** RECOMMENDED BALANCE: Default Take a look at the graphics. Stare away. I mean, the moss on the rocks are so detailed, the track is laid out so well. Okay better start because this is going to be a LONG guide for this track since it is SO BIG! First off, this is track is a combination of pretty much all the tracks. You'll go through each one in turn. Begin by going straight. You'll notice that the walls curve to form a pipe just like in Intersection. Hit the speed boost and head on through the pipe. The first turn will be to the right and you only have to stay centered (below the knot) and you won't lose much speed. Right before the end switch to the left or right. THIS IS NESCSSARY! There is a corkscrew here and there is a bottomless pit in the center. It doesn't matter which path you take. Hit the speed boost and you'll begin to exit the pipe. Once your are fully out of the pipe head straight for a while and you'll reach a very big turn to the left. If you did what I said and left your balance at default, you shouldn't have to hold L or anything. It's a big turn and after that is a brief straight part of the track. Now you'll be at a big turn to the right. BE READY TO DO A SHARP TURN TO THE LEFT! When the turn to the right ends, it'll go straight into a big turn to the left and you might have to make it a sharp turn. Right after the sharp turn is a drop off and then you'll be at a knot just like in Cylinder Knot. Cruise over to the left side and stay there to run over a huge pit area. It lasts for a very long time and you might be able to pull off two boosts while you're on it. After that just head straight and you'll go up some small hills. Be ready because right after that is a drop-off and then you'll be face-to-face with a junction. It doesn't matter which path you take because they are both exactly the same except one turns to the left and the other turns to the right. There is a speed boost at the end of both of them and then there is a huge drop-off. Right after that will be a sharp turn to the left or right depending on which junction you chose. The paths will then merge and you'll be right in front of a speed boost. Next, you'll be at a section of the track where the pit below is visible. There is a huge turn to the right here and you should stay close to the right wall to cut off the most time. Right before the end of the turn, shift to the center again to hit a speed boost. Go straight and you'll reach another sharp turn, this time to the left. Again, hugging the inner wall will shave off seconds. Right after that is a very sharp turn to the left and you'll have to drift to make it. There will be yet another very sharp turn after that and then there will be a large pit area in the middle of the track. Stay in the center of the pit area and you'll have no trouble getting past the small turn to the left. After that will be a straight path and then a big turn to the left that you might have to hold L on. You'll then enter a tunnel with purple lights. There is a wide S turn here, so hold L and R and then go to the right and then to the left to pass it (stay centered to avoid crashing). You'll then exit the tunnel and there will be a speed boost, followed by a turn to the left. Follow it and then you'll come to two pit areas, one on each side. These pit areas are placed in a HUGE turn to the right. Hover over the right pit area and then shift to the left as it ends. You'll reach a sharp turn to the left and you'll cut off time by hugging the inner wall again. On this turn you might have to drift. Next, you'll reach another gated floor. The track will go slowly to the left and then there will be a noticable turn to the left. Take it and then you'll alternate between small left and right turns. At the end the path is fairly straight. Follow it downhill and you'll reach a drop off. From there, there is a HUGE turn to the right that will be wise for you to hold L and R on. Do this for quite a while and stay centered. Once you reach the end, head straight to enter a section of the track that is entirely covered in ice. Here there is a big turn to the left that lasts a long time. The slippery friction should allow your machine to make it without hold L. This turn continues for basically the whole ice part of the track, but at the end in straightens out and there is a speed boost. Head straight some more to exit the ice area. Next is a huge turn to the left that requires L and R and at the end, your rewarded with a fairly large pit area. Head along that and you'll then reach a very sharp turn going to the left. Right after that is a very sharp turn heading to the right. After that is a straightaway and then, finally, the start/finish. Two more laps to go! AX CUP COMPLETE! GOOD JOB! Now, you unlock Sonic Oval! ><><>----------------------------------------------------------------------<><>< ><><><><><><> EXTRA TRACK MUTE CITY: SONIC OVAL <><><><><><><> <><><----------------------------------------------------------------------<><>< NUBER OF SPEED BOOSTS: 7 GAME DIFFICULTY: * DIFFICULTY: * RECOMMENDED BALANCE: All the way to max speed *sigh*... WHAT a dissapointment... You work so hard to get those AX tracks, and then go through to get the final, super secret track and you end up with the Story Mode Mission One track! This is simply an oval, and it barely requires any explinations. You'll start off going straight for quite a while. There is a speed boost in the distance which you should hit. After that the track will turn slightly to the left. Just stay in the center and follow. There is another speed boos about halfway through the long turn, located in the center, so hit that. At the very end of the boost there is yet another speed boost. Right in front of you now is the super-long pit area. If you choose to go to the left or right, they are both fairly straight paths with one boost in the very center. After the pit there is another straightway, and then the biggest turn, which isn't that big. It isn't even sharp! Anyway, to goes uphill and to the left, and there is a speed boost halfway through it located in the center. The track will even out to straight at the end, and there is a short pit area on the right and right after that there is a speed boost. For the rest of the track, it is simply straight. Follow it to reach the start/finish. GREAT! YOU HAVE COMPLETED ALL TRACKS IN THE GAME! +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (05) STORY MODE WALKTHROUGH | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ In story mode, you'll play as Captain Falcon, where you'll complete a number of missions. This guide will tell you how to beat all the missions. So far I have completed a total of _2_ missions. ><><>----------------------------------------------------------------------<><>< ><><><><><><> MISSION ONE: CAPTAIN FALCON TRAINS <><><><><><><> <><><----------------------------------------------------------------------<><>< Craving another title, Falcon has trained tirelessly at his base... GET ALL THE CAPSULES ON THE TRACK AND FINISH WITHIN 80 SECONDS! There are twenty-five capsules here, and they are quite large, so it shouldn't be hard to miss them. Get all of the capsules on your right first (don't forget the one in the pit area!) and don't bother going back if you miss one. On your second lap, collect all of the capsules on your left. On the third lap, just collect any capsules you missed to complete the mission. ><><>----------------------------------------------------------------------<><>< ><><><><><><> HARD MODE <><><><><><><> <><><----------------------------------------------------------------------<><>< GET ALL OF THE CAPSULES ON THE TRACK AND FINISH WITHIN 60 SECONDS This is different. There are thirty capsules here, and they are all in different places. You can't miss one in a lap because this time, you have three different places you want to be. Get all of the ones on the right first, and grab the two on the left at the end. Next, go for all of the ones on the right, grabbing TWO at the end. Finally, go for all of the ones in the middle AND the ones you missed. If you missed one on both sides, just give up because you won't be able to get them in time. You'll have to hit every speed boost you can and use your personal boost often because if you don't, you'll run out of time around the third lap. Good luck. ><><>----------------------------------------------------------------------<><>< ><><><><><><> MISSION TWO: GOROH: THE VENGEFUL SAMURAI <><><><><><><> <><><----------------------------------------------------------------------<><>< Falcon chases a bounty into the wastes and lands in an ambush... BEAT SAMURAI GOROH TO THE GOAL! Before you start, bring you balance ALL THE WAY to max speed. Goroh is quite fast. You'll have to slam into him a couple of times with X and use you boosts only when needed to beat him. The track itself is not a threat, but the boulders falling are. They will begin to fall about a quarter into the track. Weave around them, because they can cause massive damage to the Blue Falcon. The best way to do this is to catch up to Goroh at the beginning, then slam him off the edge using X. Otherwise, he'll be quite tough to beat. Then, you can take the track slowly, avoiding the boulders, until you reach the goal. ********* HARD MODE ********* BEAT SAMURAI GOROH TO THE GOAL! Goroh seems a little bit faster, but the boulders come CRASHING down a TON! Do the same as you did last time, by catching up to Goroh at the beginning then knocking him off the cliff. You'll have to navigate the course REALLY slowly if you want to survive because of all the boulders. If you want, you can try to take it fast by quickly dodging boulders and that is sometimes easier, but never use boosts. You need all the energy you can get. ><><>----------------------------------------------------------------------<><>< ><><><><><><> MISSION THREE: HIGH STAKES IN MUTE CITY <><><><><><><> <><><----------------------------------------------------------------------<><>< After dealing with Goroh, Falcon visits a club to try to relax... REACH THE GOAL FIRST! This is hard. Turn your machine toward max speed before you start. Even though this track is made up entirely of 90 degree turns, you NEED the speed. Badly. Do drifts on the first couple of turns and then you'll come to a jump pad. Hit it and turn left to bypass a turn. Make some more turns and you'll spot another ramp. Hit it and turn. Right after that is a third ramp that lets you bypass another turn. After that is the pit area, then the start/finish. You must complete three laps and finish first to win. ><><>----------------------------------------------------------------------<><>< ><><><><><><>MISSION FOUR: CHALLENGE OF THE BLOODY CHAIN<><><><><><><> <><><----------------------------------------------------------------------<><>< A nasty crew stalls Falcon in his quest to stop Black Shadow... CRUSH MICHAEL CHIAN'S MACHINE AND HIT THE CHECKPOINT FIRST! First off, you'll want to put your balance all the way to max speed. Now wait until you hear the words "Booster OK" then do a boost. You should catch up to the first couple of machines. Use Z and you'll knock out at least one of them. Now do a couple more boosts(no more than two) and you'll catch up with some more machines. It is vital that you destory at least two more of these machines or else your energy won't last to the pit area. Do another boost and you should be near a ton of cars. Try to get as close to them as possible, then slam into them if you're on the side or spin attack if your in the middle. Once you got a bunch of those machines out, boost up to catch up to another couple of cars. You should destroy those. You should have at least one gold skull (means that ten machines are destroyed) by now. Continue to destory machines as you progress through the race. NEVER use your boost when your energy meter is flashing because the other machines like to hit you also. Do a ton of boosts once you reach the pit area. By now, at least 15 machines should be out, and you should be in the top ten. Now it gets tricky, because there aren't that many machines left which means you can't recover that much energy from machines anymore. You MUST get to 2nd place, and make sure the other machines are at least one second behind you. Then, you need to start boosting toward your rival. When you are right behind him, boost and spin just as you pass him. You should destroy him. If not, fall back a bit and slam into him right when he is even with your machine. If you miss that, I'm sorry to say that there is basically no hope left unless you have another boost left. Then just boost and spin. If that doesn't work, there IS no hope left. Good luck. ><><>----------------------------------------------------------------------<><>< ><><><><><><> MISSION FIVE: SAVE JODY! <><><><><><><> <><><----------------------------------------------------------------------<><>< The Federation arrives to help out, only to fall prey to the villain... THE POWER PLANT IS GOING TO BLOW! ESCAPE WITHIN 50 SECONDS! DIFFICULTY: ** Here, you'll go on a straight path, with a bunch of closing doors and pillars in your way. Go all the way to max speed before you start. Right after he says GO, boost straight repeatedly and continue boosting through four vertical closing doors. After that is a horizontal closing door, so shift onto the left or right wall to go through. Next is another horizontal door, and after that is a vertical door that stops leaving barely any room for you to get past. Next is a door that closes diagonally, and then another diagonal closing door after that. Next is three pillars and then two vertical doors that close almost all the way. After that is a door that leaves spaces on the four corners, then two horizontal closing doors that close almost all the way. Next is three vertical doors that close almost all the way, and then three horizontal closing doors that close, you guessed it, almost all the way. Finally, there are a couple of boost pads which you should hit, and then a wood ramp which will help you escape. Good job. ><><>----------------------------------------------------------------------<><>< ><><><><><><> MISSION SIX: BLACK SHADOW'S TRAP <><><><><><><> <><><----------------------------------------------------------------------<><>< After saving Jody, Falcon finally catches up to Black Shadow... THE BOMB IS SPEED SENSITIVE! KEEP YOUR SPEED OVER 700 KM/H! DIFFICULTY: *** Wow, this plot is SO original. Really I give it a 10/10. Who would've thought of it? First of all DO NOT USE YOUR BOOST UNTIL I SAY SO OR IF YOU _____ABOSOLUTELY_____ NEED TO! Anyway, the track is about 48000 meters long and there are a couple of other machines on it, which usually get out of your way. Cruise along the path, taking turns, and then you'll eventually come to a sharp left turn. This can be a little tricky, but you can do it by drifting. You'll go straight for a while after that. Cruise along the track, taking a few sharp turns, and then at about 18000 meters left, you'll spot a sharp upward turn to the right. At about 16000 meters left you'll reach a VERY NARROW part of the track, so try to stay centered as much as possible. Cruise along and you'll reach a dirt zone at about 11000 meters left. Boost through it and shortly after you'll hit another dirt zone, which you should boost through. Cruise along for a short while to reach another dirt zone. Right after that is a very sharp turn, so be careful. When you hit about 8000 meters left you'll come to a section full of thin strips of dirt and a couple of large machines. Weave in and out of the dirt and machines. At the last part, there will be a ton of sharp turns, so be careful and cautious. The final 1000 meters shouldn't be too difficult for you. ><><>----------------------------------------------------------------------<><>< ><><><><><><> MISSION SEVEN: THE F-ZERO GRAND PRIX <><><><><><><> <><><----------------------------------------------------------------------<><>< His death averted, Falcon visits the F-ZERO competition grounds... BECOME THE GRAND PRIX CHAMPION! DIFFICULTY: ***** GIMMIE A H! GIMMIE AN A! GIMMIE A R! GIMMIE A D! WHAT'S THAT SPELL? HARD! Hahaha... I laugh at the expression on your face when you first face this track... no really I do... this is H-A-R-D. The AI is so intelligent, I'm still wondering whether they set it that high accidentally [just wait till you get to very hard :)] Okay first, set your balance all the way to max speed. You'll start in twenty-eighth place. When you begin, you'll first have to pass through an area with a bunch of mines to your left, and a lava pit to your right. The lava pits... glide over these things and your health will REALLY decrease rapidly. You can glide over them for shortcuts in the first lap, but avoid them on the second and third laps because you NEED that boosting energy. After that first area, you'll come to a tight area with a wall and a line of track on your right, and an ice zone with no wall next to it on your left. Try to stay to the right as much as possible. Next, you'll drop off a ledge. There are a bunch of lava zones here, so avoid them as you go. After that is a safe part of the track, which goes on for a while. Eventually you'll reach a very thin part of the track with no walls and a speed boost. Hit it and take the turn to the left. You'll spot another speed boost with a bunch of lava next to it and after that, the most loved pit area in the game. Glide over it. On your final lap, RIGHT as you start to glide over the pit area, boost and don't stop boosting until the end to pass about seven racers if you're behind or to get far away from everyone. The final part of the track is a corkscrew with mines scattered everywhere; stay centered to reach the start/finish. Good luck beating this. If you're lucky, you may be able to beat it on your one-hundredth try even! ><><>----------------------------------------------------------------------<><>< ><><><><><><> MISSION EIGHT: SECRETS OF THE CHAMPIONSHIP BELT <><><><><><><> <><><----------------------------------------------------------------------<><>< Falcon sets out to meet Deathborn, knowing he must not lose... WIN THE BATTLE WITH DEATHBORN! REACH THE GOAL FIRST TO WIN! DIFFICULTY: *** This guy is pretty simple. You just need to turn your balance halfway toward acceleration before you start or you will have a hard time on some turns. The track is made up of some straightaways and sharp turns that can't be done without an L or R press or a drift. There is one turn near the end that can drop your speed to below 500 KM/H if you mess up on it and it comes all of a sudden so watch out for it. The pit areas are short, but there are many of them. About halfway through the course, you'll come to some lava. Avoid that, but if you don't there is a pit area right after. Have patience if you can't win, this guy is very simple if you keep calm. ><><>----------------------------------------------------------------------<><>< ><><><><><><> MISSION NINE: FINALE: ENTER THE CREATOR <><><><><><><> <><><----------------------------------------------------------------------<><>< With the Ultimate Championship's Belt in hand, Falcon can relax. But... CONQUER THE STAFF GHOST! MAKE IT TO THE GOAL FIRST AND WIN! DIFFICULTY: **** Worst. Racing. Opponent. Ever. Most. Frustrating. Track. Ever. Put them together, add some excellent graphics in, and you've got our final mission. This takes place on Phantom Road (Not slim line slits, but a different area.) You are racing a ghost who N-E-V-E-R boosts and is REALLY slow. I suggest you NEVER boost because you might fall off. So if the ghost is so easy, why is this four starts, you ask? Well, the track has N-O walls. NONE. Period. The track is wide and stays wide, but it has some very sharp and unexpected turns that you must handle. I suggest you bring your balance all the way down to acceleration before you race. Trust me you need to. You'll start off by going straight, and then you'll hit a turn that goes to the right. This isn't sharp, and only requires you to simply steer. You'll then hit wide turn, but this one is to the left. After that you'll reach a turn that dips to the right. Unless you didn't set your balance all the way down to acceleration on this one, you should have no problem. After that is our first turn that brings us really close to the edge. You MUST do a sharp R turn to complete this. After that you'll reach a turn that requires you only to steer. However, the turn will soon form into another sharp turn that REQUIRES you to do a sharp L turn. After that, there are no more sharp turns. You'll come to a couple of drop-offs. Some of them have turns right before, so if you mess up, you can drop right off the edge. The final part of the track has a very thin, wavy pit area, although I doubt you'll need it. After that is the start/finish. NOTE: Seeing as how the hard mode strategy is the same as the very hard mode strategy, I will not include a strategy for hard mode. VERY HARD MODE If your balence is to the right 70%, then you should do fine. You'll start off in second, and if you stay centered you should pass the ghost. Continue to stay centered but shift to the right during the "shallow" turn so you can cut off time. Just cruise along, and stay in the center during the "shallow" turn to the left so that when it turns to the right you won't be on the outside. Again, stay to the center during the next turn to the right, the one that dips a little. Try as hard as you can to stay to the right during the sharp, upward turn, but you'll eventually have to hold R. Once you complete the sharp turn, stay centered during the straightaway. You should shift to the left during the sharp turn to the left, and when it starts to curve upward, push a little harder, and remember: you can't complete the second part without holding the L trigger. Cruise along the straightaway and stay in the center during your trip up the hill. About halfway through the staff ghost should pass you. When you reach the series of drop offs, make sure not to touch anything but A. You'll have to hold the tiggers for some of the turns to the drop-offs. When you land on the main path again, shift to the right and stay there until you start to approach the start. Then shift back to the center. When you pass the start, boost twice instatly. Take the first turn, and then boost twice more. Now just go through like normal until you come to the straightaway after the sharp turn. Boost once on the straightaway and then climb the hill like normal. Right before you reach the top, boost. You should fly ahead of the staff ghost, and land on the platform after the first drop off. If you have any leftover energy, use it now. When you reach the pit area, make sure you fill it up all the way. Otherwise, you'll have a hard time winning. Boost twice, and wait about two seconds and do another two boosts. Go through the track as normal (the staff ghost should pass you before the sharp upward turn) until you reach the straightaway after the very sharp turn, which you should boost on. Do the boost right before the top of the hill and if you have anything left, use it then. When you cruise over the pit area, boost wildly to complete the mission. STORY MODE COMPLETE! GREAT JOB! Now you unlock Deathborn! And he costs twenty tickets! And he sucks! +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (06) ALTERNATE STORY MODE WALKTHROUGHS | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ Here are some alterante story mode walkthroughs sent in by people who read this FAQ. If you have some alternate strategies, please send them in! -------------------------------FROM Trimis------------------------------------- Mission One - CAPTIN FALCON TRAINS - There's 35 spheres now - and collecting them all under 60 seconds will be VERY difficult indeed. First off they are placed in areas which require you to "L" or "R" to the side VERY quickly (going straight will miss them), and some require you to go on an angle towards a wall to pick them all up. If you miss a single one you're best bet to is restart. You *can* afford to miss a single boost however - I would recommend skipping the initial last boost (the one after the pits) to collect a hard to get sphere on the left - then get to the right wall and try to get three more. There aren't any spheres in the pit area though - so you can collect the ones on the left - right sides on the frist two laps then boost through the pits on your last lap. (Trust me you'll need it). Beating this difficultly will free the Rainbow Phenoix racer. Again get one and then hit the L or R buttons to dash to the side to grab another. The final 6 |will be the toughest to get. Mission Two - GOROH: THE VENGEFUL SAMURAI There's even MORE rocks that drop this time. Goroh will boost to stay in front of you ( he has an unlimited amount of boosts it seems) for most of the track. If you can knock him off more power to you - I just raced him normally. At some point he *may* hit a rock enabling you to get in the lead near the very end. Boost for all your worth to beat him there. I found that the outside of the track was the 'easiest' area and let me avoid most of the rocks save for that last left turn - when you'll need to be on the inside to avoid whackin into one. Beating this race on very hard will free up the Spark Moon racer. (Tip - boosting twice at the beginning will keep goroh in front of you, but not to far ahead that he won't be affected by the boulders or too close that he'll boost again.) Mission Five - SAVE JODY! Remember what you've just done the past two times? Guess what? Do it five seconds faster (40 seconds on very hard). You MUST BOOST EVERY TIME YOU CAN AND GET EVERY SINGLE GREEN SPHERE to win here. EVERY SINGLE ONE. If you slow down - restart. If you hit a wall - restart. There's no helping it (to my knowledge), just try your best not to hit anything and get every single sphere. Beating this on very hard will free the Cosmic Dolphin racer. I mean it - boost from the start till the end of the race - boost even if your power runs out - you'll need to restart if you so much as tap a wall. Mission Six - BLACK SHADOW'S TRAP 800 kph is the speed you can't fall under this time. Since I had no problems with the other two difficulties I had no problems here either. Beat it in my second try actually. It was here that I discovered something though - you're balance directly influences you're boost speed - if you have a great acceleration but poor top speed you'll boost to 1400+ in an instant, while if you took a great top speed you're boosts won't be as grand. It's not related to the course but I discovered it while playing here. Beating this on very hard will free the 'Sliver Rat' racer. ----------------------------FROM Timothy Swantek-------------------------------- MISSION FOUR: CHALLENGE OF THE BLOODY CHAIN The machines have as much life as you have I believe - they won't be blinking at all unless you damage them somehow. Furthermore Michaels car has about two to three times the "life" of any other car in the race. (A side dash won't even make him blink.) If you want to win this one the best way is to take out all the other cars as soon as possible. Boost and side-dash to take out cars on your sides (watch out for their attacks), and if you gain the a lead on a car or two watch the warning arrow behind you - spin when you think the enemy cars are about to pass you to take out a few that are coming up from behind. If all the cars are destroyed Michael will slow down early (as opposed to the end of the race). Side dash him once, then spin attack him when he tries to pass you and dodge his own spin when he tries. Continue the spinning attacks and you'll win in the end. (This, at least, is how I did it.) +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (07) CHARACTER PROFILES | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ This section will list all of the character profiles. NO. 1 Mighty Gazelle Four years ago, Mighty Gazelle was the pilot who took the worst damage in the huge accident that led to the temporary suspension of the F-ZERO grand prix races. He just barely escaped death and was resurrected as a cyborg primarily made up of mechanical body parts. Living only for F-ZERO, he ignores the complaints of those who oppose his race parcipitation- no protest would make him skip a race. Because he is a cyborg, he has been able to polish his racing skills without fear of death. Through analysis of his past races, he has fine- tuned all of his reflex-related components. NO. 2 Jody Summer Jody Summer is a combat-machine pilot affiliated with the Galactic Space Federation. Her ability is highly regarded, and she is recognized as a hero by both her peers and superiors. For these reasons she was chosen as the spokesperson for the Federation. She wasn't able to win the last Grand Prix championship, but was praised for her bravery and subsequently chosen to be Miss Galactic Space Federation. She still doesn't have a great deal of experience as an F-ZERO pilot, but she has an incredible ability to control speed-that skill alone makes her the target of a great many rivals. NO. 3 Dr. Stewart His real name is Robert Stewart. A long time ago, he was a charismatic surgeon with legendary surgical skills. However, the death of his father, professor Kevin Stewart, provided him with the opportunity to become a pilot. A regular racer with already over ten years of experience, his is still considered a top- class pilot. As a racer, he's known for his refined technical prowess and friendly demeanor. In the big accident four years ago, Dr. Stewart put his skills as a paramedic to use and treated many of the injured. Miraculously, due to his heroic efforts, no fatalities occurred. NO. 4 Baba This "wild child" was born and raised amid the natural beauty of Giant, a planet with expansive tracts of green land. He has preternatural animal instincts and a resilient, well-toned physique, both of which factored into his recruitment by the F-ZERO Pilot Selection Committee. He left his home and underwent a great deal of training in order to make his F-ZERO Grand Prix debut last year. He didn't win, unfortunately, and knowing he still had much to learn, he set out on a spiritual journey. As a result, his physical strength has increased twofold. However, he is also a bit overconfident now and is considered somewhat of a big mouth. NO. 5 Samurai Goroh In outward appearance, Goroh is a bounty hunter just like Falcon, but in actuality, he is the boss of an intergalactic group of bandits with a terrible reputation. This group of cutthroats is said to use to Red Canyon for a hideout. Exactly what Goroh has plundered and extorted over the years is unknown. As a bounty hunter, he travels from planet to planet evaluating the value of possible spoils. He actually dreams performing notorious deeds as a bounty hunter, but Falcon always seems to beat him to the punch in the newest and most profitable projects- Goroh is very bitter about this. He enters every Grand Prix without fail and is known as a rival of Falcon and will never stop trying to defeat him. NO. 6 Pico Pico was a member of a special unit of the Poripoto army and carried out a number of dangerous missions. He is very aggressive, yet cool-headed enough to do what needs to be done to the bitter end. Individuals who mess with him often don't live to do anything else. After retirement, Pico opened a small shop near the military base, but he still operates as a numerous assassin. The accident four years ago is said to have been caused by his dangerous driving and for this reason he is disliked by many of the F-ZERO fans. This doesn't stop him from running the circuit as recklessly as always. NO. 7 Captain Falcon Captain Falcon was the winner of the previous F-ZERO grand prix, an achievement that boosted his already high popularity even higher. Beyond racing, he is quite well known as an extremely capable bounty hunter- just how many criminals is brought in is unknown, but the number is said to be astronomic. Aside from the fact that he hails from Port Town, his past is a complete mystery. His mind and body are honed from the many battles he has survived, and there is no challenge he can't overcome. NO. 8 Octoman Octoman is a representative of Takora, a planet currently at odds with the Milky Way Space Federation. The confrontation between the Federation and Takora grows more long a drawn out by the day. The Takoraians are surrounded by enemies and area in a very unstable economic state. Due to this, Octoman wants to win the Grand Prix so that he can pay the education costs of his children. He plans to contribute the rest of his earnings to the government of Takora to give it hope for the future. NO. 9 Mr. EAD Mr. EAD is an android created by the mysterious development group EAD. His objective in the Grand Prix is to complete the final testing phase for his IQ and AI programming. After his run on the last F-ZERO Grand Prix, he endured many trials- combat training, spy activities, college exams, and many others. If all of his capabilities function as calculated, there should be nothing that can keep him from winning the Grand Prix. His victory will signify the birth of a flawless android. NO. 10 James McCloud McCloud is the leader of the flight squad Galaxy Dog. He had his combat plane converted into an F-ZERO machine in order to compete in the Grand Prix. During peacetime there is very little work available, so McCloud has entered his second race in an attempt to take home the big prize money. He is motivated to become the new champion by thoughts of his wife and young son, both of whom need his support. NO. 11 Billy One of Billy's ancestors was a trained rocket pilot and the first monkey in space. Whether by genetic predisposition or not, Billy's ability as a pilot is truly exceptional, and he's the first monkey to enter the F-ZERO Grand Prix. He was raised in a special lab where he was educated in human literacy and communication skills. The lab concurrently developed an F-ZERO racer suitable for a monkey and bestowed upon him the honor of piloting it in the Grand Prix. NO. 12 Kate Allen Kate is the megastar singer who was chosen to sing at the opening ceremonies of the past several F-ZERO Grand Prix races. Her fans are wild about here powerful dance moves and here soulful vocals. Completely allured by the extreme speed of the race, Kate chose to pursue F-ZERO racing rather than continue furthering her musical career. Taking full advantage of her sense of rhythm and athleticisim, she plans to run a rambunctious race. NO. 16 The Skull The Skull was once the greatest driver in the F-MAX Grand Prix, a competition that predates the coming of F-ZERO by some 200 years. Thanks to the inexplicable powers of science and black magic, he has returned to this world to compete once again. With his remarkable technique and decision-making powers, he now has a chance to extend his legacy into a new generation. NO. 18 Beastman Beastman became a beast hunter after a nasty encounter with a gigantic crocodile on the planet White. After surviving the ordeal, he decided that he wanted to protect people from such dangerous creatures. He is actually quite shy and in order to keep his bashful nature from being discovered, he adorned himself in the imposing outfit of a dinosaur. Before long, due to his heroic deeds and growing popularity, he became known as the Beastman. Having dealt with all the beasts on his own planet, he entered the F-ZERO X Grand Prix for promotional reasons. There, he met Bio Rex for the first time, and knowing the creature was competing, he made a vow to protect the other pilots and crowd from such a dangerous beast. NO. 20 Super Arrow Super Arrow is a superhero who defends peace on Earth. He entered the last F- ZERO race to chase his old enemy, Zoda. At the time, Super Arrow had never even driven before, so he had to hurriedly register for an F-ZERO license just so that he could enter the race. Even so, he managed to race competitively by ultilizing his superpowers. Zoda has entered the race again, and Super Arrow must do all he can to stop him and end his reign of terror. He is known for his relentiessly unforgiving attitude toward criminals, but when it comes to his wife, Mrs. Arrow, he's as docile as a puppy. NO. 21 Mrs. Arrow Mrs. Arrow strives to defend her husband, Super Arrow, in and out of the home. She entered the last F-ZERO race to assist her husband, who had no previous experience as a pilot. An F-ZERO circuit model before marriage, she was the first former circuit model to compete as a pilot. NO. 22 Gomar and Shioh On the planet Huckmine, the Furikake people have an odd custom- they pair up with a partner as soon as they're born and do everything together. The intelligent Gomar is very short and envies the stature of Shioh, while Shioh is a tall creature who admires Gomar greatly and depends entirely on his decision- making. This peculiar pair work together, deftly manipulating their F-ZERO machine built for two. However, these two partners- who have been together as long as they can remember- will both marry next year, thereby undergoing a partner change. This even has given rise to many rumors about this F-ZERO Grand Prix being their last together. NO. 24 Michael Chain Michael is the head of the racing clan known as the Bloody Chain, whose membership up until a few years ago exceeded ten thousand racers. He enters the F-ZERO to showcase his skills and to represent the entire crew, but his efforts are falling short and have begun to leave the organization. The Bloody Chain member numbers have now fallen well below ten thousand, and it's rumored that the crew could be totally dissolved in the next several years. NO. 25 Blood Falcon Although listed in the race literature as 37 years old, Blood Falcon is actually a clone created from Captain Falcon's DNA, which was stolen while he was hospitalized after the huge accident four years ago. With that in mind, Blood Falcon is technically only four years old. He is capable of everything Captain Falcon can do, but he has been strictly taught to obey all commands of his evil master, Black Shadow. NO. 26 John Tanaka John, the mechanic of the Galactic Space Federation, is in the same unit as Jody Summers. Secretly harboring feelings for her, he entered the race to protect here from danger. If by a stroke of luck, he wins the Grand Prix, he's even considering proposing. NO. 27 Draq Draq works with Roger Buster, managing a portion of their cargo-shipping business. He is an absolutely gigantic fan of F-ZERO and has dreamed of entering the circuit himself since he was small. Roughly over one year ago, Draq and Roger cam across two F-ZERO machines tagged with an unknown recipient and no return address. Draq quickly convinced Roger to let them enter the machines in the last Grand Prix, telling him that they would surley be recognized and the rightful owners would come forward to claim them. No one claimed the machines, however, and the two partners have decided to try again. Draq hopes to win a Grand Prix himself before the owners come to claim the machines- then he could use the prize money to buy a craft of his own. NO. 28 Roger Buster Roger is a galactic deliveryman famous for his policy of "No consignment too dangerous!" He's set to enter the race again with Draq in machines of unknown ownership. While Draq is a huge F-ZERO fan, Roger himself isn't too interested in it. For Roger, finding the proper owner of the machine so that he can complete his deliveries is the overall goal of the competition. NO. 29 Dr. Clash Dr. Clash is an F-ZERO engineer unable to give up his dream of becoming an F- ZERO pilot. He created a special gadget to comensate for his limited athletic ability and, after spending years of research to customize his F-ZERO machine, finally got to race. NO. 30 Black Shadow Black Shadow is a cold-blooded king of evil feared by all. However, Captain Falcon has seen much success capturing his foot soldiers, and Black Shadow wants nothing more than to see the end of this meddling bounty hunter, preferably in front of millions of fans. No. 31 - Don Genie Sex:Male Age:65 Don Genie is the famous mogul head of the universal traders. He has been arrested countless times for secretly trading in energy resources and weapons. Each time he's arrested he's forced to pay a small fortune in bail to get himself free. At this time, it's unknown whether Don is participating in the F- ZERO races beacuse he wants to publicize his trading company, or whether it's just for fun. One thing is for sure though: it must be related to some sinister ploy he's put together. It's also rumored that Don Genie has some connection with Black Shadow - the Emperor of Evil. No. 32 - Digi-Boy Sex: Male Age:8 Digi-boy's real name is Terry Getter, and he's a young genius currently attending Einstein Academy. While he' still just a kid, he's been dubbed Digi- boy because there's no digital device he can't deftly use - he's even invented many of his own. He's also analyzed every past F-ZERO race and has subsequently devised a perfect equation to work with his self built machine so that he can win the next race. In his dictionary there is no such word as luck. No. 35- Daigoroh Sex: Male Age:10 Daigoroh is the only son of Samuri Goroh. He's so bad that even his father can't keep him under control. Daigoroh is a master swordsman, and loves to run riot with his sword whipping through the air. He has immense respect for his father and will boast about him regarding any subject. He hops to earn the praise of his father by defeating Captin Falcon, his father's biggest enemy. As a pilot he has more aptitude and potential than his father, and many are eagerly waiting to see what kind of pilot he grows up to be. No. 36- Princia Sex:Female Age:16 Princia Ramode is the princess of the Desert kingdom on the planet Magica, a society with highly advanced scientific knowledge. Her characteristic curiosity often leads her into mischief and oftengets her into dangerous predicaments. in order to increase her wisdom and life experience before becoming queen, she secretly ran off with her servants on an adventure to a host of other planets. When she arrived on Earth, she happened to catch a glimpse of an F-ZERO Grand Prix and whimsically decided that she, too, wanted to race. Knowing that no amount of persuasion will budge her once she sets her mind on something, her servants were left with no choice but to prepare a machine that fully utilized the scientific technology of Magica. No. 40 - Pheonix Sex:Male Age:26 Pheonix is a time traveler who has come back in time from the future. His role is that of a space detective dispatched to protect the natural progression of time and history. He came to this era after receiving information that an event would occur in this next F-ZERO Grand Prix that would change the history of the entire universe. He's now busy running around in his beloved time machne, the Rainbow Pheonix, trying to stop this event before it occurs. REST OF CHARACTERS COMING SOON! +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (08) MACHINE PARTS | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ This will tell you all the available custom machine parts I have unlocked. It gives their name, weight, stat, and ticket cost BODY PARTS Valient Jaguar 1000 kg B rank 4 tickets Big Tyrant 1500 kg A rank 5 tickets Grand Base 1380 kg A rank 5 tickets Fire Wolf 840 kg B rank 3 tickets Rapid Barrel 580 kg C rank 5 tickets Sky Horse 640 kg C rank 4 tickets Aqua Goose 700 kg C rank 4 tickets Liberty Manta 380 kg D rank 7 tickets COCKPIT PARTS Aerial Bullet 240 kg E rank 3 tickets Bright Spear 330 kg C rank 4 tickets Super Lynx 460 kg B rank 5 tickets Moon Snail 260 kg D rank 4 tickets Scud Viper 320 kg C rank 7 tickets Energy Crest 500 kg B rank 5 tickets BOOSTER PARTS Titan -G4 540 kg B rank 5 tickets Boxer -2C 350 kg C rank 5 tickets Scorpion -R 400 kg C rank 4 tickets Bazooka -YS 250 kg D rank 3 tickets Tiger -RZ 250 kg D rank 4 tickets Triple -2 660 kg A rank 7 tickets More parts coming soon as I unlock them. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (09) CUSTOMIZE | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ This chapter will tell you the different features of customization so you can customize a good machine. First, I'll describe creating the actual machine. There are three parts you can add: Body parts, Cockpit parts, and Booster parts. The body part is the actual machine. The cockpit is where you'll pilot the machine, and the booster is the boost of the machine. You should go to the shop and check out the best parts there. I mean, like parts with a good A or B ranking. You can find the list of parts in the machine parts chapter. To scroll from Body to Cockpit to Booster to Pilot, press R. Once you've customized your machine, save it. Now on to adding additional touches. If you want to add color, select your machine from the garage, and select change color. Now you can use three different meters to change the look of your machine. Like customizing, press R to shift from part to part. Press Y to save you colors. If you want to add an emblem to your machine, select your machine from the garage, and choose Attatch Emblem. If there is no emblem data, the game will create a save file. You'll want to select the first slot and then select the part. Next, select the actual emblem. You can now choose where you want to put the emblem. If part of the emblem isn't solid, that part won't show up when you paste the emblem. When you've pasted the emblem, move to the second slot and choose a different part and do the same thing. You'll be asked to save when you exit. Creating an emblem is different. Go to Emblem Editor and it'll create a file for you. You can do the following: Draw This lets you draw whatever you want. Erase This lets you erase all things you've done so far. Fill This fills the whole background Draw line This lets you draw a straight line Draw circle This allows you to draw a circle. You can make it any size you want. Draw rectangle This allows you to draw a rectangle. You can make it any size you want. Enlarge edit screen You can enlarge the screen by a little bit. Draw and fill a circle You can draw a circle any size you want and it'll automatically fill it for you. Draw and fill a rectangle You can draw a rectangle any size you want and it'll automatically fill it for you. Rotate emblem Pressing the control pad to the right allows you to rotate your emblem. Invert emblem This option allows you to... invert your emblem! Undo operation You can undo as many operations as you need Redo operation You can redo as many operations as you need Load Emblem This allows you to load an emblem you've already created Save emblem You can save the emblem you're working on End You can close the editor here If you want to change colors, use the C-Stick. That's it for customizing! +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (10) USER'S CUSTOM VEHICLES | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ I have recived about ten e-mails asking me this: What's the best custom vehicle that you can use? The answer: there is no "best" vehicle. Here, I have decided to post vehicles that other people created. All of them now are from user's of the GameFAQs message boards, but you can e-mail me with your own if you'd like! Feel free to send me as many as you have! NOTE: Some of the part combos you'll see may also be in ZoopSoul's FAQ (when it is posted.) This is not a violation of anything, since these are vehicles created by other people (who will be properly credited) Also note that some vehicles have more information than others, simply because they have given me more information. ME FROG'S GARAGE! So far, I only have on car in my garage: FROST LYNX G4 Aqua Goose? Super Lynx Titan-G4 Weight: Somewhere around 1700 ADDITIONAL: Wow... this is one of the best cars in the game. There are many positive things about it. You can get the parts early, it weighs a nice amount, and its stats are good (C, B, B I think). If you set its balance all the way to max speed, then you can get around 1,124 KPH without doing anything else. If you use a boost you can get up to 1300, and one right after that will take you to 1600. There are many tracks where it can get a very nice lead over others. Like in the first level of Port Town, on that huge drop off. If you hit the three boosts, look at the map when you fly off the drop off and you'll see how far ahead you get from your opponents. Also in Trident, it's handling doesn't allow it to go out of control that easily, so you can boost on those thin paths without fear. But, like all customs, it has some flaws. Like in Lighning: Half Pipe. There is NO WAY you'll be able to go through the whole thing at max speed boosting on turns unless you are very skilled. Its handling is good in some places, but it isn't in others. Also in the first level of Big Blue, it is hard to make it get through that tight S turn. Still, with excellent max speed (it goes over 1000 even when it is 100% acceleration) and balanced stats, this machine can win you all the cups on all the difficulties. It did for me. FROM: moysturfurmer HEAT HORSE-Z Parts: Sky horse Heat Snake Triple Z Weight: 1780 ADDITIONAL: its not to heavy, doesn't swerve, and has excellent top speed. FROM: phineasfool Red Spider -Z Parts: Body - Holy Spider Cockpit - Red Rex Booster - Triple -Z Stats Body - C Boost - A Grip - C Weight - 1550kg Top Speed (no boosting or anything) - 1120km ADDITIONAL: This car slides a little bit, but not too bad. I can take almost any turn in the game without using the triggers. The accel isn't great, but at top speed I can get past everyone by halfway through a race. FROM: nazgulnarsil FROST LYNX: Parts: Aqua Goose Super Lyn Titan G4 ADDITIONAL: None ACRO CREST Parts: Sky Horse Energy Crest Titan G4 ADDITIONAL: None SUPER BARREL Z Parts: Rapid Barrel Super Lynx Triple Z ADDITIONAL: None ARCH LYNX Parts: Silver Sword Super Lynx Titan G4 or Triple Z ADDITIONAL: None RED SPIDER Z Parts: Holy Spider Red Rex Triple Z ADDITIONAL: None GARNET MANTA Parts: Liberty Manta Garnet Phantom Triple Z ADDITIONAL: None FROM: Epyo the Great GARNET DRAGON Parts: Body:Garnet Phantom Cockpit:Speedy dragon Booster:Sunrise 140 ADDITIONAL: None FROM: Meganium7 SCUD WOLF Z Parts: Body: Fire Wolf Boost: Triple Z Cockpit: Scud Viper ADDITIONAL: None FROM: RabidSpam ACRO CREST G4 Parts: Sky horse Super Lynx Titan G4 ADDITIONAL: None FROM: Virus218105 FROST SPEAR-G4 Parts: Aqua Goose Bright Spear Titan G4 ADDITIONAL: None ACRO LYNX-G4 Parts: Sky Horse Super Lynx Titan G4 ADDITIONAL: None FROM: Jugem PHOTON PHANTOM-G4 Parts: Optical Wing Garnet Phantom Titan-G4 Body: D Boost: B Grip: A Weight: 1600 ADDITIONAL: Has a top speed of somewhere between 1120 and 1130, great handling, and pretty good acceleration as well. FROM: Tedmaster SPARK GAUNTLET Parts: Spark Bird Dread Hammer Euros -01 ADDITIONAL: None FROM: PokeMaster1004 BRIGHT MANTA-Z Parts: Liberty Manta Super Lynx Triple Z DAC (Body Boost Grip) ADDITIONAL: None FROM: Anti Uni SACRED LYNX-G4 Parts: Holy Spider Super Lynx Titan G4 C-B-B Medium Wieght ADDITIONAL: None FROM: Cool Whipp UNKNOWN TITLE Parts: Dread hammer Speed dragon Titan G-4 ADDITIONAL: its tight. FROM: SpeedDaemon HEAT GOOSE Parts: Aqua Goose Red Rex Sunrise something ADDITONAL: None FROM: rapidwingo WINDY MANTA-Z Parts: Liberty Manta Windy shark Triple Z 1260 kg Stats: D A E ADDITIONAL: It might seem slippery Because the E grip but it actually handles very well! FROM: MadDogV2 SUPER HORSE-Z Parts: Super Lynx Sky Horse Triple Z Body:C Boost:A Grip:B ADDITIONAL: like Frost Lynx-G4 but better cornering and body. looks great to boot JEWEL WYVERN-V2 Parts: Speedy Dragon Garnet Phantom Thunderbolt V2 Body:E Boost:A Grip:A ADDITIONAL: Extremely good the parts fit eachother perfectly in design and really fast, has a little oversteer that needs getting used to. It's very delicate though so it's not good for beginners, this is more of an expert car. FROM: phineasfool HEAT WING-Z Body - Optical Wing Cockpit - Heat Snake Booster - Triple -Z Stats - DAB Weight - 1560kg ADDITIONAL: This one gets a pretty good top speed (about 1125km) and actually corners fairly well. FROM: Scary Raebbit FLAME JAVELIN-V2 Parts: Body: Silver Sword 620 kg Cockpit: Heat Snake 480 kg Booster: Thunderbolt-V2 860 kg Body: C Boost: A Grip: B Weight: 1960 kg Heavy Load ADDITIONAL: Pretty good on the Diamond Cup. Not as good a turner as Super Goose- Z, but makes it up with speed. Nothing that L and R can help. FROM: nebneb PHOTON SNAIL 64 Parts: Body-Optical wing Cockpit-moon snail Booster-Titan-g4 Body-D Boost-B Grip-D ADDITIONAL: Max speed is about 1118-1120. The boosts are excellent in the second lap you can ravage. It has a perfectly balanced steering it does not skid only if you go above about 1600 it might just a little. It weighs 1220 kg. FROM: dragoa SUPER GLIDER -88 Parts: Cockpit-Super Lynx Booster- Raiden-88 Body-I have no idea but I know it's an AX part..... Stats Body-C Other 2-B ADDITIONAL: control-bad accel, decent cornering FROM: SkedarKiller COMBAT BARREL Parts: Rapid Barrel Combat Magnum Sunrise 140 Body:C Boost:E Grip:A 0-900 time (balance on 100% speed): ~2.2 seconds 0-900 time (balance on 100% acceleration): ~1.8 seconds ADDITIONAL: Terrific cornering, body and acceleration. It's main flaw is speed: Even on 100% speed in the balance setting, it only goes to 1,021 km/h (993 km/h for 100% acceleration). Ideal for highly technical courses like Drift Highway, Serial Gaps, etc., but terrible on speed tracks like Split Oval. FROM: Yours to Hate PLASMA GOOSE 4-X Parts: body: aqua goose - C cockpit: spark bird - B boosters: Punisher-4x - B heavy load: 1810 kg ADDITIONAL: None FROM: PatMan33 FROST-PHANTOM G4 Aqua Goose Garnet Phantom Titan G4 C B A ADDITIONAL: None NAME UNKNOWN Speedy Dragon Garnet Phantom Thunderbolt -V2 E A A ADDITIONAL: None FROM: Tina Massey Name: Grand Unicorn Body: Grand base Cockpit: energy crest Booster: Boxer-2c Body rank: A Boost rank: C Grip rank: B Weight: 2230Kg. (heavy load) Additional: it's a sturdy machine. Can reach over speeds of 2000 with good boost and long strait away and it doesn't swerve at all. It failed me only once but only because I didn't know the track. Name: Pauan Piupl (For all cars) Car: Berserk Lynx-G4 Body: B Boost:B Grip: B Weight: 2000 kg Parts: Valiant Jaguar Super Lynx Titan-G4 Additional: The car handles EXCELLENT! Absolutely NO sliding no NOTHING! (Except speed cornering and other good stuff) This is the car that I ALWAYS use. It's not THE fastest cause it's so heavy, but it makes up for this with Boost, Cornering, and most importantly....... SPEED. (P.S. I have won EVERY SINGLE TRACK IN FIRST PLACE USING THIS EXACT CAR) (Except the tracks I haven't unlocked ;) Car: King Neptune Body: A Boost:B Grip: B Weight: 2380 kg Parts: Grand Base Super Lynx Titan G-4 Additional: This car is the best STAT WISE but it makes up for this great-ness with one "minor" flaw... It's HEAVY! Enough said.... Car: Flying Lobster Body: D Boost:D Grip: D Weight: 880 kg Parts: Liberty Manta Moon Snail Saturn -SG Additional: This is what I consider my fastest car (cause it's SO DANG light). And as a BONUS It ALSO has great handling! (BONUS) But..... I still prefer my Berserk Lynx-G4... Car: Shining Swallow Body: D Boost:C Grip: C Weight: 1200 kg Parts: Funny Swallow Bright Spear Tiger -RZ Additional: This is ALMOST as fast as my Flying Lobster but NOT QUITE. And as a downfall, my Swallow has POOR handling. (I mean it's kinda good but it's SO DANG SENSITIVE!!!) That's all. Those are all the customs I have right now. If you have one, e-mail me with it and I'll post it! +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (11) STAFF GHOSTS | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Inspired by ZoopSoul's excellent FAQ, I have decided to make a staff ghost section of my own. This is how it'll look: NAME SUB-NAME STAFF GHOST TIME Staff Ghosts can be raced against in the time attack section. You get 25 tickets for beating them. Good luck! **** RUBY **** ><><>----------------------------------------------------------------------<><>< ><><><><><><> MUTE CITY: TWIST ROAD <><><><><><><> <><><----------------------------------------------------------------------<><>< TIME: 0:59:964 Okay this is one easy track to beat the staff ghost time on. When you start off, hit all the speed boosts at first. Start snaking once you get down onto the lower level and continue to snake until you hit the next boost. When you are through the the loop, hit the speed boost and snake across the corkscrew. The final boost should get you through the first lap. On lap two boost non-stop, one after the other, except don't boost when you hit a speed boost. If you boost non-stop, you should get up to 1500 KPH. Snake while boosting to get up really fast, until you pass the start. Your energy is probably very low now, so snake while you are running over the boost pads instead of using your personal boost. When you get to the pit area, start boosting non-stop again until you reach the finish. CASINO PALACE SPLIT OVAL 0:56:691 When you start, hit ALL the speed boosts except for the ones that are not possible to get (because you are going too fast). It is ABSOLUTELY nescessary that you take the right junction and hit all four speed boosts. Start snaking after you exit the junction and hit the two boosts left. When you pass, start boosting like crazy. Boost in between the speed boosts at the first part and take the left junction. Boost while you are going over the pit area and snake for the last part. On lap three, you should have enough energy to boost all the way to the pit area. From there, just boost and snake until you get to the goal. SAND OCEAN SURFACE SLIDE 1:56:743 Make sure you hit the two boosts at the start, and if you are using the Frost- Lynx, you should fly really far when you go off the drop off. Go along the inside of the track during the tunnel, and be prepared to take the S turn. Drift while taking it and DON'T hit any walls or it becomes a lot harder. On the straight you should gain any lost speed back. Tap lightly on the control stick when taking the last couple of turns, and cruise along the top of the hill at the last part. When you pass through the start, hit the speed boost and then use your own boost. Hit the second speed boost and wait until you've landed to use your boost again. Continue to use it until you enter the tunnel. Don't use it while you are recharging your energy (remember take the right pit area) and DON'T use it during the S turn. When you get to the straight path after the S turn boost twice, and then don't boost until you reach that final stretch of track near the start. You should have enough energy for about one more boost, so save it for the narrow path. Boost twice again when you reach the long straightaway, and use any leftover energy on the final straightaway. LIGHTNING LOOP CROSS 1:59:907 Set your balance to halfway to max speed and get ready to go! At the first part, just hold A and you should hit about 1050+ KPH. When you enter the area with the turn to the left, stay centered to hit the center. Stay centered again during the straightaway and make sure you hit the speed boost. When you get to the sharp turn with the dirt zone, STAY AS CLOSE AS YOU CAN TO THE INSIDE! Touching the dirt zone AT ALL could ruin your chances. Don't drift, as it can slow you down. Instead, just hold R throughout the whole thing and you should make it. The straightaway after that should regain any lost speed. When you reach the junctions, take the left side and hit the boost and YOU MUST SWITCH TO THE RIGHT SIDE and hit the boost there. You should be going really fast on the straightaway, and then don't hold anything when you take the next turn. Stay in the center (the tiny hill) for the whole time on the long straightaway to avoid crashing during the small turns. Be ready for the sharp turn to the right, and only hold down R if you absolutely need to. The straightaway and tiny turns following that should give you almost no trouble, but be ready for the turn to the right, right before the start. When you get your boost, use it once and then cruise along until you reach the speed boost. When you go through the huge loop, use your boost again and then wait until you reach the next straightaway to do it once more. DON'T boost duing the turn with the dirt zone, because you'll risk going out of control and crashing. When you reach the two junctions, aim for the right one a boost like crazy, using up the rest of your energy. Continue to boost even when you are in the pit area, and quickly shift to the left while boosting. Do one more boost and stop when you exit the pit area. Do one more boost about halfway across the straightaway, and don't boost again until you finish the wide turn. Cruise along the straightaway, building up speed, until you get to the small turn. Right after that use your boost, and don't use it again for the rest of the lap. When you reach the start, use it once, and wait until you approach the pit areas. Use whatever energy you have left now to reach the pit, and from there, boost like crazy until you reach the wide turn. When you get to the second half of the next straightaway, boost once more, and then use up the rest of your energy in the final turn right before the finish. AEROPOLIS MULTIPLEX 2:15:297 Hit the first speed boost and TAKE THE SHORCUT! Don't hold until you're forced to on the sharp turn, and stay centered on the straightaway. Drift during the 90 degree turn, and let go the moment you get through both of them. Stay in the center during the straightaway, and go past everything until you reach the straight up part. Hold forward when you go straight up so you don't lose much speed while you fly up a little when you hit flat ground. Hit the speed boost and you should go flying. Make sure you hit the speed boost in the middle of the two pit areas, and then stay centered during the next straightaway. Stay completely centered when you are in the dirt paths, and then it is very important that you hit EVERY speed boost when you are going straight up! When you get past the final patch of dirt, and there is a sharp turn right before a speed boost, take the inside part of the turn by drifting and you should hit the next speed boost. You'll almost never hear me say this but yes, hit a mine on the inside part of the track. It speeds you up a bunch. Quickly do a turn to the right and stay centered again to avoid the ice zones. Hit the boost and cruise along the pit area to get back any energy lost. When you pass the start, boost IMMEDIATELY! You'll jump right to the speed boost and then boost again after that and hit the jump pad to shave off about two seconds. Boost once on the straightaway, and boost again on the straightaway after the block S turn. Boost on the straightaway after the two left 90 degree angle turns, and then remain centered until you go off the huge drop off. Try as hard as you can to stay in the pit area, and DON'T BOOST! When you have all your energy back, hit the speed boost in the center if you haven't passed it. Boost once during the next straightaway, and then again during the straightaway in between the dirt. When you head straight up, hit every speed boost and use your personal boost as you are going from one speed boost to the other. You can get through this part very quickly. Boost once when you are going on the straightaway with the mines, but DON'T HIT ANY MINES THIS TIME! Boost yet again when you are going straight up, and constantly boost when you are in the pit area. If you constantly boost, you should fly VERY, VERY far when you hit the shortcut on the jump pad. From here, just repeat the same strategy as lap two, except boost like crazy once you get to the area with the mines. BIG BLUE DRIFT HIGHWAY TIME: 1:07:331 Stay centered on the straightaway at the start, and DON'T hit any walls on the turn to the right (holding R all the way works). Do the same for the wide turn to the left and stay in the center during the straightaway. On the wide turn switching to sharp, try as hard as you can NOT to hold R because it'll slow you down. Only do it if you're forced too. Hit the boost right before the drop off and hold down only A to go really far on this drop off. Now for the S turn. If you haven't mastered it by now, good luck making this time. Really, you MUST be able to get through unscratched! You'll have to hold down the trigger button on the next sharp turn, and make sure you hit the three speed boosts before the drop off. You'll come to a straightaway and then you'll pass the start. Boost on the straightaway, and then boost once on the two turns. Don't boost again until you reach the straightaway before the drop off. Press the boost button halfway through and when combined with the speed boost that's already there, you'll go far. Don't touch the boost button during the S turn, unless you want to lose many seconds. When you enter the two pit area, boost wildly, and stop boosting after you exit the pit. Repeat the above steps for lap three until you reach the first drop off. Boost once before you enter the tunnel, and then use all of your boost up after the sharp turn before the pit areas. Boost right before the final drop off, and in the air boost again to go even faster. Use up the rest of your boost on the final straightaway PORT TOWN AERO DIVE TIME: 2:25:689 I recommend the Frost-Lynx G4 custom car (for instructions on how to make it see my garage in the custom section) for this level because you can cut off at least three seconds during the drop off with it. Stay centered during the first long straightaway and make sure you remain centered. Don't touch anything except A when you are going down the small "stairs" and just tap a little durring the "shallow" turns. Hit the speed boost after the second "shallow" turn and don't hold the control stick to the left too much on the long turn before the drop off. Make sure you hit the three boosts before the drop off and don't do anything but, as usual, hold A. You should go down the "stairs" quickly. Try to avoid the R button during the next turn unless you need to hold it. Head down the drop offs and stay in the center during the shallow turns. Keep your machine to the right when you are going straight up to hit the boost. Stay to the right to hit the next two boosts and then shift to the center wile you're in the air. When you get the boost use it at once and then take the shallow turns. Hit the speed boosts and go through like the first lap until you reach the straight up path before the huge drop off. After you hit the first boost, use your personal boost and then hit the next two boosts. When you are flying in the air, use your boost once and use it once more right after you land. Head through the track as usual, and boost once in the middle of the two "shallow" turns before the pit area. Use it wildly while in the pit area, and don't use it again for the rest of that lap. Repeat the steps for lap number three, except when you get the part just before the pit area, stay to the right (so you are in front of the three speed boosts), and start boosting. Keep boosting until you run out of energy to soar really far, and then you'll pass through the finish. ><><>----------------------------------------------------------------------<><>< ><><><><><><> GREEN PLANT: MOBIUS RING <><><><><><><> <><><----------------------------------------------------------------------<><>< TIME: 1:35:169 Hit the speed boost at the start, and make sure you are in the center on the "shallow" turn to the right. Hit the next speed boost and stay in the center during the corkscrew. Remain centered during the "shallow" turns, and cruise over the straightaway over the pit area. If you are going into the pit area, STAY THERE! Alternating going up and down just makes you lose speed. Stay to the left side during the "shallow " turn, and shift to the center during the corkscrew. Remember to stay all the way to the right during the tracks biggest turn (the one that forces you to hold right all the way). Don't cruise over the pit area when you get to it, since it is hard to stay up there the whole time. Stay in the center during the straightaway and boost right when you get the boost power. Boosting and hitting the speed boost at the same time will greatly increase your speed. Boost once more during the "shallow" turn, and boost again at the start of the corkscrew. Boost once halfway through the "shallow" turn batch and make sure to restore ALL of you energy in the pit area. Boost during the next "shallow" turn and boost again when you enter the corkscrew. If you think you can make it, boost during the long turn to the right. It can help you, but if you aren't an experienced racer, you'lll crash. DON'T boost when you're in the pit area, but do it once after you finish. Don't boost at the start again on the third lap. You should boost in completely different locations here: once during the first turn, and you should also do it twice during the corkscrew. Boost twice more during the shallow turns and you MUST RESTORE ALL ENERGY!!! You are either very weak or empty by now, so if you don't restore all energy, you're in trouble. Boost once during the "shallow" turn and twice more during the corkscrew. Again, boost on the long right turn if you think you can make it. When you approach the pit area, use up the rest of your boost, and make sure you boost WHILE you're over the pit area. You'll probably fly off but you'll have enough energy to boost to the finish. PORT TOWN LONG PIPE 2:26:802 MUTE CITY SERIAL GAPS 1:26:549 ******* EMERALD ******* FIRE FIELD CYLINDER KNOT 2:40:909 GREEN PLANT INTERSECTION 2:24:897 CASINO PALACE DOUBLE BRANCHES 2:59:117 LIGHTNING HALF PIPE 2:50:296 BIG BLUE ORDEAL 2:50:808 ******* DIAMOND ******* COSMO TERMINAL TRIDENT 2:58:650 SAND OCEAN LATERAL SHIFT 2:09:849 FIRE FIELD UNDULATION 2:06:916 AEROPOLIS DRAGON SLOPES 2:59:076 PHANTOM ROAD SLIM-LINE SLITS 2:03:268 ** AX ** AEROPOLIS SCREWDRIVE 1:06:690 OUTER SPACE METEOR STREAM 1:38:178 PORT TOWN CYLINDER WAVE 2:06:837 LIGHTNING THUNDER ROAD 3:18:272 GREEN PLANT SPIRAL 3:50:740 MUTE CITY SONIC OVAL 0:46:893 +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (12) SCRIPT GUIDE | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ This guide simply tells you all the dialogue said in story mode and then the misc. dialogue stated throughout the game. *********************************************************************** SPOILERS!!!!!!!!!!! *********************************************************************** This chapter may spoil major parts of the story for you! If you do not want anything spoiled, skip this section NOW! ********************************* PROLOGUE: BLACK SHADOW'S DISGRACE ********************************* _Black Shadow_ failed in his last bid to win the Grand Prix and has now incurred the wrath of an evil villain... (Black Shadow and another racer are piloting their machines down a track. The pilot racing against Black Shadow boosts several times before finally catching up. The pilot rams Black Shadow into a wall, destroy Shadow's machine. Black Shadow emerges, coughing.) BLACK SHADOW: Augh... huh? Wait, augh! (A mysterious figure appears and picks up Shadow by the neck.) Just give me one more chance! MYSTERIOUS MAN: One more chance is all you get! Win this F-Zero Grand Prix or... you know the price of failure BLACK SHADOW: Yes... yes... I can win it this time... I swear... (The figure gets in a machine and leaves the area.) ********************************** CHAPTER ONE: CAPTAIN FALCON TRAINS ********************************** Craving another title, _Falcon_ has trained tirelessly at his base... (We see a zoom of the city. People are watching a TV with Black Shadow pointing and laughing. Captain Falcon walks by and steps into an alleyway. He stops in front of a picture of a falcon, and the falcon scans him, letting him into a secret path. He approaches his machine, the Blue Falcon, climbs in, and triggers a simulation mode.) AFTER MISSION... (We see Falcon ending the simulation mode. He climbs out of the machine and examines an ad for the F-ZERO grand prix. He hears laughing on the TV, and turns to look. Black Shadow is there, staring and laughing. BLACK SHADOW: Hahahaha! This time, the prize will be MINE! **************************************** CHAPTER TWO: GOROH: THE VENGEFUL SAMURAI **************************************** _Falcon_ chases a bounty into the wastes and lands in an ambush... (We see a gang waiting on top of a hill. As Falcon approaches, they jump down screaming, and forces Falcon to stop.) GOROH: YOU stole the prize money from us last time! You'll pay for that. (Goroh examines the Blue Falcon) That's a fine looking she you're driving Falcon! You know the law here in Red Canyon? If you lose the race, you forfeit your machine! (Falcon starts up his machine, but a sword is put to his neck. The rest of the gang aims guns at Falcon.) GOROH: Hahaha! The mighty Falcon can't back down from a challenge now, can he? CAPTAIN FALCON: Let's do it... GOROH: All right then! The first one to that checkpoint over there is the winner! (Goroh and Falcon get ready to race.) GOROH (to himself): I can't lose my partner, Sting Ray. AFTER MISSION... (Goroh stutters and then shouts at Falcon) GOROH: FALCON! I'M GONNA GET YOU IN THE GRAND PRIX! (Goroh's machine explodes, sending pieces everywhere and throwing him forward) GOROH: AUGH! (Falcon speeds away...) *************************************** CHAPTER THREE: HIGH STAKES IN MUTE CITY *************************************** After dealing with _Goroh_, _Falcon_ visits a club to try to relax... (Falcon drives down Mute City and parks near a club. As he enters he spots a bunch of people talking and he sees an old man yelling in anger.) OLD MAN: What a scam! That's not two million space crags! Hah! What can I do with this ONE COIN! (The coin drops and rolls toward Falcon, who catches it. The old man runs toward Falcon, and realizes who he is.) OLD MAN: You're the famous Falcon! Please, I'm begging you, enter the bet race! CAPTAIN FALCON: Huh... wha? OLD MAN: Please! Consider it an old man's last request! CAPTAIN FALCON: Just calm down. ANNOUNCER: We will soonly be closing registrations for the next race! OLD MAN: The next race is going to start! (He grabs Falcon and drags him toward a door) CAPTAIN FALCON: Hey, where do you think you're taking me! (The race starts soon after.) AFTER MISSION... (The old man throws down a bad full of money.) OLD MAN: Heh heh! Here! This is your share! CAPTAIN FALCON: Thank you! (Captain Falcon notices a TV.) TV REPORTER: Once again, Black Shadow is causing havoc in the lightning area! All citizens are advised to evacuate immediately! Once again, all citizens are advised to evacuate immediately! (Captain Falcon throws down the bag and runs out of the room.) ******************************************* CHAPTER FOUR: CHALLENGE OF THE BLOODY CHAIN ******************************************* A nasty crew stalls _Falcon_ in his quest to stop _Black Shadow_... (Falcon is cruising down the road when he sees CAUTION flashing on his machine. A bunch of other machines catch up to him.) CAPTAIN FALCON: Gangs! (The gang member rams Falcon.) CAPTAIN FALCON: So you want to play! MICHAEL CHAIN: Haha! Guys! The party's just starting! AFTER MISSION... (Falcon drives away and escapes the gang) MICHEAL CHAIN: Oh no! After Falcon! Don't lose him! (The rest of the gang starts to drive away) No go after him! WHAT ARE YOU DOING!?!? ************************ CHAPTER FIVE: SAVE JODY! ************************ The Federation arrived to help out, only to fall prey to the villian... (We see a destroyed power plant... Captain Falcon is cruising toward it, look around in horror... he spots a member of the federation.) CAPTAIN FALCON (running toward the person): Are you all right? MAN: Jody's still inside the building! CAPTAIN FALCON: Right there... (He runs inside the plant.) CAPTAIN FALCON: JODY! JODY:*cry, whimper* Falcon...? (Captain Falcon helps Jody into his machine and he turns to escape the plant.) AFTER MISSION... (Captain Falcon and Jody escape as the Plant blows up. The federation man covers his eyes at the explosion. Captain Falcon gives Jody to the man.) MAN: Jody! (Falcon sees Black Shadow across the plant.) CAPTAIN FALCON: Black Shadow... ******************************** CHAPTER SIX: BLACK SHADOW'S TRAP ******************************** After saving Jody, _Falcon_ finally catches up to _Black Shadow_... BLACK SHADOW: Falcon! You've come to die! I needn't have wasted time looking for you then! CAPTAIN FALCON: Lets settle this at the GP! Not like this! It's the cowards way! BLACK SHADOW: The coward's way! You make it sound so noble! I plan to eliminate anyone who stands between me and the prize. Simple as that! Hahaha! Falcon! Take this! (Black Shadow shoots a strange rope at Captain Falcon, which binds him.) CAPTAIN FALCON: Aughhh! What are you doing? BLACK SHADOW: Come out Blood Falcon! (Blood Falcon approaches and places some kind of device on the Blue Falcon.) BLACK SHADOW: Are you ready? BLOOD FALCON: Yeah! I'm ready! (Falcon hovers into his machine.) BLACK SHADOW: Farwell Captain Falcon! BLOOD FALCON: You are going on a little ride now! (Something like that I couldn't make it out well.) (Captain Falcon struggles for a moment, then finally breaks out of the ropes. He grabs his wheel and realizes what is on his machine...) AFTER MISSION... (Captain Falcon is speeding down the road when he hits a sign. He flies off the road.) CAPTAIN FALCON: Huh... augh! (He hits a crane and the bomb flies off and explodes in the water. Captain Falcon lands on the road and continues speeding down it.) *********************************** MISSON SEVEN: THE F-ZERO GRAND PRIX *********************************** His death averted, _Falcon_ visits the F-ZERO competition grounds... ANNOUNCER: Ladies and Gentelmen! The contestants! The high flying medico! Dr. Stewart. The hitman who flies at the speed of sound! Pico! The Japanese warrior! Samurai Goroh! The cyborg returns! Mighty Gazelle! The emperor of brutality, Black Shadow. And the bounty hunter, CAPTAINNNN FALCONNNN! (Black Shadow glances at Falcon, startled.) BLACK SHADOW: Well still alive it seems! Well I won't miss this chance to make mince meat of you! Hahaha! CAPTAIN FALCON: Black Shadow, I'll show you! You'll NEVER defeat me! (Captain Falcon climbs into his machine.) ANNOUNCER: Ladies and gentelmen! Start your engines!!!!! AFTER MISSION... (Captain Falcon finishes the race and climbs out of his machine.) ANNOUNCER: Our champion! CAPTAINNNN FALCONNN! The F-Zero committee will now present the champions prize belt! (Black Shadow climbs out of his machine.) BLACK SHADOW: What the... eh! (The mysterious man we saw in the prologue appears) MYSTERIOUS MAN: Black Shadow, you failed again! Your good for nothing! (He sends a wave of energy at Black Shadow, coving him and making him dissapear.) CAPTAIN FALCON: Ju...just who are you! MYSTERIOUS MAN: I am Deathbond! The Grand Prix champion of the underworld. Why don't we race tomorrow! Hahahaha *********************************************** CHAPTER EIGHT: SECRETS OF THE CHAMPIONSHIP BELT *********************************************** _Falcon_ sets out to meet _Deathborn_ knowing he must not lose... (Falcon is seen driving up to a huge gate. It opens, with blinding light, and Falcon shields his eyes. He drives in and sees Deathborn.) DEATHBORN: I've been waiting for you. Did you bring the Champion's Belt? (Falcon holds up the belt won at the Grand Prix.) DEATHBORN: Good... (The two belts rise and begin to glow green...) DEATHBORN: Falcon shall I tell you something before you die? Dark and lights, the two great forces which make up our universe. These TWO universal forces are condensed in each of our belts! Didn't you know, at the time when the two forces become one, it is possible to seize that power. Then I can turn this whole galaxy into a planet of ashes in an instant! How I've waited for this moment... the world will fall into total... darkness... CAPTAIN FALCON: Not if I can help it! I'll destroy you yet! Lets go! (The two climb into their machines and start their engines...) AFTER MISSION... (DEATHBORN is screaming and yelling) DEATHBORN: No! He got me! How can I lose! NOOOOOOOOOO! (He flies off the track and into the lava. The belt merges and attatches itself to Captain Falcon.) CAPTAIN FALCON: The evil forces will never get their hands on this belt! I'll make sure! **************************************** CHAPTER NINE: FINALE: ENTER THE CREATORS **************************************** With the Ultimate Championship's Belt in hand, _Falcon_ can relax. But... (Falcon is resting and putting away his stuff when all of a sudden, he hears a strange voice coming from the belt.) MYSTERIOUS VOICE: Falcon... Hahahaha. Falcon... hahahahaha... look, I'm over here Falcon... hahahaha CAPTAIN FALCON: Who are you? MYSTERIOUS VOICE: We are the Creator! CAPTAIN FALCON: What are you talking about CREATOR: We created the whole world. What a surprise. You'd beat Deathborn... our best creation! CAPTAIN FALCON: Your best creation...? So it was you who set up everything! But why CREATOR: To tell you the truth, there are no universal forces... CAPTAIN FALCON: WHAT? CREATOR: Now you become the champion of the two grand prix... We'll take out your soul from your body and turn it into our creation! (The Creator emerges from the belt and flies around. It transports Falcon to a glowing place, similar to Phantom Road.) CREATOR: Are you ready? CAPTAIN FALCON: Come off it! You think you can beat me? No way! AFTER MISSION... (The Creator's machine explodes and they dissapear. Falcon appears back at his training area and takes off his helmet. He places it down and walks through a door. We now see the staff credits.) Okay. That was the Worst. Ending. Ever. The announcer in the game says... 3...2...1...GO! YOU GOT BOOST POWER! YEAH! FINAL LAP! OFF COURSE! RETIRED! BROKEN DOWN! Original Machine! (He says all machine names) ALRIGHT! FIRST PLACE! SECOND PLACE! THIRD PLACE! FOURTH PLACE! FIFTH PLACE! Sixth place! Seventh place! Eigth place! Ninth place! Tenth place. Eleventh place. Twelvth place. Thirteenth place. Fourteenth place. Fifteenth place. Sixteenth place. Seventeenth place. Eighteenth place. Ninteenth place. Twentyth place... Twenty-first place... Twenty-second place... Twenty-third place... Twenty-fourth place..... Twenty-fifth place..... Twenty-sixth place..... Twenty-seventh place..... Twenty-eighth place.......... Twenty-ninth place.......... Thirtyith place............... The script is now complete. I might add a TV guide later on though. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (13) SONG LYRICS | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ CAPTAIN FALCON In this world you've got to be strong You've got to fight to keep your spirit alive And you might feel like there's nothing left to go for and fight for But it's the fight that keeps us ready and on top Even I can feel feel the power When I think of you I see no fear, feel no pain Forever he will be my hero (Better believe he knows the way) And not just only for tonight And now that I'm not just a dreamer (And I know I got what he's got) And not just only for tonight I've got power I'm gonna fight to the end I'm gonna fight to the end Even I can feel the power When I think of you I see no fear, feel no pain Forever he will be my hero (Better believe he knows the way) And not just only for tonight And now that I'm not just a dreamer (And I know I got what he's got) And not just only for tonight Forever he will be my hero (Forever he will be my hero) And now that I'm not just a dreamer (And now that I'm not just a dreamer) Forever he will be my hero (Forever he will be my hero) And now that I'm not just a dreamer (And now that I'm not just a dreamer) Forever he will be my hero And now that I'm not just a dreamer Forever he will be my hero And now that I'm not just a dreamer Forever he will be my hero And now that I'm not just a dreamer JAMES McCLOUD He is the hero Leader of the team Tough, brave, and super It's the subtlety Shining Little Wyvern Makes the speed of light (??????) JACK LEVIN Look around, take it in, watch the moves now Buzzin 'round like a fly by a lightbulb Watchin' words, bouncin 'round to the beat of my drum Nothing said when you were under my thumb Take a ride in the night sky Looking good silhouette with my x-ray eyes Be alive, and let it slide, and watch the sun rise I know where it's at In the light of the sun There is part of me there In the middle of it all (I know where it's at) And in the light of the moon There is none of us there In the middle of it all (I know where it's at) SUPER ARROW Follow me I'll protect you I believe It's destiny If you are me Could you be so strong Can you see Can you see its me And if you think it is too Don't think it's up to me And it's a perfect world You now belong to me And I can take you higher Than you can believe And it's a perfect world You now belong to me And I can take you higher Than you can believe BILLY Billy, an ape of the universe Noone can reach the speed of light Billy, an ape on the universe Nothing can save you from the machine PHOENIX You never know if we are watching you through secret eyes and Find a place where you can hide underground Change your name and Change your face and Feel the heat around you It's the forces It's the order detective It's the forces, it's the order (Detective) I want you to feel the pressure (We keep the order) I know you can't run forever No-one moves without me saying (I'm gonna take you down) You know there's no use in fighting You never know if we are watching Through our secret eyes No place for hiding Change your name Change your face Feel the heat around you It's the force It's the order detective DAIGOROHS THEME- "Get Lost, You've no *** (might be "speed", not sure but 85% sure it is speed he says here), Too bad, You lose, I win!" PRINCIA'S THEME- "Bring to me, all you've got - enchanted enough for you to be, lost with me, hypnotised, illusions passing through your mind. If you don't think you can handle what you see, better be, ready to run for cover. If you might think this is fantasy land look my way, I will cast a spell on you. You're scared of the dark, **** (not sure what this part is), Give me your hand and let me guide you through the night. You're scared of the dark, **** (ends with a "eams" like "Dreams" but I can't it make out.) Give me your hand and I will try to lead you right. ********** STORY MODE ********** PROLOGUE Are you prepared to play the game? The dare's the only price of fame CHAPTER ONE I'm a hero, F-Zero! I'm a hero, F-Zero! I'm a hero, F-Zero! [laughing] If the haves would take the have-nots and the bads would come to their lot and there's no one even their to buy them And Falcon always comes out on top No matter what. You're meant to be goin' goin' flip-flop He's puts his job on this madness to stop To round up every bad guy and fry them I've found the race A boost to my morale He's ready for the chase And he's raced in the Falcon In the hour of need He never failed to take the lead. What's that Captain Falcon got up his sleave? I'm a hero in the F-Zero! I'm a hero in the F-Zero! I'm a hero in the F-Zero! CREDITS Captain Falcon will always be there Send angered voices of darkeness away Thank heavens he's on the right side Or else there'd be no where to hide Captain Falcon will always be found Hot on the trail tracking them down Give it up, "capitan" Three cheers for the falcon Call me tracking hero Fast attack, F-Zero Cracker Jack, F-Zero On the gates, F-Zero Stylin' face, F-Zero In the race, F-Zero In first place, F-Zero Call me tracking hero Fast Attack, F-Zero Cracker Jack, F-Zero On the gates, F-Zero +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (14) FAQ | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ Oh my gosh! A FAQ! It's those F-Zero questions answered! You ready for this! Can you handle all of the intense questions! Can you? Huh? These questions were asked by people who e-mailed me. Q: Do you have to beat hard mode in the mission section to unlock the next mission? A: No. When you complete normal mode, just go to the customize section, choose shop, and go to items. You'll find the next mission there. Q: How do I unlock the diamond cup? A: Place first in the Ruby, Emerald, and Sapphire cups on standard mode or higher. Q: Are you gonna include the F-Zero AX tracks and characters in your FAQ? A: Maybe, if I unlock them. Q: Hey do you have any tips on beating the Ruby Cup? A: Everything is in the FAQ... Q: What character(s) do you use? A: I use Captain Falcon and Black Shadow. Q: How fast can you go in this game? A: I don't know the exact... I've gotten up to 2500 kilometers per hour but that was when I fell off a drop-off. Q: Can I be a co-author for this FAQ? A: No. I prefer all work here is my work. Thanks for offering. Q: Hi I was just wondering how far are you into your game? A: As of now (08/31/03), I just completed novice diamond cup, and am on the fifth story mode mission. Q: Who is the guy at the beginning of story mode? A: Actually, I have no idea... Q: How many cups are there? A: Five: Ruby, Sapphire, Emerald, Diamond, and AX Q: Are you making these questions up? It seems so! A: No, I'm not. All of these questions have been asked through e-mail. Q: How many difficulties are there? A: Four. Novice, Standard, Expert, and Master (ugh!) Those are all the questions that I have now. E-mail me with some questions and I'll post them here. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (15) SECRETS | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ This section will tell you all the unlockable things in the game. These are the secrets I have so far... UNLOCK THE AX RACERS To unlock AX racers, you must beat a mission on Very Hard. These are the racers you unlock: Rainbow Phoenix Unlocked by beating mission #1 on Very Hard Princia Ramode Unlocked by beating mission #2 on Very Hard QQQ Unlocked by beating mission #3 on Very Hard Don Genie Unlocked by beating mission #4 on Very Hard Digi Boy Unlocked by beating mission #5 on Very Hard Dai Goroh Unlocked by beating mission #6 on Very Hard Dai & San & Gen Unlocked by beating mission #7 on Very Hard Lily Flyer Unlocked by beating mission #8 on Very Hard PJ Unlocked by beating mission #9 on Very Hard Magic Seagull Unlocked by beating all chapters on Very Hard +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (16) VERSION HISTORY | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ 08/29/03 Finished three cups, got three missions done, and finished the character, controls, and intro. Although the FAQ is already about halfway done, there will be more to come very soon. 08/31/03 Unlocked the Diamond Cup today so added walkthrough for that. Also added four new chapters! In addition to that, added the recommended balance for each race, and added a new story mode mission. More to come soon... 09/06/03 New chapter added and got the AX racers! Also added TWO new chapters which allows people to post their own custom vehicles and gives you the script of the game. Also added the game difficulty for each track. Finally, completed story mode! YAY! This FAQ is now very, very close to being complete. 09/14/03 AUGHH! STILL haven't unlocked AX tracks! Added a skeleton of the AX section thanks to Famliyguy and added two new chapters: Staff Ghosts and Song Lyrics. 09/18/03 Emerald...Master...must...die... Anyway, added two new chapters! 09/20/03 W00T! UNLOCKED AX TRACKS! This FAQ is now complete! I will try to work on getting the finishing touches (character profiles, TV guide, and Time Attack guide) next week, but for now, enjoy! 09/21/02 TOTALLY rewrote the Ruby Cup, and three tracks of the Sapphire Cup. The Emerald and Diamond cups, as well as story mode, will be rewritten next week. 09/22/03 Added 5 Time Attack guides, and you'll notice the format of some chapters is different. 09/24/03 Three Time Attack guides added, also added the Hard and Very Hard mode guide for chapter nine to the Story Mode section. Finally, added the AX staff ghosts times. WHAT TO LOOK FOR NEXT TIME: - more time attack guides - new layout for some chapters - rest of the custom machine parts - more secrets - a revised chapter seven normal mode guide and a very hard mode chapter seven guide +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (17) CONTACT | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ My e-mail address is cskull@frogdesign.com. There are a few things that you can e-mail me about, and few things that you can't. First the things that are okay. Information on the game. No this does NOT mean full cup guides, because if it isn't there I haven't gotten to them yet but I will. It means additional TIPS on beating a track or correcting information that I messed up. Secrets are _TOTALLY_ accepted. Asking permission to use this FAQ. You can see full details on this in the final chapter. Suggestions for the FAQ. Something like, "Why don't you add such and such in your FAQ. NOT "Why don't you totally re-do your FAQ because it sucks!" That is just plain rude and annoying. If you don't like my FAQ, tell me things to make it better! The things that you CAN'T e-mail me about are... Spam. This is the NUMBER 0NE thing that you must not send. I get at least twenty spam e-mails a day and I don't need yours it doesn't help. Please don't send any. Praise/Hate mail. Yes I appreciate it if you praise my FAQ. No I don't appreciate it if you send me an e-mail saying, "Your FAQ is the biggest piece of **** ever created! It sucks!" Those two things just fill up my inbox and it really annoys me. Spelling/Grammar mistakes. I used to get about ten e-mails a day saying, "You spelled these two words wrong." or something like, "You used inappropriate grammar in this chapter." Please people! I can find those on my own! And that wraps up the contact. Once again my e-mail is: cskull@frogdesign.com +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ | (18) CREDITS/LEGAL | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+ The credits so far go to... Nintendo and Sega for publishing this game. Amusement Visions for creating this great game. CJayC for posting this on his site. NJBob628 for recommending putting the recommended balance Flamemaster2007 and Squid Z for both helping me with the AX Character stats famliyguy; he gave me the skeleton of the AX section Timothy Swantek: he helped A LOT by giving me profiles of AX characters and AX song lyrics That is all I have now. If you want to be included in the credits, e-mail me with some good information! The legal info... Some of you people have no idea how annoying it is to see your FAQ on someone else's site. DON'T put this on your site or in your book or magazine. Don't take any PARTS of this guide without my permission. I will find out somehow by someone who e-mails me and I will get very mad at them. You can, however, print this guide out for your own use. The big sin: DON'T GIVE YOURSELF CREDIT FOR THIS FAQ! Ever, ever, ever! Plagiarism is the number one thing that pisses me off. If I find this FAQ on someone's site without my permission AND without my name on it, I'm not even going to send a nice little e-mail telling you to remove it. I'll get serious FAST! Using this guide as your own is against the law, and can result in severe punishments. Altering this section is also against U.S. law and can result in severe punishments. This FAQ is copyright 2003 me frog Thanks a bunch for reading this FAQ! I hope it helps you! REST OF FAQ COMING SOON!