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FAQ/Walkthrough by ZoopSoul

Version: 6.0 | Updated: 03/08/04

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

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

~ Revision History ~

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

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

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

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

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

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

~ 1.0 ~
Out of nowhere, I have decided to create an F-Zero GX tips guide for my 
lovely readers. Read my Introduction for more details on this guide, and 
enjoy. By the way, I will update frequently, so hold yer horses before 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Best wishes,

  -David "Zoop" McCutcheon

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

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

E-Mail address: ZoopNOVA@aol.com

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

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

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

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

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

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

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

 ______  ____________  ____________  ________________
\{BODY RATE}/\{BOOST RATE}/\{GRIP RATE}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯¯                      |
DESCRIPTION                                                  |


 ________________  ___________  ____  ________
/{DARK SCHNEIDER}\/{DEATHBORN}\/{00}\/{2080kg}\______________
\{BODY: A}/\{BOOST: B}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Noooooooo, the Dark Schneider is not the next Rob Schneider  |
movie, it is simply the name of the vehicle that the main    |
villain in the game controls. Okay, for those curious, yes,  |
the Dark Schneider is a hidden vehicle, and you can unlock it|
by simply defeating every single one of the Story Mode       |
Chapters in the Normal difficulty. It will then be for sale  |
in the F-Zero Shop for 20 Tickets afterwards. Now that we    |
have that question out of the way, I can get to the          |
statistics of the vehicle! Ooh boy! Actually, the Dark       |
Schneider is a fairly average vehicle that the computer AI   |
does decent with (around 14th place) on certain courses, and |
very well with on other courses (in the top 3). As for a     |
user-controlled vehicle, the Dark Schneider can be a dream   |
to control, and it can also be a nightmare, as well. Due to  |
the fact that the grip is bad, you cannot control yourself   |
on certain courses (such as the ones that send you flying    |
into the air out of nowhere and you have to make a sharp turn|
to stay alive), but it can be devastating on other courses,  |
such as the Green Plant [Mobius Ring] and Fire Field         |
[Cylinder Knot]. Let us not forget the second Fire Field     |
[Undulation], where Dark Schneider can kick your ass all     |
over the place. An above average vehicle, and those that do  |
not like vehicles with good grip, this is a Godsend. He is a |
little bit heavy to go flying uncontrollably, so he isn't as |
bad as most vehicles in stages like Mute City [Serial Gaps]. |

 _____________  ________________  ____  ________
/{RED GAZELLE}\/{MIGHTY GAZELLE}\/{01}\/{1330kg}\____________
\{BODY: E}/\{BOOST: A}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Red Gazelle is one of the few "main" vehicles from       |
F-Zero X that makes a return in true form, completely the    |
same from the last game. The Red Gazelle's boost is amongst  |
the best in the game due to the fact that his vehicle is both|
moderate in weight, and the boost is graded with an "A." You |
will find that the Red Gazelle is best for courses such as   |
Cylinder Knot, that have no walls to crash into (considering |
the fact that the Red Gazelle's body armor is terrible), and |
have a full-on zooming zone throughout. Pick Red Gazelle if  |
you are very talented at the courses, and do not crash into  |
things a lot. You can purchase the Red Gazelle for a mere 10 |
Tickets.                                                     |

 ___________  _____________  ____  ________
/{WHITE CAT}\/{JODY SUMMER}\/{02}\/{1150kg}\_________________
\{BODY: C}/\{BOOST: C}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
White Cat is the second of the more recognizable characters  |
that are from F-Zero X in debut. White Cat is one of the idea|
"mediocre" vehicles in the game, somewhat similar to the     |
Hyper Speeder with Beastman as Pilot. While the grip is rated|
with an "A," it feels as if it is somewhere around a "B" or  |
so. I highly recommend this vehicle for racers that just     |
cannot decide what vehicle to try next, as White Cat is more |
of an in-between vehicle. With the weight around a mid-light |
in comparison to the general observer, the boost works       |
alright, about as well as it is rated. Sadly, the okay body, |
okay booster combination is NOT a good thing for starters--in|
fact, the average gamer will likely blow up right away, as   |
if you try to catch up by using your booster (which drains   |
very quickly due to the grade of it), and you hit a wall, you|
will explode. Beware of this vehicle, newbies. This vehicle  |
costs 08 Tickets.                                            |

 ____________  _____________  ____  ________
/{GOLDEN FOX}\/{DR. STEWART}\/{03}\/{1420kg}\________________
\{BODY: D}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Golden Fox is one of the original four "cast members" in the |
F-Zero series, and was a lot better back in his heyday. The  |
Golden Fox is easily the worst of the starting four          |
characters that you are given to race with, due to his       |
terrible body and very uncomfortable grip control. With the  |
average weight in his hands, his boosts are amongst the best |
in the game, if not the best due to his leveled weight and   |
such. It is just a shame that you will take so much damage to|
the point that you cannot even USE your boosts. Strictly for |
the experts to use.                                          |

 ____________  ______  ____  ________
/{IRON TIGER}\/{BABA}\/{04}\/{1780kg}\_______________________
\{BODY: B}/\{BOOST: D}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Back in the days of F-Zero X, I constantly used Iron Tiger,  |
and I even held a few world records in the game for a few    |
years. Yet, like the old instructor that I am, those records |
have long since perished. Iron Tiger in F-Zero GX is quite   |
different, however, as the old "weight" factor has taken its |
toll on the old machine. Now, Iron Tiger can barely make any |
sharp turns, despite its awesome grip. Of course, despite the|
decent body on Baba's machine, the poor booster will really  |
wear thin by the third lap in the set. Plus, for sharp turns,|
you are pretty screwed, to be blunt with you. The Iron Tigers|
best courses are those such as Green Plant [Mobius Ring],    |
that are not big on abrupt turns, yet smooth sailing all the |
way through. Still, Iron Tiger remains famous for the "cool" |
factor, and is the choice if you are feeling confident with  |
your game. 07 Tickets is the price on the Iron Tiger's head  |
in the shop.                                                 |

 _______________  _______________  ____  ________
/{FIRE STINGRAY}\/{SAMURAI GOROH}\/{05}\/{1960kg}\___________
\{BODY: A}/\{BOOST: D}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Hands down, the second best of the four starters that you    |
automatically receive from the get-go, Fire Stingray is one  |
of the four that have been from the very beginning of the    |
series. Despite being hot pink, do not be fooled by the witty|
work of Samurai Goroh, as this vehicle is one of the best in |
the entire game, yet not as well balanced as the Blue Falcon |
is. While the Blue Falcon is the obvious choice for new      |
players to the series, Fire Stingray is an easy choice for   |
the skilled veterans, and a good "stepping stone" character  |
to use once you begin getting better. The Fire Stingray is   |
best used in fast paced races, where you can charge through  |
out of nowhere, take the lead, and keep it that way.         |

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

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

 ___________  _________  ____  _______
/{DEEP CLAW}\/{OCTOMAN}\/{08}\/{990kg}\______________________
\{BODY: B}/\{BOOST: B}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Deep Claw is one of the finer toned vehicles in the game |
that I tend to fancy, myself. The Deep Claw is best used,    |
despite the fact that the Grip on the vehicle is rated C, on |
tracks with big turns, such as the Big Blue course in        |
Sapphire Cup. You can make easy turns due to the lightness of|
the vehicle, yet you cannot handle well when getting your    |
balance on solid tracks (i.e. Double Branches in Emerald Cup |
or Cosmo Terminal in Diamond Cup). Regardless, this one is a |
great choice for beginners and pros alike. You can buy the   |
Deep Claw for only 08 Tickets in the F-Zero Shop under       |
Customized.                                                  |

 ____________  _________  ____  ________
/{GREAT STAR}\/{MR. EAD}\/{09}\/{1870kg}\____________________
\{BODY: E}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Quite possibly the worst overall character in the game has to|
go to the Great Star and Mr. EAD. After all, his last name   |
represents his vehicle's statistics. Quite sad, really. Once |
you combine the statistics, what you have is a big chunk of  |
scrap metal with a wonderfully wasted booster. Let's face it,|
the body of the vehicle is TERRIBLE, and once you get hit    |
several times by an enemy, you do not have enough health to  |
use that booster to begin with. Combine his heavy weight with|
his terrible grip, and you have a vehicle that cannot even   |
straighten out on a clear path, much less a wobbly path with |
no sides to it. Avoid this vehicle unless you are a distant  |
relative of Jesus Christ. Oh, and this piece of garbage costs|
07 Tickets in the shop.                                      |

 _______________  _______________  ____  ________
/{LITTLE WYVERN}\/{JAMES McCLOUD}\/{10}\/{1390kg}\___________
\{BODY: E}/\{BOOST: B}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Yes, this guy is the single most obvious character from      |
another series in the history of the F-Zero competition,     |
however, he is also the ONLY one. I will discuss the pilot in|
the Driver Profiles section, but as for his vehicle, as you  |
can tell by glancing at it, it is a moderated Arwing from the|
Star Fox series, and the main character from Star Fox was    |
named Fox McCloud. You put the pieces together. As for the   |
body of the vehicle, it is REALLY weak--one of the weakest   |
in the game. A few crashes against a wall, and you will be   |
dead meat in this puppy. However, if you are into Time Attack|
missions, I highly recommend Little Wyvern for Lightning     |
[Half Pipe] over every other vehicle out there. This thing   |
handles like a beauty, with good grip, and a nice booster for|
those times when it is clear to boost away. A recommended car|
on clear courses with no walls. Oh, and the Little Wyvern is |
12 Tickets in the shop. Costly!                              |

 __________  _______  ____  ________
/{MAD WOLF}\/{BILLY}\/{11}\/{1490kg}\________________________
\{BODY: B}/\{BOOST: B}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The statistics for Billy's vehicle, the Mad Wolf, spell out  |
the call letters for a popular British television station.   |
Monty Python rules. Anyways, the Mad Wolf is one of the few  |
vehicles that I am indifferent to. I will select this vehicle|
for various stages at random, including Lightning [Loop      |
Cross], which he seems to handle well in, for some obscure   |
reason. You can easily win more than a few races with the Mad|
Wolf, as the car handles swell under sharp turn pressure, yet|
suffers from trouble under stressful conditions, such as the |
Cosmo Terminal stage in Diamond Cup. The Mad Wolf costs 08   |
Tickets in the shop.                                         |

 _______________  ___________  ____  ________
/{SUPER PIRANHA}\/{KATE ALEN}\/{12}\/{1010kg}\_______________
\{BODY: B}/\{BOOST: C}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Super Piranha is an alternative choice to the Blue Falcon|
for those type of players that absolutely despise Captain    |
Falcon. After all, the car stats are the same, and the weight|
difference isn't by much at all. With all due respect to the |
Super Piranha, the Blue Falcon is the more balanced of the   |
two vehicles due to the heavier weight, however, if you are  |
looking for a vehicle with more balance for those rough turns|
than that of the Blue Falcon, then I see no better choice    |
than the Super Piranha, if you fancy the Blue Falcon, that   |
is. You can unlock the Super Piranha in the F-Zero Shop for  |
a mere 10 Tickets.                                           |

 ______________  ______  ____  ________
/{DEATH ANCHOR}\/{ZODA}\/{13}\/{1620kg}\_____________________
\{BODY: E}/\{BOOST: A}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Death Anchor is a give or take vehicle to me personally, |
as there are tons of other vehicles that I would recommend   |
over it, however, there are a lot of folks that are major    |
fans of the Death Anchor, as well as its pilot, Zoda. Some of|
these fans include the developers themselves, as they tend to|
use this vehicle in the Staff Ghosts (see Staff Ghosts       |
section for more details on the Staff Ghosts), and I can see |
why they do--after all, the Death Anchor has one of the best |
boosters in the entire game. Once again, to me, if you want  |
a truly awesome booster, though, you need the body armor to  |
back it up in defense. There is nothing more deadly than a   |
rock solid booster/armor duo out there in the heat of the    |
battle. While I, personally, am a body/grip player, the old  |
body/booster players are amongst the best in the game. You   |
can purchase the Death Anchor in the F-Zero shop for 08      |
tickets.                                                     |

 _____________  ____________  ____  ________
/{ASTRO ROBIN}\/{JACK LEVIN}\/{14}\/{1050kg}\________________
\{BODY: B}/\{BOOST: D}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Ahhhh, my personal favorite! Despite the overly giddy and    |
sometimes annoying pilot for the Astro Robin, Jack Levin,    |
this vehicle is highly tuned towards the driver that has the |
need for Max Speed instead of acceleration. The Astro Robin  |
is the type of vehicle that cannot make rough, jerky turns in|
comparison to the smooth, dead-ahead sailing, yet it can     |
make the kind of turns that are full-on in such stages as    |
Sand Ocean [Surface Slide], and Lightning [Loop Cross]. Not  |
to mention the vehicle is the perfect zoomer to use in stages|
such as Sand Ocean [Lateral Shift], where sudden turns are   |
in need of being made in alignment of lining your vehicle up |
in the center of the road without falling overboard. An      |
awesome pick-up of a mere 08 Tickets in the F-Zero Shop, so  |
go out and buy it already!                                   |

 __________  _________  ____  ________
/{BIG FANG}\/{BIO REX}\/{15}\/{1520kg}\______________________
\{BODY: B}/\{BOOST: D}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Sharing the same stats as Astro Robin, yet quite a weight    |
difference in comparison. Some would argue that this makes   |
Bio Rex to be quite better than the Astro Robin, which is all|
based upon preference, I suppose. Regardless, he is the      |
perfect weight for a car with his stats, as Iron Tiger simply|
feels too heavy now, and the Big Fang is in between the Iron |
Tiger and the Astro Robin in weight. This means that the     |
grip on the vehicle is both great for staying on courses with|
no walls to keep you on, as well as the fact that you can    |
make sharp turns with ease. This is one of the best all-     |
-around vehicles in the game. You can purchase it in the F-  |
-Zero shop for 08 Tickets.                                   |

 _______________  ___________  ____  ________
/{SONIC PHANTOM}\/{THE SKULL}\/{16}\/{1010kg}\_______________
\{BODY: C}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Sonic Phantom was one of the last unlockable vehicles in |
F-Zero X, and was one of the very first that I unlocked in   |
F-Zero GX. For some reason, despite the crappy statistics, it|
always seems to do wonderfully good in the Grand Prix modes, |
so I guess the old saying of "statistics simply alter the    |
machine, not make it worse" is true. Of course, the great    |
boost keeps it up there in the Grand Prix ranks, and not to  |
mention that the body is not as terrible as most bodies with |
great boosts are. The Sonic Phantom is among the best        |
vehicles in the game for the Mute City [Serial Gaps] stage   |
that everyone constantly has trouble with. You can buy Sonic |
Phantom for 10 Tickets in the F-Zero Shop, so go do so, if   |
you're having trouble on that course or something of the     |
like.                                                        |

 _______________  ________________  ____  ________
/{GREEN PANTHER}\/{ANTONIO GUSTER}\/{17}\/{2060kg}\__________
\{BODY: A}/\{BOOST: B}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Green Panther is a very tough vehicle, and has a nearly  |
perfect body on the ship, seriously. Out of all of the       |
vehicles in the game, I have the most trouble with destroying|
the Green Panther in the Grand Prix. Regardless, his grip is |
very bad, and while his boost is pretty good, it is tough to |
get a straightaway path without zig-zagging from side to side|
constantly. Even so, the Green Panther is one of the         |
computer AI's favorite characters, and while I do not fancy  |
the vehicle personally, I do think that you would enjoy the  |
little bugger. You can buy the Green Panther in the F-Zero   |
Shop for 07 Tickets.                                         |

 _______________  __________  ____  ________
/{HYPER SPEEDER}\/{BEASTMAN}\/{18}\/{1460kg}\________________
\{BODY: C}/\{BOOST: C}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Despite the highly lackluster-to-average statistics on the   |
Hyper Speeder, many fans, as well as readers, have a strong  |
point when playing with the vehicle--in fact, it is a huge   |
fan favorite. I guess it has to do with all of those snaking |
freaks out there that do that kind of stuff every second of  |
a course. Regardless, I also believe that the Hyper Speeder  |
is a pretty good vehicle, as the grip is amazing, and the    |
boost blends well with the grip. If you run into a lot of    |
walls, try Super Piranha instead, but if you are slightly    |
more advanced, I suggest trying this one. For your           |
information, Dr. Clash (the pilot to the Crazy Bear) built   |
the Hyper Speeder, as well. The relationship between the two |
pilots is unknown at this time. You can purchase the Hyper   |
Speeder in the F-Zero Shop for 10 Tickets, and do trust me,  |
it is well worth it.                                         |

 ______________  ______  ____  _______
/{SPACE ANGLER}\/{LEON}\/{19}\/{910kg}\______________________
\{BODY: C}/\{BOOST: C}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Poor old Leon and his Space Angler. If you are familiar with |
wrestling terms from the early 1980s, you would know the term|
"Jobber," which means a person that intentionally loses a    |
match to make the bigger stars look stronger. And no, I'm not|
a new age wrestling fan, so don't bother me in e-mail with   |
all of that "Triple H" hoopla. Anyways, if wrestling terms   |
apply, the Space Angler is the biggest jobber in the entire  |
game, which is sad, because his vehicle is decent, yet the   |
computer AI is so terrible when using him. As a human        |
controlled character, the Space Angler can be highly         |
effective, much like the Hyper Speeder, only lighter in      |
weight. The best stage for the Space Angler is likely the    |
Phantom Road [Slim-Line Slits] stage in Diamond Cup, where I |
have had the most success using him. He is an above average  |
vehicle that a lot of players will take kindly to. You can   |
purchase the Space Angler in the F-Zero Shop for 10 Tickets. |

 _____________  _____________  ____  _______
/{KING METEOR}\/{SUPER ARROW}\/{20}\/{860kg}\________________
\{BODY: E}/\{BOOST: B}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The King Meteor is a very light weight vehicle, which isn't  |
very King-like at all, is it? In fact, it weighs LESS than   |
the Queen Meteor vehicle, which is his wife's. Between the   |
two very similar vehicles, the King Meteor has a lot better  |
grip on the straightaway roads opposed to his wife's machine,|
but his overall turning abilities hamper in comparison. But  |
still, the King Meteor, in my opinion, is the better vehicle |
of the two that have the same statistics, because while the  |
Queen Meteor is heavier, it scatters all over the place      |
during the easiest of courses, and is like suicide on courses|
with small paths, such as Aeropolis [Dragon Slope]. You can  |
buy the King Meteor in the F-Zero Shop for 12 Tickets, which |
is costly for a below average vehicle.                       |

 ______________  ____________  ____  ________
/{QUEEN METEOR}\/{MRS. ARROW}\/{21}\/{1140kg}\_______________
\{BODY: E}/\{BOOST: B}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Queen Meteor has the same exact statistics as the King   |
Meteor, besides the whole weight difference and all. However,|
the funny part about it all is the fact that, despite having |
nearly the same exact machine, the Queen Meteor handles a lot|
differently than the King Meteor does, and I do not mean that|
in a good way. In my honest opinion, the Queen Meteor is one |
of the worst vehicles in the competition, as it cannot stay  |
still when riding along smooth surfaces, which makes for a   |
brutally challenging time when trying to glide straight ahead|
in stages such as Aeropolis [Dragon Slope] with your B rated |
booster, only to run into several walls. However, her turning|
abilities save her poor vehicle from total abomination, as   |
they are amongst the most precise in the entire game. You can|
purchase the Queen Meteor for 12 Tickets in the F-Zero Shop  |
and try it for yourself. Please no hate mail for the         |
statements above, as they are MY opinions. Thank you.        |

 ______________  _______________  ____  _______
/{TWIN NORITTA}\/{GOMAR & SHIOH}\/{22}\/{780kg}\_____________
\{BODY: E}/\{BOOST: A}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
You know what is sort of funny? Despite having lackluster    |
statistics, the computer AI OWNS ASS with this machine. Sort |
of ironic, given their storyline (check the driver profiles  |
section for more information regarding them). The Twin       |
Noritta is the lightest vehicle in the game, so I do not     |
really recommend driving over to a tough track on the        |
handling, considering light weight vehicles tend to fly all  |
over the place. But all in all, the Twin Noritta is a solid  |
vehicle that I believe everyone can appreciate in their own  |
little way. This ranks up there with Black Bull and Queen    |
Meteor in the "Computer AI Destroying User Players In Ranks" |
department, as the computer tends to rock with this machine. |
Just try not to get hit very frequently. You can buy it in   |
The F-Zero Shop for 12 Tickets.                              |

 _______________  ________________  ____  ________
/{NIGHT THUNDER}\/{SILVER NEELSEN}\/{23}\/{1530kg}\__________
\{BODY: B}/\{BOOST: A}/\{GRIP: E}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Woooohoooooooo!! Boy, doesn't Silver Neelsen look like Willie|
Nelson? He also controls like Willie Nelson after he drinks  |
himself silly over his tax problems. Seriously, if you ever  |
needed a reason NOT to drive drunk, just play as Night       |
Thunder and you will see how you will handle under such      |
situations. Old Silver is looking for a title out of all of  |
those years that he has been racing, and this vehicle still  |
has a bit of gas in it. Despite the fluke controls, the car  |
is a dream in the boosting category, and while it may sound  |
odd, the crappy grip and the awesome booster work wonders    |
together here, making this the ultimate vehicle for the      |
players that enjoy coming up from behind and snatching the   |
lead. Night Thunder is awesome on stages such as Casino      |
Palace [Double Branches], and can be purchased for 10 Tickets|
in the F-Zero Shop.                                          |

 ___________  _______________  ____  ________
/{WILD BOAR}\/{MICHAEL CHAIN}\/{24}\/{2110kg}\_______________
\{BODY: A}/\{BOOST: C}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Now, if you want to mention a vehicle that I am absolutely   |
terrible with, you want to mention the Wild Boar. I'm the    |
type of player that enjoys lighter weight vehicles with great|
grip, and this is the exact opposite of that. If you want a  |
vehicle that will fall off of Lightning [Half Pipe] every    |
five seconds if you do not know what you are doing, look no  |
further. But, just because I am god-awful with him does not  |
mean that this vehicle is a complete waste---in fact, most   |
players are huge fans of the Wild Boar, and conquer the most |
difficult cups in Master class. With the wide fanfare aside, |
I would still recommend Wild Boar to all players, especially |
new ones that have yet to decide for a vehicle to call their |
own. You can purchase the Wild Boar in the F-Zero Shop for 07|
Tickets.                                                     |

 ____________  ______________  ____  ________
/{BLOOD HAWK}\/{BLOOD FALCON}\/{25}\/{1170kg}\_______________
\{BODY: B}/\{BOOST: A}/\{GRIP: E}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Blood Hawk scores in with the same exact statistics of   |
the Night Thunder, only even worse grip when actually playing|
which means that this vehicle officially has the worst grip  |
in the game! That means that, if you are great with vehicles |
that have sucky handling, you will instantly fall in love    |
with the Blood Hawk and its cloned driver, Blood Falcon. You |
will feel as if you are going to vomit as you cruise down a  |
track such as Green Plant [Spiral] and zoom every which way  |
but loose. While the bad grip is no excuse, the great booster|
nearly makes up for it alone. The Blood Hawk is your typical |
vehicle that leaves little to be desired, but worth trying.  |
You can purchase it for 10 Tickets in the F-Zero Shop.       |

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

 ________________  ______  ____  _______
/{MIGHTY TYPHOON}\/{DRAQ}\/{27}\/{950kg}\____________________
\{BODY: C}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Despite the Mighty Typhoon and Mighty Hurricane being        |
brother/sister vehicles, they are both VERY different in the |
statistics department. While the Mighty Hurricane is a huge  |
freak when it comes to being a leveled booster/grip machine, |
the Mighty Typhoon is the ultimate boosting monster! Of      |
course, the bad grip cannot help the booster to complement it|
that much, it is still a welcome addition to the vehicle     |
roster, if you ask me. If you are looking for a lightweight  |
challenge, try the Mighty Typhoon is a cup such as the       |
Diamond Cup, where there are a lot of hazard zones. I would  |
give the Mighty Typhoon an average grade, and is the "sister"|
vehicle to the Mighty Hurricane. No offense, ladies, as it is|
a common term. If it were up to me, it would be the men are  |
the weaker of the two sexes. You can purchase the Mighty     |
Typhoon in the F-Zero Shop for 10 Tickets.                   |

 __________________  ______________  ____  ________
/{MIGHTY HURRICANE}\/{ROGER BUSTER}\/{28}\/{1780kg}\_________
\{BODY: E}/\{BOOST: B}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Mighty Hurricane is the brother of the Mighty Typhoon, as|
they were both abandoned vehicles that two deliverymen used  |
in the F-Zero Grand Prix. The Mighty Hurricane is a huge fan |
favorite amongst F-Zero GX players, and there is no question |
as to why. The Mighty Hurricane, simply put, is a very good  |
vehicle that is a must purchase for veteran players, as new  |
players may have a little trouble not hitting the walls. And |
because the Mighty Hurricane has terrible armor, running into|
walls is not a good idea. The Mighty Hurricane does best in  |
stages like Cosmo Terminal [Trident], and even stages like   |
Big Blue [Ordeal]. You can purchase the Mighty Hurricane in  |
the F-Zero Shop for 10 Tickets.                              |

 ____________  ___________  ____  ________
/{CRAZY BEAR}\/{DR. CLASH}\/{29}\/{2220kg}\__________________
\{BODY: A}/\{BOOST: B}/\{GRIP: E}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The pilot to the Crazy Bear, Dr. Clash, is a complete mystery|
according to the instruction manual and such, so I will go   |
straight to the vehicle information... well, before I do     |
that, what ever happened to the smiley face that was on the  |
front of the Crazy Bear in F-Zero X on the Nintendo 64,      |
anyway? It is no longer there! It disappeared without a trace|
or something! Anyways, the Crazy Bear's body is, quite       |
possibly, the best in the entire game, due to the thick      |
structure of the vehicle and such. And need I mention that   |
the excellent booster complements the nearly perfect body of |
the vehicle so well that it automatically makes the Crazy    |
Bear an instant keeper in your collect? It's true. Despite   |
the faulty, "E" graded Grip, I believe that several players  |
can easily overlook the bad grip and take the great booster  |
and the great body. You can purchase the Crazy Bear in the   |
shop for 07 Tickets, which is a steal.                       |

 ____________  ______________  ____  ________
/{BLACK BULL}\/{BLACK SHADOW}\/{30}\/{2340kg}\_______________
\{BODY: A}/\{BOOST: E}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
The Black Bull is the most feared vehicle amongst the other  |
F-Zero pilots... well, until Dark Schneider in unlocked,     |
anyway. Regardless, the computer AI for the Black Bull is    |
better than any other AI in the game, winning or finishing   |
second only to you in 88% of the Grand Prix competitions. You|
can easily see why, as well, considering it is THE key car   |
for those learning for to snake (see the FAQ section for more|
on the snaking technique), not to mention its awesome grip,  |
heavy weight, and near perfect body armor. While the booster |
is terrible, the computer never needs it with the snaking    |
technique under its belt. You can purchase the Black Bull for|
10 Tickets in the F-Zero Shop, which is a complete steal,    |
since it is one of the best vehicles in the entire game.     |

 ___________  ___________  ____  ________
/{FAT SHARK}\/{DON GENIE}\/{31}\/{2490kg}\___________________
\{BODY: A}/\{BOOST: B}/\{GRIP: E}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Fat Shark can be      |
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 4 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. Let me just come out and state   |
this: The Fat Shark is one of the most unique vehicles in the|
entire game with the way that it plays. It not only feels    |
completely different than all of the rest of the vehicles,   |
but the top speed on this baby is flat out awesome. I'm not  |
one for heavy vehicles with no grip, and I pretty much suck  |
with the Fat Shark, but this, when used properly, could be   |
the most devastating vehicle in the entire game, hence why   |
the computer AI is so high with this vehicle. The turns are  |
slower than a turtle getting across a highway, even when     |
using the L and R Triggers. For jerky stages, the Fat Shark  |
is complete suicide, but on stages such as Mute City [Sonic  |
Oval], it gets absolutely no better than this one.           |

 ________________  __________  ____  _______
/{COSMIC DOLPHIN}\/{DIGI-BOY}\/{32}\/{900kg}\________________
\{BODY: E}/\{BOOST: A}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Cosmic Dolphin can be |
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 5 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. Considering the tough mission    |
that you unlock this ship from, I was honestly expecting     |
something a little bit better (Groovy Taxi, maybe), but I    |
guess I can make do with the Cosmic Dolphin. It is not that  |
the vehicle is that bad, as it is pretty mediocre, but a lot |
of gamers were very angry that this was the reward from the  |
very tough Chapter 5 on Very Hard. Oh well. This machine is  |
actually fairly decent if you actually give it a try once in |
a while, and I must say that it is one of the best vehicles  |
to use on Outer Space [Meteor Stream], as well as the Port   |
Town [Long Pipe] stage. Despite the shape of the vehicle     |
looking like the shape of the male genitalia, do not cast    |
this vehicle as the worst of the AX machines, as that one    |
likely goes to the Silver Rat.                               |

 ____________  __________  ____  _______
/{SILVER RAT}\/{DAIGOROH}\/{35}\/{880kg}\____________________
\{BODY: D}/\{BOOST: A}/\{GRIP: D}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Silver Rat can be     |
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 6 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. Since that is out of the way, let|
me say that the Silver Rat is a very funny vehicle. It is    |
very little in stature, to the point that it sort of looks   |
like an RC car. Sounds crazy, I know. Being so light in      |
weight, the Silver Rat goes very slow when mixed in with the |
tiny body of the vehicle (but then again, a little kid IS    |
driving it, keep in mind). However, once you get your booster|
kicked into gear after that deadly first lap, the competition|
should watch out, as your top speed is VERY high. A double   |
edged sword is what this vehicle is, so be very warned. Also,|
the grip isn't as bad as the ratings say. When playing       |
through Sapphire Cup on Master, I only went out of control   |
twice. The grip is more like an average C.                   |

 ____________  _________  ____  ________
/{SPARK MOON}\/{PRINCIA}\/{36}\/{1620kg}\____________________
\{BODY: B}/\{BOOST: C}/\{GRIP: B}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Spark Moon can be     |
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 2 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. And yes, I realize that I am     |
using the same speech over and over again at the beginning   |
of the AX vehicle descriptions, so sue me. It needs to be    |
said. With that out of the way, let me state that THIS IS THE|
COOLEST LOOKING VEHICLE EVER! There is no way to even        |
describe how this thing looks, as you simply have to see it  |
for yourself. It is also quite dandy as an overall vehicle,  |
too, and my second favorite of the AX vehicles only to the   |
Rolling Turtle. The grip works very well with the weight of  |
the vehicle, and the body armor is highly solid on those     |
tough courses like Sand Ocean [Lateral Shift]. The easiest   |
to unlock of the AX vehicles, and one of the very best! Need |
I say more?                                                  |

 ________________  _____  ____  _______
/{ROLLING TURTLE}\/{QQQ}\/{39}\/{999kg}\_____________________
\{BODY: B}/\{BOOST: D}/\{GRIP: A}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Rolling Turtle can be |
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 3 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. Now that we have that out of the |
way, it is safe to say that the Rolling Turtle is one really |
awesome looking machine, and the pilot is cute, to boot. Hey,|
I just made a rhyme! Whee! Anyways, the Rolling Turtle is one|
of my favorite vehicles in the game, as it is lightweight and|
the grip in unmatched by any vehicle I have played in yet.   |
The Rolling Turtle is the ideal vehicle for courses like Big |
Blue [Drift Highway], which so many people have trouble with.|
The Rolling Turtle is also excellent of courses like Mute    |
City [Serial Gaps], another one that players have a ton of   |
problems with. It should be noted that the Rolling Turtle is |
one of two vehicles in the entire game whose weight ends with|
a number other than zero, the second being Bunny Flash.      |

 _________________  _________  ____  ________
/{RAINBOW PHOENIX}\/{PHOENIX}\/{40}\/{1080kg}\_______________
\{BODY: B}/\{BOOST: B}/\{GRIP: C}/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯¯¯                            |
Before the questions start pouring in, Rainbow Phoenix can be|
unlocked by either playing the arcade version of the game    |
(F-Zero AX) and transferring the data to your memory card, or|
you can unlock it by beating Story Mode, Chapter 1 on the    |
Very Hard difficulty. Afterwards, you can purchase it in the |
F-Zero Shop for 20 Tickets. Okay, with that out of the way,  |
let me state that you should not let these statistics fool   |
you. The grip on this vehicle is brilliant due to the shape  |
of the body, and all of the statistics work well together in |
creating one hell of a ride. The Rainbow Phoenix is best used|
in stages such as Port Town [Aero Dive], as it showcases the |
light turns that it can make. Even though the vehicle is     |
little over 1000kg, it feels heavier due to the balanced     |
frame of the body. For those taking notes, when you fly off  |
of a course to another level of the course, the wings on the |
vehicle will spread out to soar, making this one of the      |
cooler vehicles in the entire game.                          |

  :::  :::  :::     SECTION IV.   -  DRIVER PROFILES     :::  :::  :::

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

Antonio Guster has absolutely no relationship with the very cool college 
band Guster, whose music you should definitely check out. Back on topic, 
Antonio Guster is dressed up in a laboratory trench coat and a pilot's 
helmet, which look very awkward together, as you can probably imagine.  
Antonio Guster used to work for Samurai Goroh as his right-hand man, 
until Samurai Goroh betrayed Guster, and shipped him off with the 
Galactic Space Allies. Now a solo bad guy, Antonio Guster now seeks out 
Samurai Goroh for revenge, and possibly steal his trophies along the 
way! See what true friends are for? Backstabbing you. So go and beat up 
your best friend before s/he turns you in to the poh-poh. 

Ooooookay. That is all I really have to say about Baba. Oh, and "What 
happened?" as well. With all due respect to those that swing both ways, 
as well as the ones that swing the opposite way, Baba was a complete bad 
ass in F-Zero X, as was his Iron Tiger machine. One of the best 
characters in the game, in fact. Now he seems as if he is a raver that 
is confused about his sexuality (which is fine and dandy by me, as I 
love everybody, but where was the transition to all of this?). He has a 
lisp that would make Richard Simmons to the shimmy, and, dare I say it, 
dances like a woman from the disco era. However, his voice acting is 
amongst the funniest in the entire game, and I must say that I have 
beaten the game more than twice just to hear all of his different 
speeches. Marvelous. Oh, and Baba comes from the planet Giant, and he 
happens to be 19 years old, and is the Keyshawn Johnson of the F-Zero 
Competition. You go girl!

The Beastman is one of the sort of funny, yet really cool characters 
that developed since the previous game in, well, character. No, I'm not 
being sarcastic for once. If I wanted to be sarcastic, I would say that 
he looks like a real beast with that stupid hat on. Beastman, 30 years 
old, became an original Steve Irwin after encountering a gigantic 
crocodile on the planet White in the galaxy, and took quite a hit from 
it all. After he was proclaimed a survivor of the animal attack, he made 
the choice of protecting people from such deadly beasts in the future. 
What a courageous man. Or beast. Whatever. The reason he wears that 
goofy hat has to do with the fact that he is shy. Poor fella. After he 
entered the F-Zero competition, he met up with Bio Rex, and sort of 
figured out that Bio Rex was wishing to cause destruction. He has vowed 
to keep a close watch on Bio Rex's actions in the Grand Prix, and win 
all the while.

Ooh ooh! Aah Aah! Billy is a big old human-ish monkey that is wanting to 
take over the world and make Marky Mark miss his Funky Bunch. Okay, 
enough joking around. Billy, at the tender young age of 7, is the 
descendant of the very first monkey in outer space. Oh, how ironic that 
he is a racer in a competition that takes place all around the galaxy! 
For some strange reason (genetics, possibly?), Billy is an exceptional 
pilot, despite his lack of control on the fighting field, his speed is 
stellar, as well as the body of his machine, and being a DIRTY APE, he 
that is my paranoia talking... psst, don't look at the monkey. He can 
read your mind just by simply looking at you, I say... 

--------BIO REX-------\
Oh yes! Well, what would a futuristic racer be without a big ol' 
dinosaur behind one of the steering wheels? Not much of a futuristic 
racer, I'd say! After all, we all know that dinosaurs will be pilots of 
floating vehicles in the near future. Bio Rex, despite only being 9 
years old, is highly intelligent to the point that he speaks English 
quite well (or Japanese, if you have the import version---hey! He is bi-
lingual!), and he is also one of the better pilots in the circuit this 
time around, as well as last time around. He initially entered the Grand 
Prix to defeat humans, however, he has quite the big appetite, and will 
now run the humans off of the tracks, and eat their flesh. Bon appetite, 

-----BLACK SHADOW-----\
Black Shadow is the main bad guy in the game, overall, even over 
Deathborn. Black Shadow is the pilot to the Black Bull, which just so 
happens to be the vehicle that constantly destroys every other vehicle 
in the Grand Prix when controlled by the computer AI. Black Shadow is 
the arch rival of Captain Falcon (pilot of the Blue Falcon), and is out 
to not only beat the Blue Falcon in the Grand Prix, but even go as far 
to KILL Captain Falcon off of the tracks by planting bombs on his 
vehicles and such. Thirsty for blood, it is your job to hunt down and 
destroy Black Shadow in the Story Mode, before he can destroy you, young 
trooper. Oh, and he looks a lot like Batman on the racing screen "Top 6" 

-----BLOOD FALCON-----\
The Blood Falcon is, basically, an identical clone of Captain Falcon. 
Using Captain Falcon's DNA (which was stolen when Captain Falcon was 
hospitalized in the gigantic accident in the Grand Prix that Pico, the 
pilot of the Wild Goose, caused), Black Shadow made an evil clone of the 
wussy Captain and named it the Blood Falcon. It looks just like Captain 
Falcon, only it wears purple on red instead of the usual colors. Oh, and 
the Blood Falcon is also 37 years old, obviously, and constantly under 
the controlling hand of Black Shadow. What a big meanie face! 
Technically, despite his age, Blood Falcon is only four years old.

Captain Falcon is the "love or hate" pilot of the most popular vehicle 
in the F-Zero competition's history, the Blue Falcon. Captain Falcon has 
many enemies amongst the competitors, being that he is the clichéd 
bounty hunting good guy that will string in bad guys by the ton, 
especially the likes of Samurai Goroh. Also, if you are playing in the 
Story Mode of the game, you will have to play as Captain Falcon 
throughout, with no other option to play as a different racer. Hell, not 
even a different color of the Blue Falcon. Just blue! Regardless, the 
game's story revolves around Captain Falcon putting an end to the reign 
of Black Shadow, who is the driver of the Black Bull. Captain Falcon is 
at the ripe age of 37 years, and his hometown is Port Town. Good luck, 
young pilot!

Daigoroh IS related to Samurai Goroh, so before you even click that 
"Send" button on your e-mail preferences, that has now be answered. He 
is the father to Daigoroh, who is considered a spoiled brat amongst all 
of the other kids with a single parent. Gee, I wonder why Samurai Goroh 
is single? After all, just look at those rock hard abs. Like I'm one to 
talk... Anyways, Daigoroh is constantly boasting about his father's 
accomplishments in every one of his classes, and often picks on all of 
the school kids because of it. Being an only child spoiled brat (much 
like myself), Daigoroh wanted to become an F-Zero Grand Prix competitor, 
and his father granted his wishes. After all, like father, like son. 
Daigoroh hopes to defeat Captain Falcon to make his papa proud, and who 
can blame him? Earning the respect of Samurai Goroh is seemingly tough 
to do. Before you ask, Daigoroh is the pilot to the Silver Rat, which 
can be unlocked in the arcades, or at home, for that matter. Look at the 
Vehicle Information section for more information regarding unlocking 
Daigoroh and his Silver Rat vehicle, which looks like an RC car or 
something of that nature.

Deathborn is the lone secret driver that is an F-Zero GX original (and 
not an F-Zero AX original) in the game, and can be unlocked in the shop 
for 20 tickets for defeating all of Story Mode on Normal (default). So 
now that we have that question out of the way, exactly who, or what, is 
Deathborn? Well, Deathborn is an immortal that was once a man, and 
managed to escape death's grip several times, but at a cost. Deathborn 
lost quite a few limbs, and replaced them with robotic limbs that now, 
in essence, make him immortal. Hmm, you would think that his heart would 
just eventually stop ticking or something. Anyways, along with being the 
coolest looking pilot in the game, Deathborn can also teleport to any 
place at any time due to a system that was implanted into his new body, 
and is feared by all (including Black Shadow), considering he launches 
his opponents into the oblivion of endless space to float in existence 
until they die. Is that sanitary? Regardless, the bottom line is that 
Deathborn is, indeed, one bad Joe Mama, and not to be messed with in the 
slightest bit.

Okay, let's face it: Digi-Boy is a major weenie. I don't believe that 
anyone even LIKES Digi-Boy, much less gives a crap about him. He pilots 
a vehicle that is hated by many with the Cosmic Dolphin, and even more 
people hate him in general to the point that I almost feel sorry for 
him, but then I realize that it would be stupid to feel sorry for a 
video game character. Digi-Boy is an 8 year old loser whose real name is 
Terry Getter. The reason he is named Digi-Boy to begin with is the fact 
that he is a genius with computers and such, hence why he has entered 
the Grand Prix event. By doing research, he has developed paths that 
will easily win every race from his competition... that is, until Black 
Shadow rams his vehicle off of the track and he explodes. Okay, you have 
to admit, THAT was a funny thought.

-------DON GENIE------\
Don Genie is a really, really fat man, hence why he pilots the Fat 
Shark. And don't e-mail me complaining about me making fat people jokes, 
as I am a hefty load myself. Anyways, Don Genie, as you could probably 
guess from the name alone, is a huge mobster that is involved with many 
illegal activities, including trading illegal weapons and energy 
resources. This old 65 year old man has entered the F-Zero Grand Prix to 
likely win a hell of a lot of money by having his "boys" gamble on the 
races. He is deeply involved with the highly evil madman, Black Shadow, 
and rumor has it that they are conspiring with one another to set 
something nasty up in this race. The plot thickens... Oh, and apparently 
by the flashing attire, ol' man Genie is a trillionaire (I'm assuming 
"trillionaire," as currency has likely boosted in the game), as he bails 
himself out of trouble every time he seems to find himself in it. Only 
time will tell what he and Black Shadow are up to...

-------DR. CLASH------\
The cute genius, Dr. Clash, likes to drive a big box. Well, at least 
that is what his vehicle, the Crazy Bear, looks like. Whatever happened 
to the smiley face on the front of the Crazy Bear that was in F-Zero X, 
anyway? Regardless, Dr. Clash invented this vehicle, along with 
Beastman's Hyper Speeder. He is 55 years of age, and he is also an 
engineer, which you probably guessed, considering he built two machines 
for the Grand Prix. Is he a villain? The name suggests so, however, 
considering the fact that he built Beastman's (who is a good guy) 
vehicle, everything else points to "No." I guess it is up to you to 
decide, considering Nintendo never really gave any solid information 
regarding Dr. Clash, except he is an old guy that has always wanted to 
race in the Grand Prix, and now finally can. I'd say "good guy," though.

-----DR. STEWART------\
Dr. Robert "Bobby" Stewart is one of the original four pilots from the 
original masterpiece, F-Zero, and he pilots the Golden Fox in every game 
that it has appeared in. Not sure about Super Smash Bros. Melee, though, 
considering it WAS in the background and all. Oh well. Anyways, Dr. 
Stewart is an actual doctor, not some George Clooney wannabe that likes 
to "play doctors" with a different chick every weekend or something. In 
fact, there was an incident four years ago in an F-Zero Grand Prix 
competition that was caused by Pico, the driver of the Wild Goose, and 
Dr. Stewart used his body mechanic skills to save a few lives here and 
there. What a nice guy. Without him, lots of crappy pilots would be 
dead. Thanks a lot, Dr. Stewart! Oh yeah, he is 42 years of age, and he 
became an F-Zero pilot after his father's death. Go make your papa 
proud, Bobby.

Draq is one of the biggest F-Zero Grand Prix fans in the entire galaxy, 
as he has been known to attend an event or two. His biggest dream in 
life was to be able to pilot an F-Zero machine through the Grand Prix, 
if only once, and his dream came true. At the age of 137, Draq worked at 
a cargo shipment facility with Roger Buster, and one day, they found two 
respective machines: The Mighty Typhoon and the Mighty Hurricane. There 
were no registration papers included with the machines, so Draq 
convinced Roger that if they entered the F-Zero competition, the 
rightful owners would step up and claim their vehicles. Well, that never 
happened, so they enter again this year in hopes of winning. If Draq 
wins, and the owners step up, he will use his prize money to buy a new 
F-Zero racer of his very own.

-----GOMAR & SHIOH----\
If you are one of the many people on our great planet that has a phobia 
of midgets/dwarfs/small people in general, I do not recommend that you 
take a look at Gomar of the duo, as he is very tiny in stature. Not only 
do they look like big blobs of raw sewage that are dressed up in bad 
pimp outfits, but they also dance like complete idiots. Easily, these 
two co-pilots are the scariest looking drivers of the entire bunch. Both 
at the age of 102 years, Gomar and Shioh come from the planet Huckmine, 
and are of the species Furikake. As soon as they were born, it was their 
custom to find a partner and do everything together until the day that 
they die. Sounds like a religious cult. So, they paired up together, and 
it is basically a "Smart/Dumb" couple. Gomar (the scary short one) is 
the highly intelligent of the two, while Shioh is the lanky moron of the 
two. This will likely be their last F-Zero Grand Prix, as they will both 
be getting married to their respective loves, and must part from one 
another. How touching! But Gomar is still creeping me out, big time.

------JACK LEVIN------\
Eww girl, Eww! Even spicier than my boys from Three Times One Minus One, 
Jack Levin is one of the galaxy's brightest and youngest pop stars that 
there are, so Justin Timberlake, rock your ass on out of here! Jack 
Levin has decided to ditch his singing career in order to pick up a race 
car and zoom on out on those tracks! While all of the rebel, pro-punk "I 
hate anything of culture despite being a part of the culture myself" 
fanboys are wishing Jack would crash into a wall and blow up, Jack's 
fans are supporting his decision to become an F-Zero pilot. Ahhh, I can 
see all of the teenieboppers of this 19 year old pop sensation at a Port 
Town Platters baseball game, saying "OMGGG HE JUZT TUCHD 3TH BASS 
OMGGG!!!" while screaming and jumping up and down, can't you?

----JAMES McCLOUD-----\
Now, I bet if you are reading this section, it is regarding lovely old 
Mr. James McCloud, and his relation to Fox McCloud, the wily, furry 
pilot in the Star Fox series. James McCloud, in the Star Fox series, was 
Fox McCloud's father. Is there any relation to the two in the F-Zero 
series? Not really, despite the fact that his name is James McCloud, and 
he pilots a moderated Arwing from the Star Fox series. Personally, I 
believe that Nintendo did this to just mess with you people, as they 
knew there would be a million and four different conspiracies on the 
subject at hand. And yes, I know that the storylines really push towards 
the two of them being related, even a mention about his "young son" and 
how he is a pilot to the air fighter that he has moderated for the Grand 
Prix. In other information regarding the pilot, he is 32 years of age. 
Just remember folks, Nintendo is likely screwing with your head. After 
all, my grandfather was named Frank McCutcheon, but it doesn't mean his 
eyes and tongue were removed in surgery, ala Twisted Metal Black. Of 
course, your theories are always welcome, and will be placed in this 
tiny section. 

-----JODY SUMMER------\
Jody Summer, to be frank, is a drop-dead knockout of a lady. She is not 
only a former model (and has soothing Profile Screen music), but a 
highly regarded F-Zero pilot by her peers, to boot. At the tender age of 
25 years, she is one of the upcoming pilots in the F-Zero competition, 
and one of the most talented young drivers in the entire F-Zero 
competition, which is quite remarkable. She is a pilot for the Galactic 
Space Federation, as well as the spokesperson for the Federation under 
these circumstances. She did not come out as the victor of the last 
Grand Prix event, but everyone kissed her ass for it, anyway, 
considering she is a good looking female. A true natural talent against 
all of the competitors in the competition.  

------JOHN TANAKA-----\
John Tanaka, 31 years old, is the official mechanic of the Galactic 
Space Federation, and resides at work in the same unit that accompanies 
the lovely Jody Summer. Uh oh, guess who has a big crush on Miss 
Sumnmers? If you guess John Tanaka, you would be correct. While he loves 
the daylights out of the lady, he has entered the F-Zero competition to 
protect his love. With a vehicle like that, he couldn't begin to protect 
a house fly, much less a bodylicious babe. If he just so happens to win 
the F-Zero Grand Prix, he is considering proposing to Jody Summers. Hey, 
if all else fails, maybe his floating robot-thing will go out with him 
wearing a wig, instead? Ever notice that when you attack White Cat in 
the Grand Prix, John does absolutely nothing to stop you? Yeah, he 
REALLY cares for her safety. I think he just wants to win the money and 
put it into the stock market.

-------KATE ALEN------\
The lovely and beautiful Kate Alen is a "megastar" pop singer that 
figures that her sales would increase through racing in the F-Zero Grand 
Prix. Actually, she has entered the Grand Prix due to the fact that she 
has wanted to become an F-Zero pilot ever since she began opening the 
ceremonies with her renditions of several different songs of meaning. 
Despite her thoughtless decision (how in the hell will she ever make a 
lot of money in the F-Zero Grand Prix when Black Bull constantly wins?), 
she is very passionate towards racing, something that a pop singer isn't 
really known for. In fact, there are two pop stars in this game. Just go 
over and read Jack Levin's profile for more information. Kate is 30 
years old, and obviously female. 

Good old Leon, the most under-appreciated pilot in the entire F-Zero 
competition. Why is he, you ask? Because rarely does he ever finished 
above the 25th place in the F-Zero GX Grand Prix. Poor little guy. 
Anyways, Leon is from the planet Zou, and is a mere 16 years of age. His 
home planet has been under war for quite some time, and he lost both of 
his parents 12 years ago in that war. Leon is the great hope for the 
planet of Zou, sort of like Kevin Garnett on the Timberwolves or 
something. If Leon wins the Grand Prix (fat chance, unless you are 
controlling him), he plans to get the children of his home planet out of 
poverty. If I had a glass of wine, I'd raise a toast to the poor fellow, 
but I am too cheap to buy wine for video game characters.

Michael Chain is one of the four really evil bad guys in the game that 
wants Captain Falcon's head on a platter, so much in fact that he sicks 
his gang on you in the Story Mode. Michael Chain is the leader of a gang 
(the Bloody Chain) that is quickly losing members over the galaxy, and 
Michael must do something to revive his gang quickly before they 
eventually disband. In other words, the elimination of Captain Falcon 
would prove to be quite worthy of note amongst the bad guys in the 
universe, and would automatically make the Bloody Chain the most feared, 
elite group in the entire galaxy, possibly even over Deathborn himself. 
And his henchmen are highly annoying.

Okay, now, let me state that I am all for science fiction. Sure, 
whatever, Star Wars is cool, and I can tolerate Star Trek to a degree, 
as long as I do not have to watch a lot of episodes at once or anything. 
But let me state that this characters story is really creeping me out, 
man, and I'm not lying. Mighty Gazelle was once a real human that was 37 
years old, but now he is a robot. This came to be in the massive vehicle 
accident that Pico, driver of the Wild Goose, started four years ago. Of 
all of the pilots, Mighty Gazelle took the worst damage of all. He 
barely escaped the claws of death, but at a price: he was transformed 
into a robot to continue living. Now, with no emotions in tact, he can 
focus on racing 100% of the time, despite all of the protesters that 
advise him to do otherwise. So now he is a lifeless robot instead of a 
person. This sort of thing makes me paranoid... AHH!!!

-------MR. EAD--------\
Ahhhh, good old Mr. EAD. One of the things that everyone pretty much 
goes crazy over is the fact that Mr. EAD was developed by the EAD 
development group, which was codename for the development team that did 
F-Zero X on the Nintendo 64 (the greatest racing title ever made, might 
I add), which truly comes as no surprise, considering he was IN F-Zero 
X. I mean, come on guys, what is so shocking about that? Anyways... Mr. 
EAD was developed by the EAD team, and is entering the F-Zero 
competitions to develop a sense of intelligence, as the Grand Prix is 
Mr. EAD's final test in artificial intelligence (AI) resources. Might I 
add that my girlfriend Valerie, despite being about 600 pounds thinner 
than Mr. EAD, still manages to dance very similar to him? Just food for 
thought, really. 

------MRS. ARROW------\
Mrs. Arrow may look as if she is Jane Fonda from the 1980s, transported 
into the future, but she is actually the wife to her loving husband and 
superhero, Super Arrow. Super Arrow has a long standing feud with the 
obscure character, Zoda, who seems as if he has a substance abuse 
problem, if you know what I mean. And judging by the looks of those 
muscles on Mrs. Arrow, I'd say that she does, to boot. Mrs. Arrow is 27 
years old, and used to be a professional model before she became an F-
Zero pilot to assist her husband in capturing the wild crankhead, Zoda. 
That is awfully selfish of him, making his wife help him in a dangerous 
situation. He must not be a very good husband, and his superhero powers 
must suck considerably, under the circumstances that still cannot 
capture Zoda.

Octoman is the very sincere pilot to the Deep Claw that I believe we can 
all agree to adore. While his voice acting is amongst the best in the 
game (which is not saying much at all, considering he sounds as if he is 
underwater), his character's look is quite frightful, yet this big half 
octopus/half man creature is actually a big softie inside, once you get 
to know him. At the tender age of 88 years old, Octoman comes from the 
planet of Takora, which is under an intergalactic battle with the Milky 
Way Space Federation. Octoman has entered the F-Zero competition to help 
out the children of his species on Takora, in order to provide a future 
for them. See what I am saying? 100% gentleman... Or should I say, 100% 
gentleOCTOMAN? HO HO HO! So funny...

Phoenix's music is friggin' awesome. I love those guitar parts. 
Anyways... For those curious as to who the much cooler looking Captain 
Falcon guy is in the F-Zero AX posters, it is Phoenix, and he is the 
pilot to the Rainbow Phoenix, his time traveling machine. Yes, he is 
from the future, hence why his machine can travel through time. Word has 
gotten around to him that something could go terribly awry at this 
year's F-Zero X Grand Prix, so he has taken it upon himself to travel 
back in time and correct this mistake from happening. Phoenix is 26 
years of age, and his occupation is a space detective. Pretty young for 
a detective. You can purchase him in the F-Zero Shop after you either A) 
defeat Story Mode, Chapter 1 on Very Hard, or B) Unlock him in the 
arcades and transfer him to your memory card, for 20 Tickets.

Pico is the pilot of the Wild Goose, and along with three others, was in 
the original F-Zero, and has appeared in every F-Zero title ever since 
that. Basically, Pico is a green, alien-like thingymajigger. He is VERY 
deadly, and a threat to most other racers in the Grand Prix. In fact, 
four years ago Pico caused a major accident at one of the Grand Prix 
events. If it were not for Dr. Stewart's swashbuckling rescue to the 
other drivers, Pico would have been in deep. A former member of the 
Poripoto Army, Pico carried out various dangerous missions that only a 
complete lunatic could execute with ease and precision. Basically, think 
of Martin in Grosse Point Blank, besides the fact that he was human, and 
he had feelings and such. Pico is 124 years young, and looking every day 
of it. When you win a race with the Wild Goose, Mr. Zero (announcer) 
will appear to be extremely frightened of Pico. Just food for thought.

For some ungodly reason, I like Princia's music in her profile screen. 
Anyways, Princia is the pilot of the Spark Moon, an AX-exclusive vehicle 
that you can unlock by beating Chapter 2 of Story Mode on Very Hard (or 
unlocking it on F-Zero AX in the arcades). Princia is the princess of 
the Desert Kingdom on the planet Magica, where the knowledge of 
scientific assertions flows freely. Princia escaped the castle with her 
bodyguards in an escapade to explore the entire universe! Interesting. 
While on the planet Earth (that's where we live, in case you didn't know 
that), she found out about the F-Zero Grand Prix competitions and became 
infatuated with them. Her bodyguards, knowing that she would not change 
her mind, helped her acquire a vehicle, and she entered the Grand Prix 
in hopes of winning. Damn, that vehicle is cool. Princia is 16 years 

QQQ... That's a cute name for a trash can. Oh, wait! QQQ is not a trash 
can! He is the pilot to the Rolling Turtle, which can be unlocked by 
beating Story Mode Chapter 3 on the Very Hard difficulty, or by 
unlocking him in F-Zero AX (the arcade version) and transferring him to 
your memory card! Poor QQQ is a lot like Clank from Ratchet & Clank, as 
he was a junk robot from the future that was cast aside. Regardless, the 
pilot to the Rainbow Phoenix (Phoenix) took the poor robot in, and 
repaired him with knowledge of the future... Sadly, poor QQQ cannot 
remember what exactly it is that he is forgetting, and the thing that he 
is forgetting is this whole time traveling bit, as his AI was severely 
damaged when he was discarded. Yes! The poor fella knows how to time 
travel! Boy, I have said "poor" about 50 times in this description 
alone. Poor little guy...

-----ROGER BUSTER-----\
Roger Buster, 41, works for a deliver service where the motto is "No 
consignment too dangerous!" His co-worker goes by the name of Draq, and 
that is also who got him into this whole mess. One day, when working at 
their department, they found two lonely F-Zero vehicles with no owners 
on any of the merchandise. Draq convinced Roger that, if they used the 
vehicles in an F-Zero Grand Prix, the rightful owners may step up and 
claim their purchase. That never happened, so the two drivers enter the 
Grand Prix in hopes of winning this year. Roger is not too big of a fan 
of the competition, to be quite honest, and would rather the rightful 
owners claim them as soon as possible. Draq, on the other hand...

Whoa nelly! Now this guy is one old man, clocking in at 98 years young. 
Silver Neelsen is one of a kind, as he holds the record for the most F-
Zero Grand Prix events entered in the history of the competition. Sadly, 
he also holds another record in the competitions history, as well: the 
most Grand Prix events entered without winning a title. Yes, old Silver 
has never won a Grand Prix event. Poor old man. His dream, other than 
winning a Grand Prix, is to continue racing in the F-Zero competitions 
until he is over 100 years of age, which is not too far off. Still, he 
may retire after this year, but his competitive adrenaline flows through 
him, so the possibility is shrinking to neigh. Do the old man a favor, 
and select him, win a Grand Prix (even if on Novice), and make him a 
happy old buffoon. 

Another one of the original four returns to the F-Zero Grand Prix, and 
this time, it is Samurai Goroh, the wily pilot of the Fire Stingray (one 
of the better vehicles in the game that always seems to get crushed by 
the computer AI scheme). Samurai Goroh is still the leader of his Asian 
gang of floating vehicle pilots, and he is still neck-to-neck with 
taking Captain Falcon out, but has taken a backseat to Black Shadow and 
Deathborn as the third bad guy/villain in F-Zero GX. Out with the old, 
in with the new, I suppose. Regardless, Samurai Goroh challenges Captain 
Falcon in Story Mode (Chapter 2) to a vicious race to the death. Other 
than that, Samurai Goroh's evil deeds have taken a backseat to the likes 
of the two mentioned before, as well as failing gang leader Michael 
Chain, the pilot of the Wild Boar.

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

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

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

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

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

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

||------------------------------RUBY CUP------------------------------||

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



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


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

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

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

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

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



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


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

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

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

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

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



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


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

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

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

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

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

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

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

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



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


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

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

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

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

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

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

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

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

~RECOMMENDED VEHICLE: Wild Goose/Rainbow Phoenix


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


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

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

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

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

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

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

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

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

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

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

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

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

||----------------------------SAPPHIRE CUP----------------------------||

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



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


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

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

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

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

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

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



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


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

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

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

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

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

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

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

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

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



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


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

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

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

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

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

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



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


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

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

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

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

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

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

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

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



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


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

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

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

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

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

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

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

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

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

||-----------------------------EMERALD CUP----------------------------||

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



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


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

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

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

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

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

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

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

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

-RECOMMENDED VEHICLE: Fire Stingray/Twin Noritta


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


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

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

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

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

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

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

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

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

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



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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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


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

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

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

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

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

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

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

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

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



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


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

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

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

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

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

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

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

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

||-----------------------------DIAMOND CUP----------------------------||

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



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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

R  E  A  D  E  R      T  I  P  S

Reader Goldenguy sent in this strategy...
"Car: The biggest car you can turn effectively. Preferably Black Bull or 
Settings: All the way to maxspeed. 
First lap: Take one of the side forks first, then at the next junction, 
take the middle fork. When you see a boost on a road to the right, jump 
onto that road for the boost. Keep driving on this road and when you see 
a boost on another road to the right, jump and take that one too. Take 
your choice of a fork on the third junction. Keep the stick up on the 
jump. Take your choice of forks the rest of the way through. 
Second & Third laps: Boost through the middle fork first for the big 
refiller. Choose the middle fork again at the next junction and boost 
through to the refiller. After this, take whichever fork you want, but 
aim for the middle road after you jump. Don't boost in the air, wait 
'till you hit the ground. If you boost in the air, you'll have no more 
boost and enter the refiller at around 1100km/h. If you boost after you 
hit the ground, you should enter around 1500km/h+. Boost all the way 
through the end of the lap and into the third lap. On the third lap 
you'll probably run out of energy before you hit some of the refiller. 
This strategy should earn a good enough time to beat the staff ghost."

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



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


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

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

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

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

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

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

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

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

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

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

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



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


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

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

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

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

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

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

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

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

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

R  E  A  D  E  R      T  I  P  S

Steven sends this tip...

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

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



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


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

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

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

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

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

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

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

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

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

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

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

R  E  A  D  E  R      T  I  P  S

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

Just in case you're interested, as I saw you have some trouble with  
anything weighing over 1500kg on this course.. 
I currently run the Super Jaguar -Z (I think that's the name), a BBA,  
consisting of the Valiant Jaguar, Super Lynx and Triple -Z, which weighs  
in at a fairly hefty 2120kg.  I keep it tuned mostly to a notch and a  
half below Max Speed for most courses, except for ones with the majour  
falls.  I've had no trouble with Dragon Slope. 
Now, I'm not sure which part of the course you were referring to, but I  
think you meant the sharp corners with the booster just before and the  
recharges off to both sides.  If I'm wrong, tell me so, and I'll see how  
I handle wherever it is you meant. 
I run my Jaguar like a drifting machine.  Those first two sharp corners,  
I hit the booster and health boost if possible, and then absolutely  
hammer on the drift.  Slam L and R home and throw the stick to the  
side.  Those corners are about the limit of that machine's sharp  
cornering ability, which means it barrels through them without much  
micro-managing.  The third gives me trouble, because it looks like the  
first two, but it's a bit shallower, so I tend to knock the inside of it  
with my nose.  This strategy seems to work for all three laps, as the  
opposing cars seem to get a little confused.  Also, the Jaguar carries  
enough weight to shoulder its way through some of the traffic coming  
through there, and enough speed to stay ahead of it.  Not really a  
strategy, but just the way I do it in a car that weighs over 1500kg.. 
Oh yeah, the ice part.  Again, due to the weight, this thing has little  
trouble on the ice.  Just be gentle with it.  The ice doesn't curve very  
much, thankfully, so if you're calm and careful in there you can come  
out of that in the center and straight onto the recharge pad.  It just  
winds up snaking a bit on the ice."

And reader eggit sends us this tip...

"You said...

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

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

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



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


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

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

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

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

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

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

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

||-------------------------------AX CUP-------------------------------||

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



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


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

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

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

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



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


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

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

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

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

-RECOMMENDED VEHICLE: Cosmic Dolphin/Mad Wolf


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


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

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

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

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

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

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

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



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


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

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

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

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

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

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

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



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


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

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

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

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

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

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

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

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

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

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



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


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

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

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

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

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

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

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

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

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

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

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

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

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

                             /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 1 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

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

                                 2 4

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

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

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

                                3   8    5
                                  2    7
                                    1    4

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

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

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

                                    8    5

Hugging the wall on the right, you will instantly collect 4 and 5 from 
YOU COLLECT 5. This will collect 6 if done correctly. If not, retry. 
Passing the lap, you will want to have around 18 seconds left on the 
clock. Start boosting, and collect the orange ball on the right side of 
the wall after the boost pad. 

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


You will have to collect 7, and press the L Trigger to collect 8. 
Simpson from the poh-poh. Speed like Ellen Burstyn in Requiem For A 
Dream. Speed like The Fonz over those cars on his motorcycle. Hopefully, 
you will finish, and unlock the Rainbow Phoenix. Ehhhhh!! *thumbs up in 
Fonzie fashion*

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

"Hello. I'd like to make a contribution to your F-Zero FAQ. It's a 
Chapter 1 Very Hard route. Keep in mind though, that I didn't make it. 
The actual map was made by jamesc359, and the route was drawn in by A l 
e x. Please do NOT give me credit for this, but to the creators of it. 
Anyway, here is the link: 
It's very useful, and the most important thing about it is to BRAKE at 
the end. I did it on my 2nd try using this. 
Thanks for your time, 
The Leech"

                             /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 2 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

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

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

                             /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 3 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

Zwizardsfoot sends us these tips...

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

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

                             /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 4 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

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

Zwizardsfoot sends us these tips...

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


                             /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 5 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

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

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

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

Ultimator sends us this lovely strategy...

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

                             /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 6 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

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

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

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

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

                             /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 7 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

Reader darksim10 sent in this AWESOME strategy...

"HA! I beat this muddermugger in only ten minutes! It's really not as 
hard as everyone says it is. It's the learning curve that's difficult 
not the level. If people are beating Ch. 7 on hard I see no reason why 
people aren't beating it on very hard. The only difference is the extra 
lap and maybe the CPU is more aggressive. Normal was impossible, that 
took me 3 hours to beat. Hard took me an hour. Very hard, being used to 
hard so much, breezed through it. Now, want this stupid level beaten? 
Just read the tips below. Now note a lot of these tips are borrowed from 
other players that helped me on the forum. So, if this isn't new to you, 
--DUH, kill Black Bull at the beginning. Restart if he doesn't die. 
Swipe him as he passes you on the left, he should then again pass you on 
the right, thats where u kill him. 
--Make your camera view the highest possible by pressing d-pad down 
twice. I know this is really disorienting and you'll hate it, but after 
5-10 minutes you'll get used to it. Seriously, it helps you see crap 
--Watch out for Pico, Samurai Goroh, Michael Chain, and Blood Falcon. 
Stay away from them, pretend they have SARS or something. They will spin 
attack you, and they will kill you, and you will get pissed. I gaurantee 
--After killing Black Shadow in the 1st lap, cut the corner thru the 
lava. Cut thru all lava the entire 1st lap. Until the energy strip of 
--In corners at all times, try not to hit the wall, especially that 
sharp one b4 the energy strip. It will cost you.  
--Don't touch any of the mines till the last part of the last lap. In 
the 4th lap, memorize where those mines are at the end, and use em in 
the final lap to get in the lead. 
--Don't do drugs. 
--2nd thru 4th lap, it's pretty much the same. Don't stress being in 
first, just stress being in 15th or so. (in the middle part)  
--For 2nd to 4th laps, read below 
--Don't EVER EVER boost in the last part after the energy strip. Yes, I 
know you will drop to 25th place because of it, but just work with me 
here. Don't waste it. Don't boost till the ice area. It's definitely 
your preference, but it doesn't matter if you boost once or twice in the 
ice-area-jump. It's up to you. Sometimes if I'm confident with my 
energy, I'll boost twice. 
--Boost right after the first major turn. (The turn after the ice-jump-
then-lava area) 
--Then boost once or twice (depending on energy) in the skinny area with 
the zipper and no gaurdrails. Have a little energy left for the area 
with the lava, zipper and energy strip, because chances are someone will 
bump you, or you will run into lava. So have a little energy left just 
to be safe. Then make sure your energy is replenished FULLY. It's 
--I like my car set two notches to the right of the middle. 
--No need for that "controller alteration layout" crap. Your hands can 
handle five short laps. Be a man. 
--Now, the last lap. Be calm, don't get nervous. Don't bump 
into anything. Especially the last sharp turn. Practice that drift turn. 
Follow the same boost patters as before. Except, right before the energy 
strip in the last part. Boost like mad. Boost, boost. At the energy 
strip, you should at least be in 12th or 10th place. But right before 
the zipper, boost like crazy and you'll catch up. If you feel like your 
behind before the finish line, catch one of those mines you remembered 
to give you a speed boost. And you'll be in first place! Easy as pie! 
Trust me, if you beat hard, you can DEFINITELY beat very hard. There's 
little difference."

                             /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 8 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

Reader evenflow80 sent in this strategy...

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

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

"Thanks for your awesome FAQ! With your help, I recently (10 minutes 
ago) beat Chapter 8 on Very Hard :) And I learned some things that 
weren't mentioned in your FAQ that I believe make a difference. So I 
decided to write up a walkthrough for that level :) 
Chapter 8 Very Hard- 
Settings- Max acceleration 
1st lap- At the beginning, you can either choose to snake for a little  
while, or side attack Deathborn as you pass him. I would only recommend  
snaking at the beginning until the first dash zone, since the track is  
fairly easy there. If you attack Deathborn, it should knock him off his 
feet for about half a second, giving you a longer time in front. 
Hit the pit zone, and try to hit the left mine on the road approaching. 
The mines should give you added speed, and getting rid of them on the 
first lap is crucial to saving energy on future laps. The left one is on 
the inside lane, where you should be going most of the time. 
After the turn, hit at least one of the mines, but not the one on the  
corner. If you turn sharply enough on future laps, you shouldn't have to  
worry about the mine in the corner. Take a super sharp drift turn (start 
a bit earlier), and hit as many of the two mines after the turn as 
After the hill, you should see a mine slightly to the right of the black  
centerline. Hit that one; it is a killer on future laps when you try to  
save time by taking the inside lane. Note that if you are already 
flashing red at this time, you will DIE if you hit that mine. Dying is 
Take the whole pit zone, and use the control stick only to take the 
turns through the lava. Take the inside road through the lava, since 
energy is not important so much on the first lap. After the lava, hit 
the pit zone, and sharply turn the whole 180 degrees. Hit a few mines if 
you can, and beware...the mine on the left side right after the turn is 
almost always instant kill. Right turn sharply after the short 
straightaway and avoid the mine, then hit the pit zone. 
On this straightaway, you can choose to hit the mines if you want to, 
but be careful, this is also another dangerous area. On the last super 
sharp turn, start drifting early (but not too early, otherwise you'll 
hit the wall, reverse direction, and then you're pretty much screwed). 
There is a mine at the far wall of the super sharp turn, and if you hit 
it incorrectly, you'll instantly die, so be wary of that. It would be a 
good idea to sacrifice 1/2 a second on the first lap to get rid of that 
mine, but if not, just be careful. 
After the last pit zone, HIT THE MINE. You won't be able to boost enough  
after the 1st lap is over until the next pit zone, and you have lots of  
energy to spare. So hit it. If you finished the first lap in under 48  
seconds, congrats. If you finished with him only 4 seconds ahead of you,  
good job, you're doing well. 
2nd lap- Boost. Tap R as needed, and try to hit as much pit zone as  
possible. Your energy should be full when you leave the pit zone, and  
continue boosting through the straightaway. Make a SMALL left turn, 
avoid the mines, and continue boosting. After the hill, hit the WHOLE 
PIT ZONE. This is crucial. The lava area is a great place to boost 
continuously and catch up. 
Boost, stay on the road, and not the lava, make turns carefully, and 
just boost as much as you can through the lava. You should boost a total 
of 3-4 times through the lava area. Avoid it if possible. Hit the pit 
zone, DON'T BOOST UNTIL AFTER THE TURN, then keep boosting :) 
You'll hit that sharp turn again. Don't boost here unless it is the 
final lap and you have practice taking this turn. Hit the next pit zone, 
and now, STAY ON THE RIGHT SIDE OF THE ROAD. The mines here are deadly 
if you didn't take out all 4 on the first lap. Boost on the right side 
of the road (no mines), and take the drift turn carefully. Hit the pit 
zone all the way, and boost. If you finished the lap in under 41 
seconds, good job. Under 40, great. Under 39, (I've done it once) wow. 
3-4 lap- Same as #2 
3- You should be around 2-3 seconds over his time. 
4. You should be 1-2 seconds over his time. 
5th lap- Deathborn should start slowing down here, and not boosting as 
much. You should have him in your sight all the way through. Try not to 
pass him, but keep close on his tail, since if you pass him he will use 
one of his infinite boosts and spin attack you. And he's damn accurate. 
So watch out. 
On the final pit zone, you should be flashing red from boosting, and hit 
the pit zone, boost like hellspawn is after you, and keep your control 
stick 100% tilted to the right while holding R. Do not underestimate 
this final turn before the finish line. When you're boosting through 
this turn, you need to keep the R button held down. 
With a lot of practice, you can unlock Bunny Flash! Yay! It took me 
around 5 hours to beat this, and I'm pretty average, so that should give 
you an estimate. 

                             /         \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ CHAPTER 9 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

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

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

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

Evenflow80 sent in this strategy...

"- Easily the most frustrating chapter in the game on very hard. Time to 
beat is 2'21" if your interested. 
- set your speed to the same as the CPU, in other words, 90%. 
- Learn how to drift effectively. You know that last sharp turn you 
make? Start drifting when the road turns blue. then adjust with the L 
and R buttons. 
- A good strategy to do is to see where the CPU boosts, it's always the 
same. The key is that he does'nt use up ALL his boosts, so you have an 
extra boost or maybe even two on him. Every time you drift, BOOST. On 
any road resembling a straight, BOOST. One final Key: if you manage to 
tail him somewhat, the best chance for you to overtake him is that short 
straight right before the hill you go up to. Try to save two boosts at 
that point: One right after you come out of that last sharp drift turn, 
and then immediately follow it up with another boost. You'll pass him 
- Drift on the last two sharp turns after the small jumps before the 
finish line. 
- Try to get as much energy as you can before the final lap. Line 
yourself up as well as you can in the energy pit and try to boost while 

DJ sent us these strategies...

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

Jizmak sends in these wonderful tips...

"its fairly easy to think of, but most people do not put it into 
practice the right way. since the phantom road is a quite chaotic stage 
without any props to orientate yourself on and without borders, steering 
into a turn at the exact right moment is absolutely vital. 
First thing to do (of course) is to understand how your vehicle drives, 
to get the feel of it. Then, before the race starts (i'm talking in the  
countdown section where the announcer says "3...2...1...GO!!!") press 
down on the D-pad twice, so you get an overhead view of your vehicle. 
This results in a better vision on the track, so that you can easily 
take the corners. 
However, there's one downside to this view, namely that you are not as 
able to maintain your car on track as you are using the default 
viewpoint (the greater distance between the camera and the car makes it 
so that you cannot estimate the space between the car and the border of 
the track). Therefore, it's easiest only to use this viewpoint in the 
easy corners and on the straights. 
Thus, right before entering the spiral (which may be considered the most  
difficult corner in the entire track, if you ask me), switch right back 
to default view (should not be too much of a problem since there is a 
straight right before the spiral). Concentrate your view on the outer 
border of the spiral and as soon as it starts bending stronger than you 
can turn, use the L button to correct your position (do not correct TOO 
much, since you may fall off track on the other side if you do so). 
After completing the spiral part, switch back to overhead view on the  
straight, so that it is easiest to take those annoying cornered jumps  
Now for some final notes: 
it IS actually possible to take the sharp turn before the spiral without  
using L/R, provided that you have 100% or nead 100% accelleration. this  
should save you some time. 
Second, DO NOT try to change views during turns or at times in which you  
need to correct yourself, this will most likely result in you falling 
off track."

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

| AREA: ------------------------- MUTE CITY |
| TRACK ---------------------- [twist road] |
| RECORD TIME -------------------- 0:59:964 |

| AREA: --------------------- CASINO PALACE |
| TRACK ---------------------- [split oval] |
| RECORD TIME -------------------- 0:56:691 |

| AREA: ------------------------ SAND OCEAN |
| TRACK ------------------- [surface slide] |
| RECORD TIME -------------------- 1:56:743 |

| AREA: ------------------------- LIGHTNING |
| TRACK ---------------------- [loop cross] |
| RECORD TIME -------------------- 1:59:907 |

| AREA: ------------------------- AEROPOLIS |
| TRACK ----------------------- [multiplex] |
| RECORD TIME -------------------- 2:15:297 |

| AREA: -------------------------- BIG BLUE |
| TRACK ------------------- [drift highway] |
| RECORD TIME -------------------- 1:07:331 |

| AREA: ------------------------- PORT TOWN |
| TRACK ----------------------- [aero dive] |
| RECORD TIME -------------------- 2:25:689 |

| AREA: ----------------------- GREEN PLANT |
| TRACK --------------------- [mobius ring] |
| RECORD TIME -------------------- 1:35:169 |

| AREA: ------------------------- PORT TOWN |
| TRACK ----------------------- [long pipe] |
| RECORD TIME -------------------- 2:26:802 |

| AREA: ------------------------- MUTE CITY |
| TRACK --------------------- [serial gaps] |
| RECORD TIME -------------------- 1:26:549 |

| AREA: ------------------------ FIRE FIELD |
| TRACK ------------------- [cylinder knot] |
| RECORD TIME -------------------- 2:40:909 |

| AREA: ----------------------- GREEN PLANT |
| TRACK -------------------- [intersection] |
| RECORD TIME -------------------- 2:24:897 |

| AREA: --------------------- CASINO PALACE |
| TRACK ----------------- [double branches] |
| RECORD TIME -------------------- 2:59:117 |

| AREA: ------------------------- LIGHTNING |
| TRACK ----------------------- [half pipe] |
| RECORD TIME -------------------- 2:50:296 |

| AREA: -------------------------- BIG BLUE |
| TRACK -------------------------- [ordeal] |
| RECORD TIME -------------------- 2:50:808 |

| AREA: -------------------- COSMO TERMINAL |
| TRACK ------------------------- [trident] |
| RECORD TIME -------------------- 2:58:650 |

| AREA: ------------------------ SAND OCEAN |
| TRACK ------------------- [lateral shift] |
| RECORD TIME -------------------- 2:09:849 |

| AREA: ------------------------ FIRE FIELD |
| TRACK ---------------------- [undulation] |
| RECORD TIME -------------------- 2:06:916 |

| AREA: ------------------------- AEROPOLIS |
| TRACK ------------------- [dragon slopes] |
| RECORD TIME -------------------- 2:59:076 |

| AREA: ---------------------- PHANTOM ROAD |
| TRACK ----------------- [slim-line slits] |
| RECORD TIME -------------------- 2:03:268 |

| AREA: ------------------------- MUTE CITY |
| TRACK ---------------------- [sonic oval] |
| RECORD TIME -------------------- 0:46:893 |

| AREA: ------------------------- AEROPOLIS |
| TRACK ---------------------- [screwdrive] |
| RECORD TIME -------------------- 1:06:690 |

| AREA: ----------------------- OUTER SPACE |
| TRACK ------------------- [meteor stream] |
| RECORD TIME -------------------- 1:38:178 |

| AREA: ------------------------- PORT TOWN |
| TRACK ------------------- [cylinder wave] |
| RECORD TIME -------------------- 2:06:837 |

| AREA: ------------------------- LIGHTNING |
| TRACK -------------------- [thunder road] |
| RECORD TIME -------------------- 3:18:272 |

| AREA: ----------------------- GREEN PLANT |
| TRACK -------------------------- [spiral] |
| RECORD TIME -------------------- 3:50:740 |

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

If you have a question revolving around the game, you can find the 
answer here. If not, drop me a line at zoopnova@aol.com. Thanks, and 
enjoy the questions, as well as their answers!

 When was this game released?
August 26th, 2003 in the United States of America.

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

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

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

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

NOTE: Reader Applebrown sent in this tip...

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

When you unlock an AX character, does their emblem (in the Garage) come 
with their purchase?
Yes. Moving along...

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

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

|FIRST --------- 100|
|SECOND --------- 93|
|THIRD ---------- 87|
|FOURTH --------- 81|
|FIFTH ---------- 76|
|SIXTH ---------- 71|
|SEVENTH -------- 66|
|EIGHTH --------- 62|
|NINTH ---------- 58|
|TENTH ---------- 54|
|ELEVENTH ------- 50|
|TWELFTH -------- 47|
|THIRTEENTH ----- 44|
|FOURTEENTH ----- 41|
|FIFTEENTH ------ 38|
|SIXTEENTH ------ 35|
|EIGHTEENTH ----- 31|
|NINETEENTH ----- 29|
|TWENTIETH ------ 27|
|THIRTIETH ------ 15|

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

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

How do I unlock certain custom parts?
Thanks to Jose11237 for all of this information...

 *Body Parts
Name           | Unlock Method                  | Weight | Body | Cost 
               |                                |        |      | 
Speedy Dragon  | Ruby Sapphire Emerald EXPERT   |  240kg |   E  |  10 
Splash Whale   | Story Chap. 9 HARD / F-Zero AX |  280kg |   E  |   8 
Liberty Manta  | Grand Prix STANDARD (1)        |  380kg |   D  |   7 
Optical Wing   | Story Chap. 2 HARD / F-Zero AX |  420kg |   D  |   8 
Brave Eagle    | Diamond Cup EXPERT / F-Zero AX |  460kg |   D  |   8 
Funny Swallow  | Free Starting Part             |  490kg |   D  |   0 
Holy Spider    | Story Chap. 5 HARD / F-Zero AX |  540kg |   C  |   8 
Rapid Barrel   | Grand Prix NOVICE (1)          |  580kg |   C  |   5 
Silver Sword   | Story Chap. 1 HARD / F-Zero AX |  620kg |   C  |   8 
Sky Horse      | Available from Start           |  640kg |   C  |   4 
Space Cancer   | Story Chap. 6 HARD / F-Zero AX |  680kg |   C  |   8 
Aqua Goose     | Available from Start           |  700kg |   C  |   4 
Wild Chariot   | Story Chap. 7 HARD / F-Zero AX |  800kg |   B  |   8 
Fire Wolf      | Available from Start           |  840kg |   B  |   3 
Mad Bull       | F-Zero AX Link                 |  900kg |   B  |   8? 
Valiant Jaguar | Grand Prix NOVICE (4)          | 1000kg |   B  |   4 
Giant Planet   | Story Chap. 4 HARD / F-Zero AX | 1020kg |   B  |   8 
Grand Base     | Available from Start           | 1380kg |   A  |   5 
Dread Hammer   | Story Chap. 8 HARD / F-Zero AX | 1440kg |   A  |   8 
Big Tyrant     | Grand Prix STANDARD (4)        | 1500kg |   A  |   5 
Megalo Cruiser | Story Chap. 3 HARD / F-Zero AX | 1600kg |   A  |   8
     *Cockpit Parts
Name           | Unlock Method                  | Weight | Grip | Cost 
               |                                |        |      | 
Windy Shark    | Grand Prix STANDARD (5)        |  220kg |   E  |   5 
Rave Drifter   | Story Chap. 1 HARD / F-Zero AX |  230kg |   E  |   8 
Aerial Bullet  | Available from Start           |  240kg |   E  |   3 
Dark Chaser    | Story Chap. 4 HARD / F-Zero AX |  250kg |   E  |   8 
Moon Snail     | Available from Start           |  260kg |   D  |   4 
Crystal Egg    | Story Chap. 8 HARD / F-Zero AX |  270kg |   D  |   8 
Blast Camel    | Free Starting Part             |  280kg |   D  |   0 
Wonder Worm    | Diamond Cup EXPERT / F-Zero AX |  290kg |   D  |   8 
Sonic Soldier  | Story Chap. 9 HARD / F-Zero AX |  310kg |   C  |   8 
Scud Viper     | Grand Prix STANDARD (2)        |  320kg |   C  |   7 
Bright Spear   | Available from Start           |  330kg |   C  |   4 
Red Rex        | Story Chap. 5 HARD / F-Zero AX |  350kg |   C  |   8 
Muscle Gorilla | Grand Prix NOVICE (5)          |  360kg |   C  |   4 
Cyber Fox      | Story Chap. 2 HARD / F-Zero AX |  370kg |   C  |   8 
Super Lynx     | Grand Prix NOVICE (2)          |  460kg |   B  |   5 
Heat Snake     | Story Chap. 3 HARD / F-Zero AX |  480kg |   B  |   8 
Energy Crest   | Available from Start           |  500kg |   B  |   5 
Spark Bird     | Story Chap. 6 HARD / F-Zero AX |  530kg |   B  |   8 
Crazy Buffalo  | F-Zero AX Link                 |  600kg |   A  |   8? 
Combat Cannon  | Story Chap. 7 HARD / F-Zero AX |  620kg |   A  |   8 
Garnet Phantom | Ruby Sapphire Emerald EXPERT   |  640kg |   A  |  10
     *Booster Parts
Name           | Unlock Method                  | Weight | Boost | Cost 
               |                                |        |       | 
Sunrise 140    | Free Starting Part             |  140kg |   E   |  0 
Euros -01      | Diamond Cup EXPERT / F-Zero AX |  160kg |   E   |  8 
Impulse 220    | Story Chap. 3 HARD / F-Zero AX |  220kg |   D   |  8 
Jupiter -Q     | Story Chap. 1 HARD / F-Zero AX |  230kg |   D   |  8 
Saturn -SG     | Grand Prix NOVICE (6)          |  240kg |   D   |  4 
Bazooka -YS    | Available from Start           |  250kg |   D   |  3 
Mars -EX       | F-Zero AX Link                 |  270kg |   D   |  8? 
Comet -V       | Story Chap. 2 HARD / F-Zero AX |  330kg |   C   |  8 
Triangle -GT   | Story Chap. 7 HARD / F-Zero AX |  340kg |   C   |  8 
Boxer -2C      | Available from Start           |  350kg |   C   |  5 
Bluster -X     | Story Chap. 5 HARD / F-Zero AX |  360kg |   C   |  8 
Tiger -RZ      | Available from Start           |  380kg |   C   |  4 
Scorpion -R    | Available from Start           |  400kg |   C   |  4 
Extreme -ZZ    | Story Chap. 4 HARD / F-Zero AX |  480kg |   B   |  8 
Meteor -RR     | Story Chap. 8 HARD / F-Zero AX |  500kg |   B   |  8 
Raiden -88     | Grand Prix STANDARD (6)        |  530kg |   B   |  5 
Titan -G4      | Grand Prix NOVICE (3)          |  540kg |   B   |  5 
Punisher -4X   | Story Chap. 6 HARD / F-Zero AX |  580kg |   B   |  8 
Triple -Z      | Grand Prix STANDARD (3)        |  660kg |   A   |  7 
Devilfish -RX  | Story Chap. 9 HARD / F-Zero AX |  800kg |   A   |  8 
Thunderbolt -V2| Ruby Sapphire Emerald EXPERT   |  860kg |   A   | 10

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

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

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

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

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

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

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

Where can I find more information on F-Zero AX and the links between the 

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

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

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

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

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

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

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

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

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

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

What do you get for defeating a Staff Ghost?
25 Tickets and a star next to it.

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

What is "snaking," anyway? And how is it useful?
From GameFAQs reader Cheetar: 

"F-zero AX/GX rewards risk. 
In F-zero, F-zero: Maximum Velocity, F-zero X, Mario Kart, Mario Kart: 
Super Circuit, Mario Kart 64, Diddy Kong Racing, etc, Nintendo has a 
game mechanic called the "mini-boost." The basic idea is that you push 
the vehicle into a slide, and then when you come out of the slide you 
get a boost. They reward players for pushing the limit and risking the 
possibility of going out of control. 
In F-zero GX/AX, a method of racing called "snaking" is making the 
rounds. The basic idea is to induce the slide for a millisecond, and 
then get the mini-boost, then go directly back into the slide, and then 
get mini-boost. People are doing this 100% of the time, inducing mini-
boost for the entire track. It is called snaking because when you are on 
the straight-aways, you wiggle side-to-side in a snake motion. Nintendo 
and Sega have said that this is an intentional part of the game, and 
given the fact that you could do the same thing in Mario Kart 64, there 
really is no doubt that this is supposed to be part of the game. 
On the surface, this may appear broken, but there are a few things that 
most of the people calling this cheap are missing. 
1. You are not entirely in control during the snaking. In other words, 
you are inducing a constant state of being on the edge of control. If 
you can't manage this state, you are going off the track. Fact of the 
matter is that most people can't keep from falling off the track when 
they aren't snaking. 
2. During snaking, you are open to attack. If someone sideswipes you 
correctly, you are going to get one hit KOed even if you have full 
health. Not to mention the fact that you can get thrown from the track 
fairly easily. 
3. Snaking is difficult to learn. Just as stringing several mini-boosts 
in a row on Mario Kart and the previous F-zero games was hard, it is 
hard here as well. It may be easy for a few that "get it," but for most 
people, snaking is very difficult."

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

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

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

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

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

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

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

Reader Kinoko Otoko sends in these Godly machines...

"I've made a great many custom cars and I always test them on Aeropolis: 
Multiplex on Max Speed and, sometimes, on Max Acceleration. I'd like you 
to try a couple, to see what you think of them. And, just for the hell 
of it, I'll tell how I decorate them and who pilots them, as well.
First off, there's my Valkyrie, piloted by Mrs. Arrow. Parts are Optical 
Wing, Garnet Phantom and Jupiter-Q, ratings and weight are 1290, DDA. 
For the sake of convenience, I've devised a cute little data format for 
typing these things down:
Machine Name
Pilot Name
weight, ratings (body, boost, grip)
Body Part
Boost Part
Cockpit Part
R   R   R  }
G   G   G }  colors for body, cockpit and boost
B   B   B  }
machine part/description of emblem
So my Valkyrie would be:
Mrs. Arrow 
1290, DDA 
Optical Wing 
Garnet Phantom 
250 130 130 
200 090 090 
050 030 030 
boost/Mrs. Arrow 
This car is one of my favorites for its handling. While the weakest of 
my preferred cars, it's a very fun car for tricky courses like Serial 
Gaps, and for some reason it reminds me of a VW beetle.
Shining Condor-RR 
Jody Summer 
1290, DBC 
Brave Eagle 
Bright Spear 
255 255 255 
255 180 180 
255 230 230 
cockpit/Jody Summer
This is a really well-rounded car. No major flaws, and very good max 
Shining Wyvern-V2 
Princia Ramode 
1430, EAC 
Speedy Dragon 
Bright Spear 
255 200 200 
255 060 060 
255 050 050  
boost/racing stripe*2 
cockpit/racing stripe rt. angle 
cockpit/Princia Ramode
This is one of my serious racers. Very slippery when it comes to 
control, but damned fast. Note that the emblems are customs, a straight 
white stripe and a stripe across the top of the editing window and down 
one side; these make nice racing stripes and look good on most cars.
Jewel Emperor-V2 
Black Shadow/Lily 
3000, AAA 
Big Tyrant 
Garnet Phantom 
105 030 105 | 230 180 255 
000 000 030 | 135 075 165 
000 000 000 | 180 120 210 
body/blue flames*2 
Here I've got two different deco themes, one with Black Shadow and one 
with Lily. This is the best machine I have made, and I honestly believe 
it's the most powerful machine in the game.
Dread Cannon-RX 
2860, AAA 
Dread Hammer 
Combat Cannon 
255 255 255 
195 220 125 
230 245 180 
body/blue flame (frontal)
cockpit/zebra (angle)
This machine was made by my nephew. The blue flame is inside the front 
of the body, so you have flames on different sides of it that just look 
cool, and the zebra on the cockpit is applied at an angle from the back 
so as to stretch it. It looks frighteningly like a cuttlefish.
The machines I really want you to try are the last three. Shining Wyvern 
is just about the slipperiest car you can imagine, despite the C grip, 
but is astonishingly fast for its relatively light weight, and can 
easily conquer Master GP's. 
The other two, though, are the really interesting ones. Jewel Emperor, 
my personal best creation, is in my mind the most powerful machine in 
the game. 3000 kg, triple-A rating may seem frightening, and indeed this 
car seems at first glance to be undriveable. But if you experiment, you 
will find that you can drive it if you use the drift buttons (R and L) 
in just the right combination. Any time you need to sharply turn 
direction, you must drift away from the direction of the turn first, 
then tilt the control stick in the direction of the turn, then drift 
into the direction of the turn, without letting any of the buttons go. 
You'll find that the machine suddenly becomes very pliable, from an 
unstoppable freight train to an unstoppable freight train on tracks. 
Meaning that with considerable practice this machine is nigh 
The other, Dread Cannon, is also unique. Again, the near-3000 weight and 
triple-A ratings are intimidating, but once you try it you find that it 
handles unlike virtually any other heavy car in the game. It is the 
exact opposite of Jewel Emperor. In fact, it handles like Shining Wyvern 
in that the grip will constantly falter if you're not careful. But being 
as heavy and highly-rated as it is, it is much more powerful than any 
other machine that handles this way. It even banks into turns and has 
the strongest drift I've ever seen, meaning that you end up flying all 
over the place as if the car were light. This car, while not quite as 
powerful, is an easy match for Jewel Emperor, especially since it takes 
considerably less practice to use it correctly. You can add these to 
your FAQ if you want, but I really just want you to try them and tell me 
what you think."

User phinesafool sends us these vehicles...

"Red Spider -Z 
Body - Holy Spider 
Cockpit - Red Rex 
Booster - Triple -Z 
Body - C 
Boost - A 
Grip - C 
Weight - 1550kg 
Top Speed (no boosting or anything) - 1120km 
This car slides a little bit, but not too bad. I can take almost any 
turn in the game without using the triggers. 
The accel isn't great, but at top speed I can get past everyone by 
halfway through a race."

"Here's another I just made which seems to be pretty good 
Heat Wing -Z 
Body - Optical Wing 
Cockpit - Heat Snake 
Booster - Triple -Z 
Stats - DAB 
Weight - 1560kg 
This one gets a pretty good top speed (about 1125km) and actually 
corners fairly well."

User moysturfurmer sends in this one...

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

User nazgulnarsil sends in these simple combinations...

"Frost Lynx 
Aqua Goose/Super Lynx/Titan G4 
Acro Crest 
Sky Horse/Energy Crest/Titan G4 
Super Barrel Z 
Rapid Barrel/Super Lynx/Triple Z 
Arch Lynx 
Silver Sword/Super Lynx/TItan G4 or Triple Z 
Red Spider Z 
Holy Spider/Red Rex/Triple Z 
Garnet Manta 
Liberty Manta/Garnet Phantom/Triple Z 
Those last 2 are for people who like sliding, they are fast but hard to 

User Zero Sondow sends in this combination

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

User Meganium7 sent in these vehicles...

"Here's what I think is my best custom, made by me. 
Body: Fire Wolf 
Boost: Triple Z 
Cockpit: Scud Viper 
Scud Wolf Z.

Cosmic Gorilla X
Body: Giant Planet
Cockpit: Muscle Gorilla
Boost: Bluster X
Muscle Spider Z
Body: Holy Spider
Cockpit: Muscle Gorilla
Boost: Triple Z
Bright Pidgeon ZZ
Body: The Swallow one (sorry, the name escapes me)
Cockpit: Bright Spear
Boost: "something" ZZ (sorry, forgot this name too)"

Reader FerreTrip sent in this vehicle...

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

User RapidStorm sent in this vehicle...

"Acro Crest G4 
Sky horse/ Super Lynx/ Titan G4 
That's my baby, I slapped some blue flames and triforces on her, and 
she's gotten through ruby-diamond on master."

User Virus218105 sent in this vehicle...

"My favorites: 
Frost Spear-G4 
Aqua Goose/Bright Spear/Titan G4 
Acro Lynx-G4 
Sky Horse/Super Lynx/Titan G4 
They handle really similar. Which one I use depends on what I want my 
car to look like :P"

User Jugem sent in this vehicle...

"Photon Phantom-G4 (Optical Wing, Garnet Phantom, Titan-G4) 
Body: D 
Boost: B 
Grip: A 
Weight: 1600 
Has a top speed of somewhere between 1120 and 1130, great handling, and 
pretty good acceleration as well."

User Tedmaster sent in this vehicle...

"spark gauntlet 
Spark Bird 
Dread Hammer 
Euros -01"

User PokeMaster1004 sent in this vehicle...

"Bright Manta-Z 
---Liberty Manta 
---Super Lynx 
---Triple Z 
DAC (Body Boost Grip) <I think>"

User Anti Uni sent in this vehicle...

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

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

"dread hammer 
speed dragon  
titan g4 
its tight."

User SpeedDaemon sent in this vehicle...

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

User rapidwingo sent in this vehicle...

"Windy Manta-Z 
Liberty Manta 
Windy shark 
Triple Z 
1260 kg 
It might seem slippery Because the E grip but it actually handles very 

User MadDogV2 sent in these vehicles...

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

User Scary Raebbit sent in this one...

"Flame Javelin-V2

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

Body: C
Boost: A
Grip: B

Weight: 1960 kg
Heavy Load

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

User nebneb sent in this vehicle...

"Photon snail 64 
Body-Optical wing 
Cockpit-moon snail 
I love this car. ^_______________^ 
Max speed is about 1118-1120 
The boosts are excellent in the second lap you can ravage. It has a 
perfectly balanced steering it does not skid only if you go above about 
1600 it might just a little. It weighs 1220 kg. 
There you have it...also it looks good in blue. 
Add this please. :) 
Plus put it on max speed most of the time for the full effect."

User dragoa sent in this creation...

"Super Glider -88 
Cockpit-Super Lynx 
Booster- Raiden-88 
Body-I have no idea but I know it's an AX part..... 
other 2-b 
control-bad accel, decent cornering"

User SkedarKiller sent in this vehicle...

"Combat Barrel 
Rapid Barrel, Combat Cannon, Sunrise 140 
0-900 time (balance on 100% speed): ~2.2 seconds 
0-900 time (balance on 100% acceleration): ~1.8 seconds 
Terrific cornering, body and acceleration. It's main flaw is speed: Even 
on 100% speed in the balance setting, it only goes to 1,021 km/h (993 
km/h for 100% acceleration). Ideal for highly technical courses like 
Drift Highway, Serial Gaps, etc., but terrible on speed tracks like 
Split Oval."

User Yours To Hate sent in this vehicle...

"im in love with the plasma goose 4X...i beat allt the master cups with 
it. its stats are as follows: 
body: aqua goose - C 
cockpit: spark bird - B 
boosters: Punisher-4x - B 
heavy load: 1810 kg"

User PatMan33 sent in these vehicles...

"Frost-Phantom G4 
Aqua Goose 
Garnet Phantom 
Titan G4 
Cant remember the name for this 1 
Speedy Dragon 
Garnet Phantom 
Thunderbolt -V2 
This one is tough to use but when you can it is awesome!"

User GameSpirit sent in this vehicle...

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

User Reynard Fox sent in this vehicle...

"Plasma Wing -4X 
Body: Optical Wing 
Cockpit: Spark Bird 
Booster: Punisher -4X 
Can't recall the weight or anything off the top of my head, but I've 
tried a lot of the same combos or similar to the ones already listed and 
this has to be my favorite so far. Beating Master tracks with a 10+ 
second lead on the competition on each race and winning by a margain of 
150 points tends to get my attention. =)"

User Zorack sent in this vehicle...

"my fave i made is a lot like the black bull. 
Beserk Lynx G4. 
Valiant Jaguar 
Super lynx 
weight, 2000kg. 

-Cud- sent me these vehicles...

"1): Valiant Legion: 
Body - B 
Boost - C 
Grip - B 
Weight - 1810kg 
Body - Valiant Jaguar 
Cockpit - Super Lynx 
Boost - Boxer 2C 
The ship is a bit weighty and slugish but will take 
all tight turns with L and R. It has a reasonable turn 
of speed and the boost isn't actually that bad.  
2): Ultra Horse: 
Body - C 
Boost - C 
Grip - B 
Weight - 1480kg 
Body - Sky Horse 
Cockpit - Super Lynx 
Boost - Tiger RZ 
Its probably just me but this is one hell of a good 
ship. It has very good grip (can get slightly loose at 
the limit, but not uncontrolably so) and has good top 
speed (989 kmph on 50% max speed). It will also take 
one hell of a licking before it dies."

Clad sent in this vehicle...

"Here is the vehicle that I always use, I have defeated all the cups in 
master difficulty with it
Super wolf-Z
It is a BAB consisting of:
Fire wolf
Super lynx 
Triple Z
It has good maximum speed ( somewhat like 1120 km/h) , a good cornering 
and boost. I personally think it is a little bit better than the frost 
lynx G4 which is already a good vehicle. "

Lee-Xai sends us this vehicle...

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

StormDragon sent me this vehicle...

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

dragon359 sends us this machine...

"Name:  Highway Barrel-4X 
Weight:  1470kg 
Body:  Rapid Barrel (C) 
Booster:  Punisher-4X (B) 
Cockpit:  Sonic Soldier (C) 
Not quite an ideal combination for some people who I've shown it to, but 
it works for me.  Plus it looks awesome in my opinion."

Jose11237 sends in this vehicle...

"my car is called the combat eagle it uses 
Body : Brave Eagle D   
Cockpit :Combat Cannon  A        
Booster :Triple z A 
This car handles pretty well the turning is good and could take a 
pounding and could give pain to other cars I recommend it on all levels 
but not Phantom Road it sucks on that level. But overall it is a good 

Reader Iamke55 sends us this godly vehicle...

"I did not see this godly car in your database of user-submitted cars, 
here's mine. 
Holy Spider(C) 
Garnet Phantom(A) 
Thunderbolt V-2(A) 
There is nothing in the game that snakes better than this.  sub-40 Twist  
Road can be done with this monster of a vehicle."

  :::  :::  :::  :::     SECTION XII. - CREDITS     :::  :::  :::  :::

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

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

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

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

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

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

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

  :::  :::  :::  :::   SECTION XIII. - DISCLAIMER   :::  :::  :::  :::

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

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