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F-Zero X - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for F-Zero X - Strategy Guide (Page 02).

Age: 30                                Weight: 900 kg
Story: Tanaka, an engineer, and member Body:   D
of the Milky Way Federation, is        Boost:  A
supposed to be assisting Jody Summer.  Grip:   D
His concern for his colleague          Number: 26
compelled him to join the Grand Prix.
He seems to be more interested in 
protecting Jody Summer than winning
the Grand Prix.

Opinion: Ummm......a really crap machine. Just don't choose it. I SAID DON'T 
CHOOSE IT!!!

MRS. ARROW   --------------------------   QUEEN METEOR
-------------                          ------------------

Age: 26                                Weight: 1140 kg
Story: Mrs. Arrow races with her       Body:   E
husband Super Arrow. She's a good wife Boost:  B
and team member. Actually, her racing  Grip:   B
experience makes her a better pilot    Number: 21
than her husband.

Opinion: An excellent choice for a machine, if you haven't got all of the rows 
accessed. I used this racer when I was an intermediate racer, for the slightly 
harder courses. Don't be fooled by the bad body, it doesn't make much of a 
different. Good grip and boost are a good combination. 

BLOOD FALCON   ------------------------   BLOOD HAWK
---------------                        ----------------

Age: 36                                Weight: 1170 kg
Story: Created by Black Shadow, Blood  Body:   B
Falcon is an exact duplicate of        Boost:  A
Captain Falcon. Well, almost. Blood    Grip:   E
Falcon is evil --- very evil.          Number: 25

Opinion: Another slider. The machine absolutely rocks on levels like Rainbow 
road and big hand. For more info on how to control this beast, read the fast 
times section. 

JACK LEVIN   --------------------------   ASTRO ROBIN
-------------                          -----------------

Age: 18                                Weight: 1050 kg
Story: Jack's a favourite of the       Body:   B 
female fans. Any merchandise with his  Boost:  D
face on it sells out immediately.      Grip:   A
While most people talk about his good  Number: 14
looks and popularity, not too many
people mention his racing skill.

Opinion: An OK choice for a car, but I never use it. This machines standard is 
below average.

-------------
FOURTH ROW
-------------

JAMES McCLOUD   -----------------------  LITTLE WYVERN
----------------                       ------------------

Age: 31                                Weight: 1390 kg
Story: James McCloud is a hired        Body:   E
ranger, and the leader of Galaxy Dog.  Boost:  B
He remodelled his space fighter into   Grip:   B
an F-Zero machine. McCloud is in this  Number: 10
Grand Prix for one reason --- money.

Opinion: Another good choice for a car, on the intermediate circuit. But, you 
don't want to hit too many rails with this baby.

ZODA   --------------------------------   DEATH ANCHOR
-------                                ------------------

Age: Unknown                           Weight: 1620 kg
Story: Zoda is the incarnation of evil Body:   E
and intent on conquering the earth.    Boost:  A
Why he's racing in the Grand Prix is   Grip:   C
still a mystery. His past disputes     Number: 13
against the Arrows and Captain Falcon
are well known.

Opinion: One of the fastest cars in the game. A really good choice for expert 
riders who know how to get around the track at very high speeds without 
banging into side railings.

MICHAEL CHAIN   -----------------------   WILD BOAR
----------------                       ---------------

Age: 38                                Weight: 2110
Story: He's the leader of the bloody   Body:   A 
chain gang. Michael participates in    Boost:  C
the Grand Prix to show off his driving Grip:   C
skills to member of his gang. Since he Number: 24
rarely wins, members are slowly 
leaving the gang.

Opinion: Umm......I have to say that I don't really like this car. It has a 
less than average boost and grip, which are most important. 

SUPER ARROW   -------------------------   KING METEOR
--------------                         -----------------

Age: 34                                Weight: 860 kg
Story: Super Arrow's job is to protect Body:   E
the Earth. When Super Arrow discovered Boost:  B
that Zoda, his sworn enemy, had        Grip:   B
entered the Grand Prix, he entered as  Number: 20
well.

Opinion: The attributes are identical to that of his wife's machine. So, I 
give the same advice.

KATE ALEN   ---------------------------   SUPER PIRANHA
------------                           -------------------

Age: 29                                Weight: 1010 kg
Story: This popular singer and dancer  Body:   B
has decided to try her hand at racing. Boost:  C
She will debut this season.            Grip:   B
                                       Number: 12

Opinion: A good machine for beginners, but not a choice for intermediates or 
experts who live their life in the fast lane.

ROGER BUSTER   ------------------------   MIGHTY HURRICANE
---------------                        ----------------------

Age: 40                                Weight: 1780 kg
Story: Roger, and transportation guru, Body:   E
was supposed to transport a machine to Boost:  B
an unknown participant. His partner    Grip:   B
persuaded him to abandon that idea and Number: 28
race for himself.

Opinion: Another good choice of a machine.

------------
FIFTH ROW
------------

LEON   --------------------------------   SPACE ANGLER
-------                                ------------------

Age: 15                                Weight: 910 kg
Story: Compared to humans, Leon is not Body:   C
very bright. He makes up for it with   Boost:  C
his sharp reflexes and cornering       Grip:   A
ability.                               Number: 19

Opinion: An excellent choice for a machine, but there are better machines you 
can choose with the same attributes.

DRAQ   --------------------------------   MIGHTY TYPHOON
-------                                --------------------

Age: 136                               Weight: 950 kg
Story: Draq works with Roger Buster,   Body:   C
and is a big fan of F-Zero. Driving in Boost:  A
the Grand Prix has been his life-long  Grip:   D
dream.                                 Number: 27

Opinion: I have only used this machine once and I will never use it again. I 
give you the same advice. 

BEASTMAN   ----------------------------   HYPER SPEEDER
-----------                            -------------------

Age: 29                                Weight: 1460 kg
Story: When just a child, Beastman was Body:   C
nearly eaten by a giant alligator.     Boost:  C
Ever since then, he's been a slayer of Grip:   A
beasts. now he hopes to advertise his  Number: 18
services in the Grand Prix.

Opinion: This machine takes the role of the second best machine in the game! 
The best machine for courses with tight corners, and still, has a decent 
boost.

ANTONIO GUSTER   ----------------------   GREEN PANTHER
-----------------                      -------------------

Age: 35                                Weight: 2060 kg
Story: Antonio was once Goroh's        body:   A 
right-hand man, but Goroh betrayed     Boost:  B
him. Now Antonio has joined the Grand  Grip:   D
Prix in hopes of exacting revenge on   Number: 17
his former mentor.

Opinion: Don't use this machine. It just plain sucks.

BLACK SHADOW   ------------------------   BLACK BULL
---------------                        ----------------

Age: Unknown                           Weight: 2340 kg
Story: The King of evil. Black Shadow  Body:   A
strikes fear in the hearts of          Boost:  E
everyone. His goal is to destroy       Grip:   A
Captain Falcon in front of millions of Number: 30
viewers.

Opinion: An awesome racer for people who like to go around and smash other 
machines to a million pieces. It has awesome grip, and the heaviest body, but 
has the worst boost in the game. Seriously, this machine will not win you the 
trophy on the master difficulty. But still, this is one hell of a machine.

THE SKULL   ---------------------------   SONIC PHANTOM
------------                           -------------------

Age: 240                               Weight: 1010 kg
Story: Skull was once a great legend   Body:   C
among drivers. Using science and black Boost:  A
magic, Skull returned from the grave   Grip:   D
to compete one more time.              Number: 16

Opinion: A very fast machine, but has very bad grip. When you're going very 
fast, losing grip (unless you're a slider, but this machine isn't) is the last 
thing you would want to happen. 

------------------------------------------------------------------------------

OK, now that you know about all of the machines, here are the 5 best machines 
in the game. However, if you want to know what machines are best for what 
courses, read the walkthroughs. Well, anyway.....

TOP 5 MACHINES IN F-ZERO X (in my opinion :)
-----------------------------------------------

1. Twin Noritta: Without a doubt the best machine in the game. It is the 
fastest machine you will ever encounter, and speed is the key to winning a 
race. 

2. Hyper Speeder: The second best machine in the game. This baby kicks some 
serious arse when it comes to the harder courses.

3. Blood Hawk: Underestimated because of it's weak grip. Many people don't 
know about sliding, and that is the cause of that - people hate this beautiful 
piece of machinery. 

4. Night Thunder: Almost identical to the Blood Hawk, and another 
underestimated machine. This baby rocks on Rainbow Road!

5. Black Bull: This machine isn't in here because it can win races, this baby 
is here because it kicks some serious butt! It has the best grip, and the best 
body in the game, and can destroy any adversary. A must for anyone who wants 
to race simply to smash up rival cars.   

******************************************************************************
******************************************************************************

                              **************
                                GRAND PRIX
                              **************

The Grand Prix is the main feature of F-Zero X. Here, you battle it out 
against 30 rival machines in order to win the most amount of points in a total 
of six races. 

When you first enter the Grand Prix mode, you will have to select one of 3 
difficulties, Novice, Standard, and Expert. Ranging from very easy, to very 
difficult. The difficulties don't change the courses, but they improve the way 
the computer-controlled cars perform, making it harder for you to win. After 
completing certain tasks, you get to choose a fourth difficulty, Master.

Next you will have to choose between three cups --- JACK, QUEEN, and KING. 
Jack being the easiest, and King being the hardest of the three. However, 
after completing certain tasks, you will be able to choose from two other cups 
--- The JOKER cup, and the X cup. But to find out how to unlock these cups 
you'll have to read on.

After you've selected the desired cup, you'll then have to select the first 
track on which you will be racing. You don't have a choice here, so just press 
A and keep going.

The next thing you must do is select which machine you will be racing with 
through the WHOLE cup. You won't be able to select a different machine for 
each course, so have a think about which machine will fair best through every 
track.

OK, now comes a tricky part. You have to choose whether or not your craft will 
excel in either acceleration, or speed. A lot of people don't exactly know why 
you need this, but it is very important. The graph looks something like this--

                     
                        ACCELERATION <----> MAX SPEED 
                                     
                                     |
                   |  |  |  |  |  |  |  |  |  |  |  |  |  |  
                   ----------------------------------------                 
                                     /\

This is very hard to explain, but it gets easier to do with practice. By 
moving the arrow to the left or right, you can decide if your machine will 
have high acceleration, or a high maximum speed. If your machine has a high 
acceleration, it won't go its fastest. If your machine has a high max speed, 
it will go faster, but it will take longer to reach that higher speed. Here's 
a brief layout ---

Acceleration: This will make your machine reach high speeds quickly. At the 
beginning of a race, it will reach its maximum quickly. However, it won't 
reach its highest possible speed. If the machine hits a wall, or turns 
sharply, slowing down, it will recover more hastily. And also, the machine 
will not lose as much speed when going through ice or dirt traps.

Max Speed: This will make your machine reach a higher speed. It will be able 
to go faster over a long distance. However, to reach its higher speed will 
take longer. A machine with a higher speed will be affected more by its boost, 
making it go faster. It will take longer to recover if it slows down. In the 
long run, max speed is more important than acceleration.

The more you move the arrow to the left or right, the more your machine will 
be affected.

On the same screen that you adjust the acceleration and max speed, you can 
also change the colour of your machine. Just by pressing R and L you can 
choose between 4 different colours for your machine's paint.

OK, once you've finished with the Max speed and acceleration it will be time 
for you to start the first race. Now that you know all of the basic 
information, here's the walkthrough part.

                          **************************
                            DIFFICULTY INFORMATION
                          ************************** 

NOVICE: Very, very easy. This is the first difficulty you should have a go at. 
Even on your first try, you should be able to rank highly, and possibly win. 
The speed of the race is rather slow, and the computer doesn't really try to 
overtake you while you are in first place. Also, the machines are very easy to 
destroy, and they rarely attack you.

STANDARD: Things start to get more difficult. The speed of the machines 
increase, and there is a bigger fight between 1st and 2nd place. Now the 
machines start to hug the back of your machine when you are in first place. 
The machines are slightly harder to destroy to, but there really isn't any 
different in the computer's AI.

DIFFICULT: A really big jump in the difficulty level. The speed of rival 
machines really picks over yours. The machines will overtake you much more 
often, and they will dramatically speed up in an attempt to get into first 
place. In this difficulty it is important to destroy rival machines that are 
ranked above you to give you a better shot at the gold medal.

MASTER: Unbeatable to the average player. This is insanely hard. The way that 
the creators of F-Zero X have made this really does get on your nerves. In the 
first lap it is usually impossible to move up from 30th place, because the 
other machines will ALWAYS be faster than you. If you are coming first to an 
extraordinary degree, the computer will speed up just to get in front of you. 
This difficulty will have you throwing the controller out the window. You will 
go insane trying to win, and most people give up trying before they reach the 
goal of winning all 4 cups on the master difficulty. However, there is always 
a way to win, and hopefully my walkthroughs will help you through the tough 
times.

                                 ***********
                                   SCORING
                                 ***********

When you finish the race you get points depending on where you were ranked. 
Here's a list of how many points you get for each position -

1st  - 100 Points
2nd  - 93  Points
3rd  - 87  Points
4th  - 81  Points
5th  - 76  Points
6th  - 71  Points
7th  - 66  Points
8th  - 62  Points
9th  - 58  Points
10th - 54  Points
11th - 50  Points
12th - 47  Points
13th - 44  Points
14th - 41  Points
15th - 38  Points
16th - 35  Points
17th - 33  Points
18th - 31  Points
19th - 29  Points
20th - 27  Points
21st - 25  Points
22nd - 23  Points
23rd - 22  Points
24th - 21  Points
25th - 20  Points
26th - 19  Points
27th - 18  Points
28th - 17  Points
29th - 16  Points
30th - 15  Points

Ideally, if you destroy a rival machine, this gives you a 0% chance of coming 
30th.

                          **************************
                            THINGS YOU SHOULD KNOW    
                          **************************

The faster YOU go, the faster THEY go --- Yes, it's true. The rival machines 
will ALWAYS go faster just to give you a bit of competition. For instance, I 
played Mute City on novice. First, I sat at starting line and waited until the 
computer finished its three laps, then I finished myself. The fastest computer 
time was 2:07. Then, I went fairly fast, and I came first. The fastest 
computer time then was 1:47. The computer improved by over twenty seconds! 
Just because I went fast, the computer went faster too. The way the creators 
have set up the Grand Prix really does suck, and is more annoying then 
anything. What's the use of going extremely fast if you know the computer will 
always catch up? 

The computer has a very small amount of energy --- The computer-controlled 
machines have a very small amount of shield energy, and are very easily 
destroyed. However, as the difficulty rises, the computer gets more and more 
energy. On novice, a small bump to a rival car will most likely burst it into 
flames. But on master, it will take several average side attacks.

Don't waster time destroying slow machines --- In other words, don't focus all 
of your attention on machines you know won't get a high place. Attack rival 
machines will slow you down, so it's a good idea to get into the lead before 
you do any major destruction. Once you're in the front, you can afford to take 
a bash at anyone who tries to overtake you. This is the best way to take out 
rival machines.

And also, use the basic tactics I have shown you earlier in the FAQ. All of 
them will be very useful to you. Anyway, now on to the course walkthroughs... 

                           *********************** 
                             COURSE WALKTHROUGHS 
                           *********************** 

You don't always have to follow these walkthroughs step-by-step. Try different 
things, and if anything works better for you, do it. I'm just trying to make 
it easier for you to win, but do the course whichever way you want.


                             ------------------
                             ---  JACK CUP  ---
                             ------------------ 

The Jack cup is the easiest cup in the game. It is here to let you get used to 
driving an F-Zero machine, without providing too much of a challenge.

Vehicles for Novice and Standard Difficulty ---

Vehicle of Choice: First row activated ---- White cat
                   Second row activated --- White cat
                   Third row activated ---- Queen Meteor
                   Fourth row activated --- King Meteor
                   Fifth row activated ---- King Meteor

Vehicles for Expert Difficulty ---

Vehicle of Choice: First row activated ---- White cat
                   Second row activated --- White cat
                   Third row activated ---- Queen Meteor
                   Fourth row activated --- King Meteor
                   Fifth row activated ---- King Meteor

Vehicle for Master Difficulty ---

Vehicle of choice --- King Meteor


1. MUTE CITY 
---------------

MACHINE SETTING: For every track I'll tell you what I think the best engine 
setting is (Max speed or acceleration). If I say 3 from right, it means that 
the arrow should be on the line that is three lines from the right hand side. 

I will also tell you how many nudges you should put the arrow to the left or 
the right. A nudge to the left or right is very small. Just tap the control 
stick to the left or right and the arrow should "nudge" over a tiny bit. Each 
nudge effects the performance of the machine in a big way. 

If I said the best setting is 3 from the right, 4 nudges left, you have to 
line the arrow up with the 3rd line from the right, and nudge the arrow 4 
times to the right. If you have trouble understanding this, e-mail me for a 
more in-depth explanation.

Anyway, the best machine setting for Mute City is 2 lines from the right.

                                     ---                                          

A fairly easy track with no sharp turns. It takes the basic shape of an 8, 
with a loop situated near the end. The track also has 4 zippers.

Basic Walkthrough: At the beginning of the race, stick to the right. Breeze 
around the first corner without coming into contact with rival machines. Hit 
the first zipper, and hit the second. In the next corner, use the side attack 
to jump around the inside of the other machines. Once around the corner, make 
a very straight line on the right of the track, and you should be able to pass 
a lot of machines. While going through the pit area, move over to the left 
side of the track.

In the next long turn, try to stick close to the edge of the track. If you 
need to, tap the accelerator to keep your grip. Hit the next boost, and ease 
your way though the second half of the turn. 

Hit the boost just before the loop, and keep to the right side of the track as 
you go around. At the small jump after the loop, dip your nose down slightly 
to pick up a bit of speed.

Once past the finish line, boost once to gain speed. At the first corner, jump 
to the right to prevent you from sliding. Hit both zippers, and jump around 
the next corner into the pit area. Hit the boost as you go through the pit 
area and boost again just as you exit. You don't need to, but if you cannot 
get around the next corner without sliding, tap the accelerator a couple of 
times. Hit the zipper, and boost again before the next zipper.

Hit the next zipper and keep to the right of the loop. Boost a few seconds 
after the zipper, and dip your nose at the small jump. Boost before the finish 
line and keep your speed. Jump around the next corner and hit both zippers. 
Jump around the next corner and boost while going through the pit area. Boost 
once again before the next zipper and tap A if you need to. 

Hit the zipper and boost again before the zipper in the loop. After the final 
zipper, boost continuously up to the finish line.

Master Tips: You need to boost more if you want to win. It is very important 
that you get the most out of your boost power. Stick close to the railing when 
you turn corners, and never slide. By boosting as fast as you can at the end 
you can gain a lot of ground.

2. Silence
-------------

MACHINE SETTING: 2 stripes from right, 2 nudges left.

One of the fastest tracks in the game. In this track you will maintain a 
constant high speed, and sometimes you go so fast you fly off the track!

Basic Walkthrough: This level can be very crowded, and rival machines can get 
in the way. However, all you have to do is go around the main flow of the 
machines, and you'll easily win. It all depends on how many machines you pass 
in the first lap.

At the start of the race, hit the first zipper and move to the left. Keeping 
as much to the left as possible hit the next zipper. Move over to the right 
and hit the next zipper, then move back to the left and hit the fourth zipper. 
At this time you should be going pretty fast, and it is important that you 
don't bump into rival machines.

Hit the next zipper in the centre of the track, and move over to the left 
again. The mainstream of machines will be on the right, and you should breeze 
straight past most of them. Hit the zipper on the left, and try and go for the 
next zipper. If there are too many machines there, ignore it.

Slowly make your way over to the right side of the track, dodging rival 
machines. Drive through the right pit stop, and keep a pretty good speed up to 
the finish line. 

As soon as you pass the finish line boost up to the first zipper. Move to the 
left and boost again up to the next 3 zippers. Hit all three zippers and move 
into the centre of the course. Boost if you can into the next zipper, and then 
hit the zipper on the right. Ignore the next zipper on the left, and hit the 
zipper in the centre. 

Tap B until the finish of the race, you need to constantly travel at a very 
high speed. As you pass the last zipper you will need to hold UP on the 
control stick. If you don't you'll totally fly of the track and into the city 
below. Keep boosting, and boosting, and boosting up to the pit area. 

Go through the right pit area and DON'T MISS AN INCH! You need all the boost 
power you can handle. As you go through the pit stop you will also need to 
hold up on the control stick to save you from flying off. But still, you will 
always fly off for half a second.

Complete the third lap exactly the same as you did the second and you should 
have an easy win.

Master Tips: It is VERY important that you don't get slowed down in the early 
stages of the race. Try to get around 20th position at the second lap, and 
boost continuously until the end of the race. The leading machine is very hard 
to beat, so you need to get into the lead as soon as you can.

3. Sand Ocean
----------------

MACHINE SETTING: 2 stripes from right, 4 nudges left

This track contains two tunnels where you can race along the sides and even 
upside down! 

Basic Walkthrough: This track is pretty easy, but keeping your grip in the 
tunnels can be difficult. Just remember that if you come out of the tunnel 
upside down you will fly off the track!

At the start of the race move to the right side of the track. When you get 
into the tunnel, move over to the left side so that you're on the side of the 
tunnel. When you are driving through the tunnel try not to slide down onto the 
bottom or other machines will most likely slow you down. Once you reach the 
grey portion of the tunnel try to avoid other machines, but try not to spin 
around too much. Make sure your machine is the right way up as you leave the 
tunnel and stick close to the yellow line.

Once out of the tunnel ease your way around the next corner. Hit the zipper 
and ease around the corner after that. In the next tunnel make sure you hit 
the zipper. Try not to loose your grip.

Once past the finish line hit your boost. When you get into the tunnel keep to 
the left side so you don't slide around too much. If you start to slide tap 
the accelerator a bit. Boost a couple of times through the first tunnel and 
keep the high speed all the way through.

When you exit the tunnel you should be going at a high speed. At high speeds 
you will need to jump around the next corner into the zipper. You may also 
need to jump around the corner after the zipper. Boost in the next tunnel and 
make sure to hit the zipper. Don't boost again until you reach the finish 
line. Make sure you go through as much of the pit area as possible.

Complete the third lap similar to how you did the second. Make sure you don't 
slide in any of the tunnel because you'll slow down immensely. After the 
second last zipper, you should have about a quarter of your energy left; you 
need to boost continuously until the end. Again, make sure you don't slide.

Master Tips: Very, very tough race to win on master. Just remember to keep 
very close to the inside railing when going around the corners, and don't 
slide. Make sure you keep up a high speed, and if need be, take out a few 
rival machines.

4. Devil's Forest
--------------------

MACHINE SETTING: 2 stripes from right, 3 nudges left.

A pretty simple course with a couple of tight turns and some dirt areas.

Basic Walkthrough: At the start of the track there is a fairly laid back left 
turn, and then a harsh right turn. Keep to the left on the first turn, and 
then jump a few times when going around the second turn. 

Hit the next zipper and keep as much to the left as possible while going down 
the long straight. At the end off the straight you'll come to another sharp 
turn. Again, you need to jump a few times to stop your machine from going 
through the dirt. 

Hit the next zipper and keep to the right. Next go through the pit stop on the 
right. 

Boost straight after the finish line and ease around the first bend. Jump 
around the hard bend and then boost 2 or 3 times up to the next zipper. Once 
again, keep to the left on that long straight. About halfway along the 
straight boost again.

Jump around the next hard corner and boost towards the next zipper. Hit the 
zipper and boost again while going through the right pit area.

Complete the third lap similar to how you did the second. Near the end, if you 
have extra energy, boost more than once on the long straight to get a higher 
speed.

Master Tips: Make sure you go VERY tight around the two sharpest corners. 
Don't go into the dart zone. Don't miss a zipper, and boost whenever your 
speed is low. This course is pretty easy to win.

5. Big Blue
--------------

MACHINE SETTING: 2 stripes from right, 5 nudges left.

This is the hardest course in the first cup. Throughout the entire course you 
race on the outside of a tube! You can go upside down and all around in every 
direction. You can even just sit there and go round and round and round and 
round forever! Well, at least until you get sick and throw up. But believe me, 
if you throw up, F-Zero X definitely isn't the game for you. Anyway, on with 
the walkthrough.

Basic Walkthrough: This track is quite difficult on your first tries. However, 
with practice this level can become very easy. There are 8 zippers in total on 
the tube. You should try and hit at least 5 zippers every lap. On you first, 
you should try to hit 7 zippers to keep up your speed.

This track will require a lot of TA to keep your grip on the outside of the 
tube. There's a very good chance you will slide, or get totally blown away! 
When you are going fast, don't turn too fast. If you need to turn reasonably 
fast, use some TA. You shouldn't need to jump at any time.

From the start try and get right into the centre of the track. Jump onto the 
tube and sit right on the top, just to the right. Hit the first boost and 
immediately get to the bottom by turning left. Use some TA if necessary. 

On the bottom of the tube you will encounter zipper number 2. Hit the zipper 
and straight ahead is zipper number 3. Straight after zipper number 3 you will 
need to go to the left, you will probably need to use TA. You will now see 
zipper number 4. Once you hit zipper number 4, you will need to give constant 
boosts of TA. The track will start to curve, and you need to keep on the 
inside area. Move to the right and you should be able to catch zipper number 
5.

After zipper number 5 you should be going very fast. Straight after you go 
over zipper number 5 you need to turn left and get to the top of the tube. You 
will need to use a lot of TA or you will slide. At the top of the tube you 
will be able to catch zipper number 6.

After zipper number 6 you will see a long curve in the distance. Using plenty 
of TA, keep JUST to the inside, but still stay on top of the tube as it begins 
to curve. Zipper number 7 is sitting just to the right of the very top of the 
tube. If you go to the left the slightest amount too far, you will probably 
fly off into the city below. Hit zipper number 7 and then get straight onto 
the red line. The red line is on the right side of the tube. If you stay on 
the red line you will be on the inside of the curve, and that is what you 
want.

Just as the curve is beginning to end, there is another zipper on top. This is 
the last zipper, and number 8. Hit the last zipper and keep just to the left 
of the top of the tube. When the tube ends you will fly smoothly into the pit 
area.

Just past the pit area there is a zigzagging section of track. In the first 
lap you can just breeze through with the control stick, no need for the Z or R 
buttons.

Just past the finish line boost two times up to the tube. I won't tell you any 
more, but you will be needing lots of TA. Don't forget to use it or you WILL 
slide. 

Get onto the tube and hit the first zipper. Get onto the bottom of the tube 
and hit the next THREE zippers. You can ignore the fourth zipper on the bottom 
of the tube. After the third zipper on the bottom make your way up to the top 
to hit zipper number 6.

Straight after zipper 5 get onto the red line on the right side of the tube. 
While on the red line boost twice to get plenty of speed. You should be going 
VERY fast. Ignore zipper number 7 but hit the eighth zipper. You need to keep 
low to the left as you jump off the tube so you can land only a short distance 
into the left pit zone.

After the pit zone you will need to jump from left to right as you go through 
the chicane. Once past the curvy area you need to boost twice up to the tube 
again.

Go along the tube as you did on lap 2 until you get past zipper 6. Move onto 
the right red line, and boost continuously. Boost about 2 times and move up to 
hit the last zipper. 

Keep low and get lots out of the pit area; boost as you go through. Now, you 
will need to jump as you go through the chicane. If you hit a wall, boost 
again to get up your speed. Just boost, boost, boost until the finish line and 
you have a 90% chance of winning on any difficulty. Just remember, PRACTICE 
MAKE PERFECT!!!

Master Tips: A very easy level to win on master. Just follow the basic 
walkthrough and you should have gold. Don't jump while on the tube or you will 
have a good chance of flying off.

6. Port Town
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