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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