F-Zero X - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for F-Zero X - Strategy Guide (Page 05).
* Rail-sliding. (first lap - experts only !)
To counter the effect of the low top speed you have with max.accel sliders in
the first lap ( I think you can't even get over 600kph right ?) you can
create yourself an artificial angle on the straights by sliding to the left or
right and slamming into the rail. You can keep sliding against the rail like
this and you'll notice your speed increasing. You can't do this too much of
course; make sure that the refill-zone is long enough to get back at full
energy before the second lap. With this technique you can shave of valuable
time from the first lap . And on Fire Field even 7 seconds !! ( see later )
Overall there are 16 tracks where sliders give you the best results ! Use
sliders even on tracks were the staff ghosts don't: Devil's Forest, Port Town
, Mute city 3 , ... I'll go over them one by one.
6. Jumping (or Double Tapping - DT )
---------------------------------------
>>
An absolutely vital technique for Record Hunting and Staff Ghost Trashing , as
important as mini-turbos are for MK64. When going through a sharp corner at
high speed, never make a gliding turn by holding Z or R , but 'jump' through
the corner by double tapping Z or R ( just like a side-attack) . This way ,
you'll be able to get trough corners far quicker and with minimal loss of
speed. The best way to practise the DT is at Big Hand ; steer to the right or
left , and just before hitting the side , 'jump' away from it ..notice the
speed difference with a classical gliding turn ! On Big Hand alone , you'll
win more than ten seconds ! DT can be used on more than half of the tracks..
In a nutshell : DT = steer left + Double Tap Z or steer right + Double Tap R
when speeding through corners.
<<
Nothing more to add here then in my first guide.
Note however that for setting a high speed record or a fast lap it can still
be wise to switch to a slider like on Big Blue or Secor Alfa
Also worth mentionning is that on most of the 16 slidingtracks you don't
have to slide every corner ! Mostly it's a combination of boostsliding
through the sharp ones and jumping through the gentle. Just experiment to see
if it pays of to slide or jump a corner.
You should NEVER use a drift turn , always use a jump instead.
7. Open throttle ( OT )
---------------------------
<<
Sounds complicated but really isn't. Whenever you take even the lightest
corner at high speed, your vehicle will slide very easily, certainly the ones
with a lower grip rating. To prevent this from happening, simply let go of the
gas for a split second a few times when you make a turn and you'll stick to
the track like glue. Very handy technique that can be used pretty much
everywhere, the speed loss is minimal and you can move around the track
faster. Vital for fast vehicles with low grip (like the Twin Noritta).
>>
I see you got the idea but you call it Tap the Accelerator (TA).
A simple technique but so important ! It's the key to keeping the Twin Noritta
under control and to get out of a boostslide witht minimal speedloss.
A Note To David: The reason I changed the name is because Open throttle sought
of contradicts the act of taking your finger OFF the accelerator. :)
------------------------------------------------------------------------------
I think that pretty much covers the basic new stuff that wasn't in the old
guide or not very well explained. Here's some more tips that come to mind
right now:
* For winning on Master, just remember that the first cars will always boost
away at the beginning of a lap but slow down when nearing the finish line so
don't suicide yourself trying to keep up. You'll get them in the end.
* I hate racing ghosts. They distract my attention from the track. Personally
I always race without them to keep a clear vision of the track.
-Karl's Note: You can actually beat staff ghosts even though you're racing
without them. You don't have to select Staff Ghost if you want to beat the
ghost. Just as long as you beat the Staff Ghost's time you can race without
the ghost and still win. I only found this out a couple of days ago and now I
never race against a Staff Ghost I'm trying to beat.
However, if you're new to the track, it's wise to take a look at the staff
ghost and maybe pick up some useful strategies. -
* Mess around on a track , experiment with boosting at different places. Try
to find out if you're better of sliding a cormer or jumping through it.
* For a fast time on Death Race, completely zoom out so you have a clear view
of all the cars up ahead.
* Try to stay calm when you mess up a superfast record in the very last corner
because of the nerves getting to you.
******************************************************************************
******************************************************************************
***************************************
DAVID VAN MOER'S SPEED WALKTHROUGHS
***************************************
WOO HOO! David is already up to the King Cup! So, be expecting a full
walkthrough within the two weeks. So for now I will post David's walkthroughs
for all of the tracks in the Jack and Queen Cups. Enjoy!
Oh, when David says "See first guide", that means that there's no change from
the first guide. The walkthroughs from the first guard appear in the >> <<
symbols.
************
JACK CUP
************
1. Mute City
---------------
See first guide
>>
The first track is a simple straightforward course with mostly easy bends, a
long refill zone, plenty of zippers and a wide loop at the end. Getting a good
time on this track demands accurate, tight steering and plenty of boosting...
* Vehicle of choice: Twin Noritta
* Ideal gauge setting: two stripes from right, two nudges right
* Because it's such a straightforward track , there isn't much room for
improvement so stick as close to the sides as possible at all times..
* There are four zippers , all situated in the middle of the track , be sure
not to miss a single one , all are vital for a fast time , use your boost
between them to keep your speed high .
* The two bends just past the start is where you have to make the difference.
It's quite easy to loose your grip here at high speed . Ease into them with a
gentle curve , and try to stick to the right side as much as possible: going
wide here will lose you precious tenths...The same goes for the bend after the
third zipper: Stick to left here and don't go wide.
* In the loop , stick to the right and your speed will be slightly higher when
you come out of it ..
<<
Notes
* you might want to use a DT R on lap 3 in the first right corner to stay
close to the sides.
* Just drive very smoothly on this track. Steer gently but firmly into each
corner staying as close to the sides as possible and keep pressing the boost
right from the start of lap 2 till the last zipper in the loop. Sliding or
going too wide is deadly .. just hit retry and start again.
******************************************************************************
2. Silence
-------------
See first guide
>>
Oval-shaped track where speed and boost is all that matters. A long series of
zippers will push you around the track at mach 1.. but go too fast and you'll
fly off ! Want a fast time ? Just keep pressing that boost-button !
* Vehicle of choice: Anything with an A-class boost (The Mighty Typhoon has a
real good one! )
* Ideal gauge setting: two stripes from right, one nudge left
* Don't miss a single zipper except the before-last one. The sequence of the
zippers is: centre, left, centre, left, centre, right, centre. Neglect the
before-last one on the left. Use your own boost in between the first and the
second zipper.
* Once past the zippers, stay as close to the right side of the track as
possible and keep using your boost.
* There are two places on the track where you will fly off at high speed: just
past the last zipper and in the refill-zone. Simply hold 'up' to keep your
vehicle on the track.
<<
Notes:
* Vehicule of choice is of course the Twin Noritta
* Better setting: Two stipes from right, four or three nudges left
* Every hundredth of a second counts on this track. It's not too hard to get
1'17"5 but you'll have to race a lot from there to get the other 0.5 second
off. Try hitting the zipper sequence with as little steering corrections as
possible and stay as close as you can to the right after the zippers. Keep
pressing the boost very quickly all the time so your speed never drops in
between boosts. Personally, I don't think it's possible to get below 1'17 ..
I've tried enough to know. :)
* In lap 2 and 3 I usually neglect the fourth zipper to keep a straighter
racing line. Just remember that every thousand of a second you can gain by
going a little bit straighter makes a diference at the end.
******************************************************************************
3. Sand Ocean
----------------
A max accel slider works marginally better here, although you'll only win
about a second compared to the Noritta and it's quite hard to gain that
advantage. The first lap especially is where you can make the difference. (29"
instead of 31" ). On the next two you'll have to try and limit the damage.
* Best vehicule and setting: Night Thunder/Blood Hawk at max accel.
* Lap 1: Immediately start railsliding right going into the tunnel, continue
your slide in the gentle right bend insde the tunnel. Stop sliding once you
reach the yellow line and stay in the middle. Once outside the tunnel,
railslide hard right up to the S bend.
* The tight S-corner is where the action happens. On laps 2 and 3, don't use a
turbo sliding into the corner; it's almost impossible to boostslide through
without crashing all over the place. Just slide over the zipper and then
immediately slide left, hitting the leftrail a little to catch some extra
speed and straighten up as you go in the second tunnel. TA will come in handy
here to keep your grip as you aim for the last zipper in the tunnel.
* The boost pattern stays the same as the first guide.
>>
Boost four times through the first tunnel on the second and third lap then
boost again just past the bend up to the first zipper.
Stay in the centre of the second tunnel on the yellow lines and boost towards
the final zipper.
<<
* For a high max speed, leave the first tunnel upside down.
******************************************************************************
4. Devil's Forest
--------------------
Although there are only two serious corners on this track, a slider still goes
about 5 seconds faster here !
* Best vehicule and setting: Night Thunder/Blood Hawk at max accel.
* Lap 1: Immediately railslide a little bit left to get over 700kph. Slide
the first right hairpin hard to stay away from the dirt which slows you down
bad. Make your way over to the zipper on the straight with a few short slides
in the gentle bends leading up to it to keep up your speed. As soon as you hit
the zipper, railslide hard left ( a rail-boostslide... cool!). If you do this
correctly you can get out of the slide going around 900 kph. Stay high left on
the straight and slide into the second hairpin. Straighten up just before the
zipper and repeat the same rail-boostslide trick through the refill-zone which
should be just long enough to get back at full energy. A good opening lap is
around 32"0.
* on laps 2 and 3 it's all important to boostslide the hairpins and gain as
much speed possible for the straights. Hit the boost as soon as you slide into
the corners. It'can be quite tricky to catch the zipper after the second
hairpin. A well-timed Z jump might come to the rescue.
* The boost pattern also remains largely the same as the first guide: Once
past the start, one boost each for the two boostslides in the hairpins. Two
boost up to the first zipper coming out of the hairpin and one more boost
after you've hit it for ahigh speed on the straight.
******************************************************************************
5. Big Blue
--------------
See first guide
>>
Cewl! Racing along the outside of a giant tube that's littered with zippers
for the brave and daring... Boost in the wrong place or slide on the outside
and you're airborne! A couple of tight bends at the end make your life even
more miserable. If you REALLY want a fast time here, you must hit A LOT of
zippers though...
* Vehicle of choice: Hyper Speeder
* Ideal gauge setting: Two from right, four nudges left
* There are a total of nine zippers on the entire tube: first one on top, then
four to the left of that, then one on top again, then one on top in the bend,
then one on the bottom past the bend and finally one on top just before the
end of the tube. In the opening lap, try to hit eight of them: all except the
one on top in the bend. Use short burst of TA as you move from zipper to
zipper to avoid sliding.
* On the second and third lap, hit seven zippers: neglect the one on the
bottom as well. Boost three times past the start line up to the first zipper
and boost as well on the inside of the bend on the tube (stick on the red line
here and you wont have to jump or anything).
* Don't boost when you're going through the refill-zone at high speed (1050+
kph). Ease through the chicane without double tapping (use a few burst of OT
if necessary).
<<
Notes:
* Don't forget to go for the zipper at the bottom of the tube near the end
instead of the top one in the right bend in the first lap !
* To get a higher max. speed, choose a slider and boostslide hard on top of
the right bend near the end of the tube.
*. You can get sub 1'32 times with the much easier to drive Hyper Speeder.
Just use the Noritta when you really got the tube under control for that extra
half a second. You can also use a slider on this track but for now I'm stuck
at around 1'34
******************************************************************************
6. Port Town
---------------
This track is surprisingly easy to slide with most corners offering plenty of
space. You'll go about 8 seconds faster if you slide this one good... The
Noritta will get stuck at around 1'33.
* Best vehicule and setting: Night Thunder/Blood Hawk at max accel.
* Slide the first gentle left corner and straighten up just before the
zipper. On lap 2 and 3 start your boostslide right after the finishline but
be sure you hit the zipper or you'll get in energy-trouble near the end of the
race
* You'll speed towards the S at very high speeds, use all your skills to get
through with a quick DT Z immediately followed by a DT R
* After the S-bend you have three successive corners wich are ideal for
(boost)sliding. Be sure to start sliding fast enough into the first corner as
it comes right after the S. Also start sliding well in advance for the third
so you don't hit the ice.
* on laps 1 and 2, use a Z jump to get around the last left corner after the
big jump. On lap 3, use your very last inches of energy for a boostslide.
******************************************************************************
******************************************************************************
*************
QUEEN CUP
*************
1. Sector Alfa
-----------------
See first guide
>>
The Queen Cup's first track is a bit like Mute City : not too demanding in
terms of cornering or carefully timed jumps. It all depends on little details
like keeping a good racing line , staying close to the sides and taking the
corners tight and fast.
* Vehicle of choice: Twin Noritta
* Ideal gauge setting: two stripes from right, three nudges right
* Right from the start , stick to the right. Ease into the corner to the right
and hit the zipper. As soon as you've hit it, hug the corner tight to the left
and stick to the left... Even at high speeds you can take this corner tight if
you steer very smoothly (some TA can come to the rescue). No need to jump. The
zipper is a tricky fella; your vision of the corner is limited so you'll often
fly just past it... try to remain calm when this happens and hit retry
*once past the corner, boost two times towards the tunnel on the second lap;
on the third lap boost till you run out of juice...
* As you approach and enter the tunnel, move over to the right side of the
track and then come back to the middle for the zipper to catch some extra
speed from the hill. (it's not much but it will get you that extra tenth per
lap)
* Exit the tunnel tight , use a jump if necessary to stay close to the left.
* On the second and third lap, you may fly off the track when you go too fast
over the hill just past the start. Not even holding 'up' will save you so be
careful not to mistime your boosts.
<<
Note:Well, nothing to add to this strat, however, use a slider to get a high
max speed and possibly even a fast lap record.
******************************************************************************
2. Red Canyon
----------------
The staff ghost's a slider so it's pretty obvious to do the same. Still, you
can get some pretty good times here with the Noritta (1'16"5 is about as fast
as I could get) if you jump every corner tight, hit the zippers and keep
boosting all the way.
* Best vehicule and setting: Night Thunder/Blood Hawk at max accel.
* No special tricks; just boostslide the four corners as good as you can and
try to catch all the zippers along the way. (apart from the ones in the refill
zone in lap 2 and 3. Just neglect these and boost through the pink stuff).
* push the nose down after every small jump but pull it back up little just
before landing on the track. (pull it back up till you're just about level
with the steepness of the track at that point)
* In lap 1, you're better of jumping corner 2, 3 and 4 and it's very important
not to miss a single zipper. You also might wanna try a left railboostslide
after hitting the first zipper just past the start to take the corner that
little bit faster then with a regular boostslide. Not easy though...
******************************************************************************
3. Devil's Forest 2
----------------------
No change from first guide. (Not one of my favourite tracks. Maybe my worst
time).
>>
A fast track with a mixture of long straights, fast and slow corners and a
rippled section in the middle allowing you to show off you're flying skills
one again. Not much jumping here … just look out for the chicane at the end.
* Vehicle of choice: Twin Noritta
* Ideal gauge setting: two stripes from right, one nudge left
* Once you've hit the first zipper, stick low to the left. Hit the second
zipper in the tunnel and as you fly off the first ripple, aim low and towards
the third zipper. Do the same towards the fourth zipper. It's important to
gain as much speed as you can from the ripples. Ideally you should land after
the second jump at 1200+kph (NTSC 1450+).
* Once passed the rippled section, stick tight to the sides in the corners,
use lots of TA to get smoothly through the chicane: it's too tight to jump.
* Once past the chicane, keep boosting through the refill-zone, up to the
first zipper.
<<
Note: hmmm... I seem to suck on this track compared to the times in the N64
magazine where some guys go sub 1'20 with ease. The record is even suposed to
be 1'15! (their records for Sand Ocean, Big Blue and Sector Alfa also beat
mine by some margin so their might still be some elusive strats escaping
me... unless they cheat of course) I've tried sliding, jumping, flying but
nothing seems to work here. I think there might be some Red Canyon 2- style
shortcut where you fly off the track at the rippled section, steer to the
right with some DTs and cut of a big portion of the track. However, I always
fall through the surface when I make it to the other side. I'd be most
gratefull if you could help me out here!
******************************************************************************
6. Mute City 2
-----------------
Again a slider works a few seconds better, but use the Noritta first to get to
know the track and still get respectable times from around 1'18.
* Best vehicule and setting: Night Thunder/Blood Hawk at max.accel.
* In lap 1 slide through every corner on the track. There are two places for
railsliding: right after the start to the left (just a tiny bit to get that
extra bit of speed at the start) and against the right rail after you land
from the jump plate going into the tunnel. Railslide all the way till the
right corner in the tunnel.
* Boost once past the start, then boostslide the first right bend. Use a DT R
to get to the S-chicane that follows.
* The next sharp right corner leading up to the jump plate is the best corner
for boostsliding. Make sure to generate as much speed here as you can. Also
boost before hitting the plate and you should be able the land just after the
right cut-out section on the straight at around +1100kph.
* Now make your way over through the tunnel towards the last sharp right
before the refill-zone. You only have enough for one boost on this straight.
It's up to you to use it in lap 2 or 3.
* Boostslide the sharp right before the refills, be sure to catch the entire
strip of energy! Try getting through the last S-bend with a light R jump and
then boost again...
******************************************************************************
5. Big Blue 2
----------------
Short, tight and lots of hairpins... sliding is the obvious choice. Best
Noritta time was a 1'06.
* Best vehicule and setting: Night Thunder/Blood Hawk at max.accel.
* Lap 1: DT Z the first left than slide the following right. Keep sliding
right into the rail up to the first zipper but be sure to straighten up in
time: the track looses it's sides before the zipper. Slide every other coner.
Some TA or a light R jump might come in handy for the very last right corner
coming out of the tunnel.
* Lap 2 /3: Boostlside the first left corner but start straightening fast and
quickly turn right and DT R furiously to get through the following right
corner with all the speed from the slide. Stay away from the sides here or you
might get launched off the track.
* Boost up to the zipper and boost twice again after hitting it. (if you've
touched the rails in the first corners you'll only have enough energy to boost
once).
* Use a DT Z in the tunnel just before the first refills and start sliding
well in advance for the tight hairpin. Boostslide this one by turning very
hard left.
* No big deal if you miss the zipper after the hairpin; just boost yourself
but be sure then to get some energy from the second strip. Watch out for the
last right corner after the refil... use a combination of TA and a DT R to get
through at high speeds.
******************************************************************************
6. White Land
----------------
The most easy track for beginners in my opinion to beat their first staff
ghost... If you use a jumper that is. It's quite hard to slide this one but
you can gain about 3 secs if done correctly. The Noritta brought me to 1'39.
* Best Vehicule - Best Setting: Night Thunder / Blood Hawk at max accel.
* Lap1: Well, I'm starting to repeat myself but here goes: slide all corners
for extra speed. As soon as you're out of the tunnel and get into the loop,
start railsliding long and hard right. Blow more than half your energy bar
and only start straightening up once you're through the loop just before the
zipper.
* Lap2/3. Slide the first left normally going into the tunnel. Now boostslide
the right corner inside the tunnel. Very hard to come out without hitting the
sides: be sure to steer left hard to straigthen up fast and use a DT Z as
well. This will take practice. Boost twice after this coming out of the tunnel
and again just before the zipper past the loop.
* Okay, now it's up to the next though S-turn. Boostslide the first long left
but again, it's very hard to get through the following right corner without
hit the sides and loose your speed. Again you'll have to straighten up fast,
steer hard right and use lots of DT R this time to get through. If done
correctly you can get through going over 1000 kph. And you'll have to push the
nose down hard after each jump plate or you'll fly too far and miss the next
plate.
* Boost again just before the last jumplate to fly over the bump and get back
on the track into the refillzone faster.
* Jump the very last left corner past the energy on lap 2, boostslide of
course on lap 3.
******************************************************************************
******************************************************************************
************
KING CUP
************
1. Fire Field
----------------
One of the tracks where railsliding really pays of !! The Hyper Speeder still
brought me to a respectable 1'19 though. (even have a scanned pic of that time
as I sent it to the N64 magazine... I know, I should send in my new ones as
most of them are first places but I'm just too lazy :) )
* Best Vehicule - Best Setting: Night Thunder / Blood Hawk at max accel.
* Lap 1: ok, this is really cool: Right after the start, railslide against the
left rail. Keep sliding to the left, slamming into the rail and going into the
left corner. If you've picked up enough speed ( you'll need to be going over
800kph) you can already fly off the bump in the first lap! As soon as you're
airborne dip the nose down hard to catch a lot of speed and land in front of
the zippers on the slope and than speed towards the big jump. You should land
back on the track just past the chicanes at +1200 kph. Move over to the lone
zipper on the left with some TA if necesary to keep your grip and start boost-
railsliding right after hitting the zip.
* Slide the long left corner before the hill (don't worry about going over the
dirt) and dip the nose down hard when flying of the hill to get back on the
track a.s.a.p. Now railslide left all the way to the starting line. This way
you can get opening laps of 27, even 26 seconds and get times of sub 1'15.
* lap2/3: A boostslide in the first left corner will send you into the air
just like the first lap and then do the same nose-down-dipping tactic. Watch
out that you don't miss the track when dipping down; the slope is pretty
tight.
* Boost twice after landing up to the zipper. You don't want to slide now so
use lots of TA to keep your grip.
* After hitting the zipper use a DT R to get to the right side of the track
and get a good angle to boostslide the long left corner before the small hill
* Again, push hard down to limit your time in the air and do a last small
right boostslide as soon as you're back on the track.
******************************************************************************
2. SILENCE II
----------------
You're really torturing yourself if you stick to a jumper here. It's VERY hard
to beat the ghost with the Noritta ( which I did anyway - 1'38"0 ). Do
yourself a favour and START SLIDING NOW!
* Best vehicle - best setting: Night Thunder/Blood Hawk at max acceleration
* Lap1: Start railsliding straight away against left rail up to the very long
left corner. Take this corner in one long sliding turn and hit the two zippers
along the way. Hug the corner on the inside after hitting the first, touching
the rail a little for more speed. After hitting the second, start
straightening up with lots of TA and a DT Z to get out of the slide with as
much speed as possible. You should hit third zipper after coming out of the
corner at +850kph.
* In lap2/3 Use our own boosts in between the three zippers to keep speed high
and also straighten out of your boostslide right after second zip. You should
hit third zip at +1000 kph.
* Aproach the tight S from the left. With your boost still active you won't
lose speed going over the left patch of dirt and you have a good angle to jump
through the S with one Z-jump.
* After the S you have a sharp right hairpin: jumo this one with DT R instead
of sliding. At high speeds, DT R furiously to avoid hitting the sides. The
sharp right is immediately followed by a sharp left: also use jumps here(DT Z)
instead of sliding.
* Slide the next right corner leading up to the straight with the wavey
surface. Boostslide this one on laps 2/3 to launch yourself on the straight at
high speed. Stick to the right on this straight and catch some extra speed
from the waves pushing the nose down.
* Finally slide the last right corner tight and aim for the right patch of
energy. Boostslide on laps 2/3 but be sure not to miss the tight refill-zone!
******************************************************************************
3. Sector Beta
-----------------
See first guide:
>>
* Vehicle of choice: Twin Noritta ( Red Gazelle also works quite well here )
* Ideal gauge setting: two stripes from right, 2 nudges left
* This is probably the only track in the game where it's wise to use the
airbrake (down-C in case you didn't know J). When you come speeding out of the
tunnel, you'll fly off at the dip on the end of the straight in lap 2 and 3.
So just before you would fly off, hit the airbrake for a split second to get
your speed under 800 kph... may take some practice to get the timing right...
* When you've past the dip, the track loses its sides. (just after the EAD-
sign). Fly off the track here and use DT's to increase your speed in mid-air
and guide your craft safely back on the track. Try to land in front of the
refill-zone on the right or you'll run out of juice in the third lap. Leave
the track on the left side: it's harder to land in the refill but it's almost
a second per lap faster then the right... Phew...
* You should land on the track having reached phenomenal speeds! Now try
carrying all that speed through the sharp left corner past the start with some
sublime jumping (DT Z )...
<<
Notes:
This is THE track to get the highest top speed in the game: you can even break
the 2000kph barrier!!! Boost up to the point where you fly off at the end and
then dip the nose down hard and use lots of DT's for a supersonic dive back
to the track. Think you can beat my 2273 kph with the Blood Hawk :) ? ( That's
2728 kph for NTSC-players )
******************************************************************************
4. Red Canyon II
-------------------
Now we're talking! A track where you can absolutely trash the staff ghost by
over 20 seconds! Just spend more time in the air than on the track... AND
master railsliding along the way. Allow me to explain...
* Best vehicle - best setting: Night Thunder - Blood Hawk - max acceloration
* The Flying High Trick ( Thanx Wes !)
You probably know the shortcut where you fly off the bump, fly in a straight
line and land back on the track to cut of a few seconds right? ( see my first
guide if you don't ) Actually, There is a much better version of this shortcut
where you stay longer in the air and cut of lots more of the track: It's
possible to land back as far as the hairpin just before the first refill-zone.
How? Well, as soon as you're in the air, angle your craft to the right and
steer slightly to the right and then use lots of double taps with R. This way
you can cut off a large portion of the track and land inside the hairpin.
It's pretty hard to do actually and you'll often crash: if you approach the
track from too high the game will make your car crash and if you approach the
track too fast you'll fall through the surface. Just remember to keep the car
level and let the double taps with R do the work. I also always boost just
before flying off to have enough speed to reach the hairpin. Do this trick on
laps 2 and 3 and you'll get sub 1'40 times with the greatest of ease.
And now for the rest of the strat:
* lap1: After hitting the zipper, boost-railslide hard into left rail to get
your speed over 1000 kph. Slide into the first left corner leading up to the
bump. Keep your slide going once past the corner against the left rail: As you
railslide up the slope, you can maintain your speed at around 800 kph and
already fly off the bump in the first lap !
***
Karl's Note: Well, when I first started playing Red Canyon 2 I could never
railslide along the left rail and fly off. I tried and tried but I never did,
then I found a much easier way. I don't know if railsliding to the left is
faster though because I've never gotten it to work. Anyawy, about halfway
through the long turn to the left start railsliding in the RIGHT. Yes, start
railsliding against the turn. You'll come around the turn and continue
railsliding until the tracks loses those big walls. As the car goes over the
large bump, you'll fly over the track and start heading straight for the
hairpin! I mean STRAIGHT for the hairpin! I mean I landed on the hairpin the
first time I tried this on the first lap! I think I went from a first lap of
0:38 to 0:33... I don't know how David can get 0:31... Maybe railsliding after
the first booster will help me...
***
Just use the short version of the shortcut and fly in a straight line back on
the track for a good 35" opener. However it is possible to do the long
shortcut and go for the hairpin. This is VERY difficult as you don't have much
speed when flying off and about 99% of the time you'll fall short of the track
or just fall through the surface if you do reach the hairpin. If it does work
you can get an opening lap of 31 seconds!! ( my WR is with this 31" opener..
so good luck :) ) Slide the rest of the corners; especially the hairpin itself
and the tight long right corner leading up to the finish.
* Lap 2/3: Boostslide the left corner leading up to the bump and boost again
just before flying off. Do the long shortcut and already put your craft in a
sliding position just before landing in the hairpin. Hit the boost as soon as
you touch down and straighten up as you come speeding out of the hairpin. It's
very important ( and dificult ) to straighten up just before the tight strip
of energy ( either left or right ) or you'll be in energy trouble near the
end. Also boostslide the next long right corner and through the refillzone
before the finish line.
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