AN FAQ/WALKTHROUGH FOR...
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| F-ZERO GX |
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by me frog
cskull@frogdesign.com
Created on 08/29/03
Last updated on 12/04/03
Version Final
FAQ/WALKTHROUGH
For Nintendo Gamecube
Rated T (TEEN)
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| TABLE OF CONTENTS |
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(01) INTRODUCTION/HOW TO USE THIS GUIDE
(02) CONTROLS/TERRAIN
(03) CHARACTERS/MACHINES
(04) GRAND PRIX WALKTHROUGH
(05) STORY MODE WALKTHROUGH
(06) ALTERNATE STORY MODE WALKTHROUGHS
(07) CHARACTER PROFILES
(08) MACHINE PARTS
(09) CUSTOMIZE
(10) USER'S CUSTOM VEHICLES
(11) STAFF GHOSTS
(12) SCRIPT GUIDE
(13) SONG LYRICS
(14) FAQ
(15) SECRETS
(16) VERSION HISTORY
(17) CONTACT
(18) CREDITS/LEGAL
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| (01) INTRODUCTION/HOW TO USE THIS GUIDE |
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Hello everyone! I am me frog. I have so far written six guides that have been
posted on GameFAQs and this is now number seven! F-Zero has been around for a
while and finally, we get an F-Zero game for the Gamecube. This guide will
cover all of the cups, machines, characters, and more. You'll see different
things in the guide, so this is why you should read the next paragraph: To see
what they mean!
If you want to find a specific character/track quickly, just use your
computers FIND option and type in the name of the character/track. You'll be
taken straight to it, and it'll save you lots of time scrolling down.
When I describe a track, this is how I'll lay it out. It is very simple.
TRACK NAME
DIFFICULTY:
GAME DIFFICULTY:
NUMBER OF SPEED BOOSTS:
RECOMMENDED BALANCE:
The track name just tells you the name of the track. The difficulty is on a
scale of one to five stars.
* Very Easy
** Easy
*** Moderate
**** Hard
***** Very hard
The game difficulty tells you the difficulty the game gives the track. Their
difficulty goes to six stars.
* Very Easy
** Easy
*** Moderate
**** Hard
***** Very Hard
****** OMGWTFLOL THIS TRACK WILL PWN YOU!
The number of speed boosts tells you how many yellow boosts there are in the
track.
The recommended balance tells you what you should set your balance to at the
beginning of the track.
Recommended balance levels:
All the way to acceleration: The meter is all the way to the left, or 0%.
Halfway to acceleration: The meter is halfway to the left, or 25%
Default: Keep it right in the middle (50%)
Halfway to max speed: Halfway to the right (75%)
All the way to max speed: All the way to the right (100%)
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| (02) CONTROLS/TERRAIN |
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This first part lists the controls on the race track.
ACCELERATE: A BUTTON
You'll be holding this button down the whole time. It will accelerate your
vehicle. If you let go, your vehicle will slowly come to a stop. A good thing
to do is at the beginning of a race, hold down A. That way, when you start,
you'll leap forward and won't fall behind the other racers.
INCREASE/DECREASE SPEED: CONTROL STICK
This is very important. If you want your speed to increase, hold up. Your
flight will decrease and you'll speed up. Push it all the way forward for max
speed. If you want to slow down, press down on the control stick. Your flight
will increase and you'll slow down. Push it all the way down and you'll slow
down A LOT. Press it left and right to turn. The more you tilt left/right, the
sharper you'll turn.
BOOST: Y BUTTON
This is VERY important. You use this to boost your vehicle forward. Although
there are boost pads scattered about the track, you can use these whenever you
like. However, you can't use them as many _times_ as you like. In the upper-
right hand corner of the screen, you'll notice an energy meter. Boosting
decreases that meter. When it empties, you'll have to retire. You can
replenish
your energy in the pit areas by just gliding over them.
SPIN ATTACK: Z/X BUTTON
You can use this to hit your opponents with your vehicle. It'll send them back
and you'll be able to get ahead of them. But don't do this freely! Doing it
causes you to lose speed. Lots of it. So unless you're sure you're going to
hit your opponent, don't use the attack.
POWER/DRIFT SLIDES: R/L SHOULDER BUTTONS
Use this to slide to the left (L) or right (R) sharply. This is used to take
sharp turns through those tight curves. If you hold down both L and R, you can
drift. Holding L and R while holding left lets you drift left, while holding L
and R while also holding right lets you drift right.
AIR BRAKE: B BUTTON
When you want to stop, press B. Your vehicle will come to a halt. Do this if
you get really close to an edge and you know you won't be able to turn, or if
you want to pause to avoid crashing into something.
CHANGE CAMERA ANGLE: CONTROL PAD UP/DOWN
Pressing up will zoom in on your vehicle, while pressing down will zoom out.
Personally, I think zooming out is the best, since you can see more of the
track and what the other racers are doing, but zooming in just lets you admire
your vehicle.
This next part will list the five types of terrain there are.
PIT AREA:
The pit areas are glowing multi-colored areas on the track. When you glide
over them, your boost energy meter will slowly replenish. At the beginning
tracks, the pit areas are very large, but they get smaller and smaller as you
advance into the cups.
SPEED BOOST PLATE:
These are yellow plates with a lightning bolt above them. When you run over
these, you'll get a nice speed boost that won't deplete your energy meter. Use
these on the first lap, when you can not use your personal boost.
SLIP ZONE:
This zone looks like blocks of ice. Your vehicle will lose traction on them
(but it's hovering!), making it hard to control. It is best to just keep going
forward on them, or else you might crash into something.
JUMP PLATE:
These are glowing, green plates with arrows pointing up on them. Running over
them will cause you to jump into the air. They are usually used to cross gaps,
and if you don't have enough speed when you go over them, you'll fall short,
causing you to retire.
DIRT ZONE:
When you run over this zone, your speed will decrease. They are brown parts of
the track that really do look like dirt. They are short parts of the track and
can usually not be avoiding. Just use a boost the moment you get past them to
regain your speed.
LAVA ZONE:
These only appear in story mode 7 and 8 and are a HUGE pain. If you cruise over
them, your energy depletes FAST! If you boost on them, you'll use up pretty much
all your energy by the time you are done crusing over. These zones come in packs
usually, so you'll have to weave in and out of them.
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| (03) CHARACTERS/MACHINES |
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This chapter will describe the machines and their pilots.
--------------------------------------------------------------------------------
************** | *********** | **** | ************* |
CAPTAIN FALCON | DR. STEWART | PICO | SAMURAI GOROH |
************** | *********** | **** | ************* |
SEX: MALE | SEX: MALE | SEX: MALE | SEX: MALE |
AGE: 37 | AGE: 42 | AGE: 124 (MAYBE) | AGE: 45 |
| | | MACHINE: FIRE |
MACHINE: BLUE FALCON| MACHINE: GOLDEN FOX| MACHINE: WILD GOOSE| STINGRAY |
WEIGHT: 2777 lbs. | WEIGHT: 3130 lbs. | WEIGHT: 3571 | WEIGHT: 4320 lbs
BODY: B | BODY: D | BODY: A | BODY: A |
BOOST: C | BOOST: A | BOOST: B | BOOST: D |
GRIP: B | GRIP: D | GRIP: C | GRIP: B |
--------------------------------------------------------------------------------
*********** | ************** | **** | ******** |
JODY SUMMER | MIGHTY GAZELLE | BABA | BEASTMAN |
*********** | ************** | **** | ******** |
SEX: FEMALE | SEX: MALE | SEX: MALE | SEX: MALE |
AGE: 25 | AGE: 37 | AGE: 19 | AGE: 30 |
| | | MACHINE: HYPER |
MACHINE: WHITE CAT | MACHINE: RED GAZELLE MACHINE: IRON TIGER| SPEEDER |
WEIGHT: 2535 lbs. | WEIGHT: 2932 lbs. | WEIGHT: 3924 lbs. | BODY: B |
BODY: C | BODY: E | BODY: B | BOOST: D |
BOOST: C | BOOST: A | BOOST: D | GRIP: A |
GRIP: A | GRIP: C | GRIP: A | WEIGHT: 3924 lbs
--------------------------------------------------------------------------------
********* | ******* | ******* | ***** |
DR. CLASH | OCTOMAN | BIO REX | BILLY |
********* | ******* | ******* | ***** |
SEX: MALE | SEX: MALE | SEX: UNKNOWN | SEX: MALE |
AGE: 55 | AGE: UNKNOWN | AGE: 9 | AGE: 7 |
| | | MACHINE: MAD |
MACHINE: CRAZY BEAR | MACHINE: DEEP CLAW | MACHINE: BIG FANG | WOLF |
WEIGHT: 4894 lbs. | WEIGHT: 2182 lbs. | WEIGHT: 3350 lbs. | WEIGHT: 3285 lbs
BODY: A | BODY: B | BODY: B | BODY: B |
BOOST: B | BOOST: B | BOOST: D | BOOST: B |
GRIP: E | GRIP: C | GRIP: A | GRIP: C |
--------------------------------------------------------------------------------
*********** | *************** | *********** | ********** |
SUPER ARROW | GOMAR AND SHIOH | JOHN TANAKA | MRS. ARROW |
*********** | *************** | *********** | ********** |
SEX: MALE | SEX: MALE | SEX: MALE | SEX: FEMALE |
AGE: 35 | AGE: UNKNOWN | AGE: 31 | AGE: 27 |
| MACHINE: TWIN | | MACHINE: QUEEN |
MACHINE: KING METEOR| NORITTA | MACHINE:WONDER WASP| METEOR |
WEIGHT: 1896 lbs. | WEIGHT: 1719 lbs. | WEIGHT: 1984 lbs | WEIGHT: 2513lbs|
BODY: E | BODY: E | BODY: D | BODY: E |
BOOST: B | BOOST: A | BOOST: A | BOOST: B |
GRIP: B | GRIP: C | GRIP: D | GRIP: B |
--------------------------------------------------------------------------------
********** | ********* | ************* | **** |
JACK LEVIN | KATE ALEN | JAMES McCLOUD | ZODA |
********** | ********* | ************* | **** |
SEX: MALE | SEX: FEMALE | SEX: MALE | SEX: MALE |
AGE: 19 | AGE: 30 | AGE: 32 | AGE: UNKNOWN |
| MACHINE: SUPER | MACHINE: LITTLE | MACHINE: DEATH |
MACHINE: ASTRO ROBIN| PIRHANA | WYVERN | ANCHOR |
WEIGHT: 2314 lbs. | WEIGHT: 2226 lbs. | WEIGHT: 3064 lbs | WEIGHT: 3571 lbs
BODY: B | BODY: B | BODY: E | BODY: E |
BOOST: D | BOOST: C | BOOST: B | BOOST: A |
GRIP: A | GRIP: B | GRIP: B | GRIP: C |
--------------------------------------------------------------------------------
************* | ************** | ************ | **** |
MICHAEL CHAIN | SILVER NEELSEN | ROGER BUSTER | DRAQ |
************* | ************** | ************ | **** |
SEX: MALE | SEX: MALE | SEX: MALE | SEX: MALE |
AGE: 39 | AGE: 98 | AGE: 41 | AGE: 137 |
| | MACHINE: MIGHTY | MACHINE: MIGHTY|
MACHINE: WILD BOAR | MACHINE: NIGHT TH... HURRICANE TYPHOON | GAZELLE |
WEIGHT: 4652 lbs. | WEIGHT: 3373 lbs. | WEIGHT: 3924 lbs | WEIGHT: 2094lbs|
BODY: A | BODY: B | BODY: E | BODY: A |
BOOST: C | BOOST: A | BOOST: B | BOOST: C |
GRIP: C | GRIP: E | GRIP: B | GRIP: C |
--------------------------------------------------------------------------------
**** | ******* | ************** | ************ |
LEON | MR. EAD | ANTONIO GUSTER | BLOOD FALCON |
**** | ******* | ************** | ************ |
SEX: MALE | SEX: UNKNOWN | SEX: MALE | SEX: MALE |
AGE: 16 | AGE: UNKNOWN | AGE: 36 | AGE: 37 |
| | MACHINE: GREEN | MACHINE: BLOOD |
MACHINE: SPACE ANGLER MACHINE: GREAT STAR| PANTHER | HAWK |
WEIGHT: 2006 lbs. | WEIGHT: 4122 lbs. | WEIGHT: 4541 lbs. | WEIGHT: 2579lbs|
BODY: C | BODY: E | BODY: A | BODY: C |
BOOST: C | BOOST: A | BOOST: B | BOOST: C |
GRIP: A | GRIP: D | GRIP: D | GRIP: A |
--------------------------------------------------------------------------------
************ | ********* | ********* | |
BLACK SHADOW | THE SKULL | DEATHBORN | |
************ | ********* | ********* | |
SEX: MALE | SEX: MALE | SEX: MALE | |
AGE: UNKNOWN | AGE: 241 | AGE: UNKNOWN | |
| MACHINE: SONIC | MACHINE: DARK | AX RACERS |
MACHINE: BLACK BULL | PHANTOM | SCHNEIDER | |
WEIGHT: 5158 lbs. | WEIGHT: 2226 lbs. | WEIGHT: 2,080 | |
BODY: A | BODY: C | BODY: A | |
BOOST: E | BOOST: A | BOOST: B | |
GRIP: A | GRIP: D | GRIP: D | |
--------------------------------------------------------------------------------
********* | ******** | *********** | ***** |
DON GENIE | DIGI BOY | DAI SEN GEN | SPADE |
********* | ******** | *********** | ***** |
SEX: MALE | SEX: MALE | SEX: MALE | SEX: MALE |
AGE: 65 | AGE: 8 | AGE: 64 | AGE: UNKNOWN |
| MACHINE: COSMIC | | MACHINE: MAGIC |
MACHINE: FAT SHARK | DOLPHIN | MACHINE: PINK SPIER| SEAGUL |
WEIGHT: 2,490 lbs. | WEIGHT: 900 lbs. | WEIGHT: 1100 lbs. | WEIGHT: 1330lbs|
BODY: A | BODY: E | BODY: C | BODY: B |
BOOST: A | BOOST: A | BOOST: C | BOOST: A |
GRIP: E | GRIP: C | GRIP: A | GRIP: E |
--------------------------------------------------------------------------------
******** | ************** | ********** | ** |
DAIGOROH | PRINCIA RAMODE | LILY FLYER | PJ |
******** | ************** | ********** | ** |
SEX: MALE | SEX: FEMALE | SEX: FEMALE | SEX: MALE |
AGE: 10 | AGE: 16 | AGE: 14 | AGE: 35 |
| | | MACHINE: GROOVY|
MACHINE: SILVER RAT | MACHINE: SPARK MOON| MACHINE: BUNNY FLASH TAXI |
WEIGHT: 880 lbs. | WEIGHT: 1620 lbs. | WEIGHT: 1414 lbs. | WEIGHT: 1280lbs|
BODY: D | BODY: B | BODY: D | BODY: B |
BOOST: A | BOOST: C | BOOST: B | BOOST: D |
GRIP: D | GRIP: B | GRIP: A | GRIP: B |
--------------------------------------------------------------------------------
*** | ******* |
QQQ | PHOENIX |
*** | ******* |
SEX: MALE (??) | SEX: MALE |
AGE: UNKNOWN | AGE: 26 |
MACHINE: ROLLING | MACHINE: RAINBOW |
TURTLE | PHOENIX |
WEIGHT: 999 lbs. | WEIGHT: 1080 lbs. |
BODY: A | BODY: B |
BOOST: D | BOOST: B |
GRIP: B | GRIP: C |
------------------------------------------
That wraps up the character section.
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| (04) GRAND PRIX WALKTHROUGH |
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This first part of the guide will tell you the rules of the cups.
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| PLACEMENT |
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There are 30 racers in a race, including you. You are awarded points depending
on what place you finish in the race. At the end of the cup, the racer with
the highest point total will be declared the winner.
PLACE: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
POINTS: 100 93 87 81 76 71 66 62 58 54 50 47 44 41 38 35 33 31 29 27
PLACE: 21 22 23 24 25 26 27 28 29 30
POINTS: 25 23 22 21 20 19 18 17 16 15
In the case of a tie between two racers, the racer who finished first place
the most will be declared the winner. If there is still a tie, whichever racer
had the highest point total at the end of the fourth race is declared the
winner.
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| MACHINES |
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Machines are pretty much extra lives. In novice mode, you get five machines.
In standard, you get four machines, and three machines will be available in
expert. There are many different ways to lose a machine. If you fall off a
track during a race, you'll lose a machine and have to start the race over.
Losing all your energy by boosting or getting hit will force you to give up a
machine, and changing the settings or retrying will take away a machine. You
can, however, gain machines by retiring five other racers in one race. If you
are forced to retire and do not have any spare machines, you'll be eliminated
from the cup.
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| BOOSTING AND ADDITIONAL RULES |
+====--------------------------------------------------------------------====+
Boosting is not allowed during the first lap of the race because of the small
distance between each racer at the beginning. When you begin lap two, you'll
see the words, "BOOSTER OK" which means boost is now allowed. Boosting,
however, uses energy and you must replenish that energy at pit areas.
Some other rules are that no pilot should go in the reverse direction. If you
do so, you'll be given a REVERSE warning, and you should change direction as
soon as possible.
That wraps up the rules.
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| TURNS |
+====--------------------------------------------------------------------====+
There are different types of turns in this game, and I have given a discription
for each one:
"SHALLOW" TURNS: For these turns, all you have to do is tap the control stick a
few times in the direction of the turn.
"WIDE" TURNS: These turns require you to hold the control stick slightly in the
direction of the turn. They are usually long.
"SHARP" TURNS: Most of these turns have two parts. The first part requires you
to hold the control stick all the way in the direction of the turn. For some
"sharp" turns, during the second part of the turn, you'll find yourself moving
towards the wall in which you must hold the trigger button.
WIDE "S" TURNS: Hell's little brother. These turns require you to drift. You
must hold L and R and push the control stick all the way in the direction of the
turn, and right after you must push the control stick all the way in the
opposite direction. These turns can determine whether you get a good or bad
place.
THIN "S" TURNS: Welcome to hell. For these turns, you should start drifting the
MOMENT you enter the turn, and right after you have to VERY QUICKLY push the
control stick all the way in the other direction. These are hard to get through
without crashing and can take many tries to master.
90 DEGREE ANGLE TURN: These turns are shaped like a 90 degree angle. For some of
them, you have to drift like you would on an "S" turn, but for others you can
just cruise past the innner corner of the turn and avoid any trouble.
+====--------------------------------------------------------------------====+
| THE CUPS |
+====--------------------------------------------------------------------====+
This part of the guide will tell you in detail how to beat each track of a
cup. So far I have covered _2_ of the four cups and _10_ of the twenty tracks.
The first cup you'll do is the RUBY CUP.
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| RUBY CUP |
+====--------------------------------------------------------------------====+
><><>----------------------------------------------------------------------<><><
><><><><><><> MUTE CITY: TWIST ROAD <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: *
GAME DIFFICULTY: *
NUMBER OF SPEED BOOSTS: 4
RECOMMENDED BALANCE: All the way to max speed
This is the first track of the game, and it is VERY easy. At the start, just
move forward until you pass the start, and you'll spot a turn going to the
right. This type of turn is very easy to make. Just stay in the center and tilt
the control stick to the right a little to avoid losing much speed. After that
there will be a straightway. At the end of the straightaway there is a speed
boost. Run over as many of these as you can, since they can increase your speed
by about 400 KPH. There is another turn to the right, right after the speed
boost. Just stay centered to pass it. After that is a straightaway with a speed
boost at the end. After that, there is a drop off. These things are basically a
level of the track that ends, and you'll fall to a lower level.
You can speed up a lot on the bigger ones. You'll spot two red, pink, and blue
glowing areas on each side of the track. Those are the pit areas I spoke of
earlier. These are VERY wide and VERY long, but later tracks won't have pit
areas as big as these. Anyway, run over them to replenish your energy. There is
a turn to your left here, so stay in the center of the pit area when turning.
After that is a short straightaway, followed by a wide turn to the right. Right
after that is a small part of straight track, and then a loop. Just stay in the
loop's center. At the end of the loop there is a speed boost and then a long
straightaway, which is actually a corkscrew. At the end of the corkscrew there
is another speed boost, and then a straightaway, followed by the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> CASINO PALACE: SPLIT OVAL <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: *
GAME DIFFICULTY: *
NUMBER OF SPEED BOOSTS: 15
RECOMMENDED BALANCE: All the way to max speed
This is the second track of the game, and it is a bit more difficult than twist
road. It introduces a new thing here, junctions. Anyway, you'll start by going
straight for quite a while. The track will then start to curve up and there will
be a speed boost in the center. Hit it and then right after, shift to the left
side to hit another speed boost. There is a slight turn to the left here, but it
shouldn't give you much trouble. After you hit the second boost, shift to the
right to hit another speed boost. There is one right after that, but there is
basically no time to make it. After the speed boost that you missed, there is
yet another on the left, followed by one in the center. Then there is a speed
boost on the left, and one on the center area. You will now come to a junction.
There are lots of these in F-Zero GX, and most of them are totally different. On
lap number one, take the right junction for four speed boosts. The first is on
the right side, the second is on the left, and the final two are on the right,
one after the other. Take the left junction on laps two and three. There is a
pit area on the left side. This one is much shorter and thinner than Twist Road,
and you should start getting used to that. Once the two paths merge, go to the
right side to hit a speed boost, and then go on the left to hit another. The
track will now curve downhill and go a little to the left. Don't push the stick
too much while on this turn, since you are going very fast now. If you push too
hard on the stick and high speeds, you can get out of control and that can
really mess you up. There is a straightaway after the turn, followed by the
start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> SAND OCEAN: SURFACE SLIDE <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: **
GAME DIFFICULTY: **
NUMBER OF SPEED BOOSTS: 2
RECOMMENDED BALANCE: Default
Well this is certainly a jump in difficulty. Here, you'll experience your first
couple of sharp turns, including an S turn, and there will be narrow paths and a
huge drop off. You'll also have to live with almost no boosts. Right after the
start/finish, there is a speed boost in the very center. Hit it and you'll go
straight for a bit. After that, the track will curve to the left, so stay
centered. Once the track becomes straight again, shift to the right to hit a
speed boost. Right after that is a big drop off. You'll have to be careful here,
because you have to land in the center of a narrow path. If you mess up, you
might be forced to retire. Once you are on the narrow path STAY IN THE CENTER!
The path is basically a straightaway, except for a super-small turn to the right
at the end.
After that super-small turn, you'll enter a cave and the track will widen out.
There are two short, thin pit areas on each side. Cruise over the right pit area
to shave off time. This is all the energy your getting, so don't abuse it. Next,
you'll be forced to take a turn to the right that is sharper than any other turn
you've taken. You don't have to hold L or R on this one, but it is easy to run
into the walls. After that turn is a straight part of the track, and then you'll
exit the tunnel. Be careful here! There is the dreaded S turn. This is probably
the most painful type of turn in the game. This S turn is wide, but you'll have
to get through very small ones. Anyway, hold L and R at the same time to drift
to the right on the first part of the turn, and then drift to the left on the
second part.
After that, you can release the triggers. You'll be rewarded with a very long
straightaway which is good for using a boost. Next is a wide turn to the right,
followed by a very small turn to the left. After that small turn is a big turn
to the left. Stay centered to avoid losing speed. There is a small straightaway,
and then the track curves right. Get on the highest elevation (located on the
left) as you go through. You'll then have to go through a wide turn to the left.
Once you complete that, there is a straightaway, followed by the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> LIGHTNING: LOOP CROSS <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: **
GAME DIFFICULTY: ***
NUMBER OF SPEED BOOSTS: 4
RECOMMENDED BALANCE: All the way to max speed
This track introduces a couple of new things, as well as serving as a type of
test for all the things you've learned so far. There are junctions, narrow
paths, sharp turns, and a small amount of boosts. When you start, you'll be
going straight and then the track will curve slightly to the left. There is a
speed boost in the center of the track next. Hit that and stay in the center.
You will go through a very big loop. As long as you're centered, it is basically
a straightaway. There is a speed boost at the end of the loop, slightly to the
left of the center. After that there is a little turn to the right, and then a
straightaway. You'll then spot a very sharp turn and some strange design on the
track.
This design is actually a dirt zone. As you take that very sharp turn, hold L
and R to drift past the dirt zone. These zones can SERIOUSLY slow you down but
as long as you drift, you'll avoid running over it and hitting the wall. This
very sharp turn continues for a LONG time, through a tunnel also. The track will
even out, and it'll become a straightaway. This straightaway is a corkscrew. At
the end you'll spot a junction. The left side holds a boost, and the right side
is all a pit area (going over the right side makes the pit area impossible to
avoid). However, these paths are very narrow. When the two merge, there is
another junction. The path on the left is completely a pit area, while the path
on the right holds a single speed boost. After that is a straightaway, followed
by a small turn to the left.
You'll enter a tunnel with a turn to the right. You do not need to hold any
triggers on this turn. Once you exit the tunnel, the track will become a
straightaway. Halfway through is a small turn, hardly noticeable, but it can
mess you up if you're near the edges of the track. This is followed by some more
straight track, and then a sharp turn to the right that is going high uphill.
You'll need to hold R on this turn to make it without crashing. After that is a
straightaway, followed by some very small turns. At the end, you'll enter a
tunnel with a wide turn to the right. Ahead is the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> AEROPOLIS: MULTIPLEX <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: **
GAME DIFFICULTY: ****
NUMBER OF SPEED BOOSTS: 14
RECOMMENDED BALANCE: Halfway to max speed
Welcome to the final track of the first cup. It reviews most of the things you
learned in the other four tracks, as well as introducing three big things: the
jump pad, the ice zone, and the 90 degree turn. Oh yeah, this has a huge drop
off also. Okay, there is a speed boost right in the center of the track at the
start. Hit it and there will be a turn to the left but DON'T TAKE IT! Instead,
keep going straight to hit a jump pad. If you hit the boost, you can take a nice
shortcut. You won't be able to make it all the way just by going straight, so
you might have to shift to the left to land on the track. After that is a sharp
turn to the left that you should hold L on, and then there is a straightaway
that is a wavy, up and down path. Past the straightaway is a new thing.
The new thing is 90 degree turns. Depending on where the turn is located, they
can be easy to pass and hard to pass. Unfortunately, the first one isn't an easy
one. Hold L and R to drift to the left to pass through without crashing. Right
after that is a 90 degree turn to the right so drift to the right to avoid
crashing (that was sort of like a block-S turn!). Next is a straightaway, and at
the end there is a speed boost. After the boost you'll be going straight, and
then you'll go straight up. At the top is one 90 degree turn to the left
followed by another 90 degree turn to the left. To get through this, hold L and
R and hold left until you head straight down again. You should make it without
any trouble. At the bottom is a speed boost, followed by a couple of small
turns. You'll go straight up and then end up on a flat area with a speed boost
right in front of you.
Hit it and you'll fly off a HUGE drop off. After that is two pit areas, one on
each side. They are very thin and located in a wavy area, so it can be hard to
stay on it. Don't boost while your on the pit area or you might lose control. In
the center of the two pit areas is a speed boost. After that is a small turn,
followed by a hunk of straight path. You'll then come to two 90 degree turns,
one after the other, but this is an easy one. As you approach, go diagonally
from the right of the track to the left as you enter the 90 degree area to
bypass the first completely. Just hold R and hold the control stick right all
the way to bypass the second one. There is a speed boost right in front of you
now, followed by a small turn to the right. Next there is a speed boost, and
then two dirt paths will appear on each side, making the center, dirt-free area
very narrow.
Stay centered for a while to pass the dirt, and then you'll go straight up. Head
to the left side, past a dirt patch in the center to hit a speed boost. Head
past a dirt patch and shift all the way to the right for another speed boost.
Now just shift to the middle to hit another speed boost. After you pass the
narrow dirt paths, shift to the left to hit yet another speed boost. Now just
pass all the dirt paths and do a drift turn to the left when you approach it for
yet ANOTHER speed boost. Hit that and STAY CENTERED! Although it is hard to see,
there are mines located on both sides of the track. These thins take away about
a fourth of you energy! Past the mines is a very sharp turn to the right, so you
might have to drift. After that, you'll spot something new: ice zones.
These make you have less friction, so stay in the very center to avoid them.
After that there is a speed boost, followed by a long, thin pit area. After the
long pit area is the start finish. Now that you have your boost, use it RIGHT
when you get it. You'll speed up and then you'll hit the next speed boost. Stay
straight to hit the jump pad, but this time the extra speed should give you an
even bigger shortcut!
+====--------------------------------------------------------------------====+
| SAPPHIRE CUP |
+====--------------------------------------------------------------------====+
><><>----------------------------------------------------------------------<><><
><><><><><><> BIG BLUE: DRIFT HIGHWAY <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: **
GAME DIFFICULTY: **
NUMBER OF SPEED BOOSTS: 5
RECOMMENDED BALANCE: Default
I love Big Blue. The music is the coolest. Okay this introduces an updated
version of hell: the thin S turn. You will have to practice and practice and
practice to make it through this S turn without touching anything. You
definetely aren't getting through unscratched on your first try. Okay, you'll
start off on a straightaway and then you'll enter a tunnel. At the start of this
tunnel, there is a wide, but long turn to the right. Just hold right all the way
and stay in the center to pass it. After that is a straightaway, followed by a
wide, but long turn to the left. Hold left all the way and stay in the center to
hit a speed boost that'll take you out of the tunnel. There is a straightaway
here, followed by a turn that starts out wide, but turns sharp.
To pass it, just hold right all the way at first, and when you see yourself
moving closer to the wall hold R and hold right all the way to get by. There is
a straightaway here, followed by a boost which is followed by a drop off. This
is a different drop off because if you didn't get enough speed (the boost
should've given you enough), you will fall short of the lower level and fall
down a bottomless pit. Once on the lower level, you will enter a tunnel. Get
ready for the S turn! There is a wide turn to the right at first that you just
need to hold right all the way to get past, and then there is a straightaway.
After that, you'll see a turn to the left in the distance. Before the S turn
even starts hold L and R, and the moment you enter the S turn press the control
stick all the way to the left. Freeze for a quarter second then press the stick
all the way to the right to finish the turn.
After that is a sharp turn that requires you to hold the trigger. Next is a pit
area on each side of the tunnel, and three speed boosts in the center. After the
boosts and pit area there is a drop off below a bottomless pit, and then there
is a straightaway, which is followed by the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> PORT TOWN: AERO DIVE <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: ***
GAME DIFFICULTY: **
NUMBER OF SPEED BOOSTS: 10
RECOMMENDED BALANCE: Halfway to max speed
This is a fun level. There are very short drop offs, and then there is a H-U-G-E
drop off that can get you up to 2000 KPH! Aside from that, there are no new
things, and there are no old things either, except for some sharp turns. You'll
start off on a long straightaway. Past the start, in the center, there is a
speed boost. Hit that and there will be some more long stretches of the track.
Next, there are about four very short drop offs. Just stay in the center and
don't press anything other than A and you'll do fine. There is a "shallow" turn
after that (sort of like the turns in Twist Road), and then there is another
"shallow" turn with a speed boost at the start of it. After that is a long
"shallow" turn to the left, and then a small drop off. That small drop off is
followed by a sharp turn to the left.
To get past this turn, hold left all the way and when you start to inch towards
the wall, hold down the L shoulder button as well. There is a small drop off
after this, followed by a "shallow" turn to the right. After the turn, you'll be
heading straight up. The best part of the track is about to come. Stay in the
center as you head up to hit three speed boosts. After the third boost there is
a M-A-J-O-R drop off. WHEEEE!!! If you don't touch anything except A, you'll
soar really far. If you have a fast car like the Frost Lynx-G4, you can hit 2000
KPH and get a couple seconds ahead of everyone. You should land in the middle of
a bunch of "stairs". I call them this because it is about ten small drop-offs
one, after the other. After the drop off, there is another one of those turns to
the right where you hold right all the way for part one, and add the R shoulder
during part two. There are a couple of small drop offs after that.
There are also a couple of "shallow" turns to the left and right. Once past all
of those, you'll head straight up, and to the right are three speed boosts while
to the left is a pit area. There is a straightaway after that, followed by the
start/finish. Once you get your boost, use it in between the three boosts before
the huge drop off to get even _more_ speed and soar even farther!
><><>----------------------------------------------------------------------<><><
><><><><><><> GREEN PLANT: MOBIUS RING <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: *
GAME DIFFICULTY: ***
NUMBER OF SPEED BOOSTS: 2
RECOMMENDED BALANCE: All the way to max speed
I'd love to know why this game gives Mobius Ring three stars. I mean, it is
insanely easy. Okay, there are only two pit areas, and they are about as wide as
your machine, but other than that, it is just like Twist Road! You'll start on a
straightaway. Shift to the center of the track to hit a speed boost. There will
be a "shallow", but long turn to the right. After the turn there is another
speed boost, and then a straightaway (also a corkscrew). There are some
"shallow" turns after that to the left. After that, stay in the center! Here is
your first pit area, and it is in a thin area. It is very thin, so you'll have
to not move at all. After that there is a long straightaway, and then a long
"shallow" turn to the left.
There is yet another straightaway after that, which is also a corkscrew. Then
there is a couple of "shallow" turns to the right, and then the sharpest turn in
the track which, sadly, only requires you to hold right all the way. Next, there
is another thin pit area, on a raised surface. Don't move to cruise all the way
over it. There is another long straightaway and then the start/finish. On your
second and third laps, DON'T BOOST when you are over the pit areas, otherwise
you will probably be shot out of it.
><><>----------------------------------------------------------------------<><><
><><><><><><> PORT TOWN: LONG PIPE <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: ****
GAME DIFFICULTY: ***
NUMBER OF SPEED BOOSTS: 15
RECOMMENDED BALANCE: All the way to max speed
You'll start on a straightaway. When you pass the start, the track will
instantly begin to curve into a pipe. There is a turn to the left once the pipe
fully forms, and it is very slight. Go straight and you'll go down a steep drop.
After that is a slight turn to the left with a speed boost on the side of it.
There is yet another slight turn with a speed boost on the side, located near
the top (this is still assuming you haven't flipped sides yet). After that go
straight for a short time and then stay centered during a slight turn to the
left. Go straight for a little more after that and then you'll encounter another
shallow turn with a speed boost on, what else, the side! There is another brief
straightaway next and then a slight turn with a speed boost.
Hit that and there will be yet another slight turn. Hit the next speed boost,
and then shift to the center to hit yet another speed boost. You'll go straight
for a while and then you'll go down a steep drop. Next is a straightaway and
you'll spot a speed boost on the opposite side of the pipe (again, assuming you
haven't flipped since the last boost). Then you'll go on a straightaway and the
track will change color. This is because you're about to go on the first of two
drop offs. Below the two drop offs is a fan with two blades moving slowly. If
you touch these blades, you lose lots of speed. If you just stay in the center
you'll get past easily. There is a speed boost after the fan. After the speed
boost is another straightaway and then the second of the two drop offs. There is
a fan blade with three... blades on the lower level.
At the end of the final part is ten small poles connected to bars. You'll have
to make it in between these poles and then you'll exit the pipe. There is a
straightaway, followed by a pit area on the right side, and then the
start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> MUTE CITY: SERIAL GAPS <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: ****
GAME DIFFICULTY: ****
NUMBER OF SPEED BOOSTS: 5
RECOMMENDED BALANCE: Default
This has to be the most frustrating track yet. It can grow to be very fun, but
first you have to master it and that can take a while. There are many drop offs
and many opportunities where you can fall off the track and retire. You'll start
on a straightaway. Shift to the center to hit a speed boost. There will be a
shallow turn to the left, and then another straightaway. You'll see a turn to
the right in the distance. This requires you to hold right all the way. If you
do that, you'll end up on the outside of the track and drive straight into a
speed boost, but if you hold the R trigger you can end up on the inside and
cruise over a small pit area. After the two things (boost/pit area) there is a
drop off where you'll end up in an orange tunnel.
You'll start going downhill and then there is the longest pit area on the track
in the center, which isn't that long. It is on an upward sloped shallow turn to
the right. You'll then go downhill for a while and then there will be mines
scattered at the end. They aren't just on the sides; they're in the middle also
so weave in and out. If it's you first lap hit one for a slight jump in speed.
There will be another drop off after the mines and you'll exit the cave. There
is a sharp turn to the right when you land, so be ready for it. After that is a
sharp turn to the left. There is a drop off next and then a straightaway. A 90
degree angle turn is coming up now. Shift to the right if you want to hit some
jump pads (there are three lined up) to bypass the turn, but you may end up
falling.
If you don't take the jump pads, you'll need to drift. There is a drop off after
the 90 degree turn and then there will be another 90 degree turn to the right.
Drift on this one. Two ice zones will appear on each side of the track. The left
side of the track is missing a side, so don't cruise over the ice there. After
that is a turn to the left and then a speed boost. Hit the boost and you'll fly
off a huge drop off. If you got enough speed on the boost you can take a
shortcut. You'll land on the upper level of track. It has no rails so stay in
the center. There is a straightaway and then an upward turn to the right. The
upward turn is very big, and you might have to hold right all the way. After
that is a speed boost on the right. HIT IT!
If you miss the speed boost, you won't have enough... speed to get back on the
normal track. If you missed the shortcut, there is a longer, but safer path.
There is a dirt path on the right that sticks out, covering the center, so
you'll have to shift to the right to avoid it. Then there is a wide turn to the
right, and there is a tiny dirt zone on the left side, but as you get closer to
the end of the turn, it widens. Stay in the center to avoid it. Then there is a
shallow turn to the left and then a slight turn. Stay in the center during this
whole time. After that is a pit area in the center, a straightaway, and the
start/finish.
SAPPHIRE CUP COMPLETE! GOOD JOB!
+====--------------------------------------------------------------------====+
| EMERALD CUP |
+====--------------------------------------------------------------------====+
><><>----------------------------------------------------------------------<><><
><><><><><><> FIRE FIELD: CYLINDER KNOT <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: **
GAME DIFFICULTY: **
NUMBER OF SPEED BOOSTS: 10
RECOMMENDED BALANCE: All the way to max speed
Crap, I am gonna hate writing for this. It is hard to tell whether you're upside
down or not, but the lava is located below you at the start, so if it's on the
top, either you're upside down or gravity has played a mean trick. I'm guessing
the first choice :) You'll start on a straightaway. Hit the speed boost when the
knot begins and stay on the top. There is a shallow turn to the right that you
should stay in the center to take and then a shallow turn to the left. It goes
on for a while. There will be a small straightaway and then a speed boost. Hit
it and try to stay on the top. There is then a speed boost on the right side of
the track, so cruise over there. There is then a dreaded S turn that isn't that
dreaded now since there is nothing for you to crash into.
Try to stay on the top during it though, okay? There is another very, very small
S turn after that, and then there are some bumps in the track. Stay centered and
you won't lose much speed. After that is a turn to the right and then a shallow
S turn, followed by another turn to the right that might require you to hold the
shoulder button on. Next is a big hill that will rise and then lower and then
there will be a long straightaway. Make sure you hit the speed boost during this
straightaway and then shift to the left side and stay there. There is a speed
boost that you can hit. Once you hit the boost, shift back to the top. You'll go
down a hill and there will be a very slight turn to the right. There is then a
speed boost and you'll be shot forward on a straightaway. The track will then go
straight up (try to stay on top while it is; it's hard so if you get to the
bottom, switch sides) and then it'll go straight up again, so you'll be upside
down (on the track not on the knot).
You'll then go straight down and then there will be a straightaway. Stay in the
very center. There will be poles sticking out of the ground now, but stay on the
top and stay centered to cruise through them all. On the last batch of poles
you'll have to move to the left or right since there is a pole in the very
middle. There is then a drop off and a pit area to the right. Go over it and
there will be the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> GREEN PLANT: INTERSECTION <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: **
GAME DIFFICULTY: ***
NUMBER OF SPEED BOOSTS: 10
RECOMMENDED BALANCE: All the way to max speed
With 100% max speed, this is an easy track. You'll start on a straightaway.
Shift to the center before you reach the start to line up with a speed boost.
After the boost is some straight track and the a long, shallow turn to the right
which you should stay in the center of. If you do, you'll hit a speed boost at
the end of the turn. There is a long straightaway and then another speed boost
after that. You'll notice that outside of the track has changed color and that
walls are starting to curve in. When it fully curves you'll be inside a pipe,
much like... well, Long Pipe. At the beginning of the pipe there is a shallow
turn to the right. You need to stay on the bottom as much as you can during this
pipe trip, so don't just head straight, actually take the turn.
The turn lasts for quite a long time and then it switches to a very shallow turn
to the left. You'll enter another part of the pipe, and this area is see-
through. Since you are pretty much as high as the sky, it's hard to tell whether
you're upside down or not, so don't worry about it here. You'll go up and there
is a small turn to the left. There is then a very, very shallow turn to the
right, and then a shallow turn that goes nearly straight down after that. There
is a little bit of straight track next, followed by a shallow turn to the left.
Next comes yet another shallow turn to the left and right after that is a
shallow turn to the right. You'll then enter a non-see through area of the pipe.
Take the shallow turn to the left. It lasts for quite a long time. When the
track straightens out, you'll see a very long pit area on one side, and a single
speed boost on the other. If you are on your second or third lap, you can start
boosting here, since the pit area is long enough to restore most of you power.
Otherwise you'll want to hit the speed boost. There is a long straightaway after
that and then a sudden turn to the left, which you should be ready for. Right
after that is a speed boost (located on the same side the first one was on) and
then two pit areas, one on the floor and one on the ceiling. Stay straight after
that because the walls will start to curve out again.
If you are going too fast here, you'll fly off the track so slow down if your
speed is over 1300 KPH. When you completely exit the pipe there is a long
straightaway, and then a wide, long, shallow turn to the right. Stay on the
inside of the track and you'll hit a speed boost right after the turn ends.
You'll now be on a straightaway with parts of the pipe you just were in sticking
out. There is a speed boost on the far right (the one I just told you to hit),
right next to part of the pipe. Hit it and then shift to the far left, where
there is another speed boost. Again, part of the pipe is right next to it. Shift
to the far right again where there is *shock!* a speed boost and some pipe. Then
shift to the left again.
By now, your speed should be insane so if you tap to hard to the left, you could
go out of control and slam into the pipe, so be careful. Hit the speed boost and
your speed should REALLY skyrocket. The slightest error will now jerk your
control away, so only shift to the right to hit that speed boost if you are sure
that you can make it. Otherwise, just continue going straight. There will be a
wide turn to the right and then a bump in the track. This bump is hell.
Seriously, if you have too much speed from all the other boosts, you can fly up
in the air and crash into the tree right in front of the bump or you can be
driven out of control. After that is a final straightaway, with the pit area on
the right side, and then the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> CASINO PLACE: DOUBLE BRANCHES <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: ****
GAME DIFFICULTY: ***
NUMBER OF SPEED BOOSTS: 30+
RECOMMENDED BALANCE: Halfway to acceleration
Much like Zoop's FAQ, there is simply no other way to describe this than by
dividing the track into junctions. There are about four different junctions and
each has its own part of the track. You'll start off on a straightaway and
shortly after, you'll come to the first junction.
JUNCTION PAIR #1
LEFT JUNCTION
After you take the junction, there will be a small section of straight track and
then a speed boost. The track will then become a shallow turn to the right and
will shift into a sharp turn to the left right after that. Both these turns are
quite long. There is a huge straightaway and then you'll come to a wide turn to
the right. After that wide turn the rails will disappear, so be careful. There
is a speed boost right after the rails disappear and then a speed boost on the
far right side. Hit this one and shift to the left to yet another speed boost.
There is a jump pad right after the speed boost. If you hit it, you can fly off
to the end of junction two, pair #1 and take a good shortcut [See JUNCTION PAIR
#1, RIGHT JUNCTION].
If you missed the jump pad, the track is very straight and then there will be a
speed boost on the right side. Hit it and shift to the left side to hit another
speed boost. Then shift to the right once more to hit a third speed boost.
END JUNCTION
JUNCTION PAIR #2
RIGHT JUNCTION
After you take the junction, there will be a small section of straight track and
then a speed boost. The track will become a shallow turn to the right and then
will become a very sharp turn that you need to hold R on. This turn lasts for
quite a while. After it, there is a long straightaway. In the distance you
should see and wide turn to the left which you'll probably need to hold left all
the way on. After that the rails on the side of the track will disappear, and
there will be a long, thin pit area in the center, which you should take while
boosting. When the pit area ends shift to the right side to hit a speed boost
and then remain on the right side to hit another. There is one to the left right
after that, but it is really close to the second one and you'll probably fly off
the track while trying to reach it.
Take it only if you think you can make it. There will be a long straightaway
(this is where you end up when you take the shortcut from the left junction) and
then the rails will appear on the track again. The tracks will then merge.
END JUNCTION
There is a speed boost right when the two junctions merge and then there is a
loop right after that. You'll then come to your next pair of junctions.
JUNCTION PAIR #2
LEFT JUNCTION
If you take the left side there is a slight turn to the left and then it
instantly switches to a turn to the right. There is a speed boost which you
should hit, and then you'll come to a cross over between the two junctions. Just
continue to go straight if you want the quickest path and there will be a short,
but sharp turn to the left with a speed boost.
END JUNCTION
JUNTION PAIR #2
RIGHT JUNCTION
If you take the right side there is a slight turn to the right and then it
instantly switches to a turn to the left. There is a speed boost which you
should hit, and then you'll come to a cross over between the two junctions. Just
continue to go straight if you want the quickest path and there will be a short,
but sharp turn to the right with a speed boost.
END JUNCTION
You'll come to a wide part of the track that is also a wide turn to the right
that lasts quite a long time. On each side there is a thin pit area, which you
should cruise over if it's your second or third lap. In the center there is a
speed boost. Stay centered and the track will become thin again. There will be
another speed boost in the center and then one on the left side. There is a
shallow turn to the right after that. In the center you'll come two speed
boosts, one right after the other, and then another speed boost which is a
little off the center, toward the right. Head straight for little more to reach
the third pair of junctions.
JUNCTION PAIR #3
LEFT JUNCTION
There is a long section of straight path and then there is a downward turn to
the left. In this turn, you should stay in the center and for the first part you
just need to tap the control stick a few times to the left, and the second part
you may need to hold it slightly to the left. When the turn ends there is a
straightaway that lasts for a good long while. There is then a turn to the right
that jerks upward, with a speed boost in the center. That speed boost is
followed by another speed boost in the center, and then a speed boost to the
right. Shift to the left after that to hit yet another speed boost and remain on
the left side to hit another speed boost.
There is a very long straightaway next and you should slowly shift to the right
as you cruise down it. When you get all the way over to the other side stop and
hit the speed boost. There is a VERY long straightaway that is perfect for
boosting, and then there is a very slight turn to the right that is hardly
noticeable. The track will then merge...
END JUNCTION
JUNCTION PAIR #3
RIGHT JUNCTION
There is a long straightaway and then the track will curve downhill and to the
right. It starts off shallow, but gets sharper and sharper as you near the end
of this long turn. After that is a long straightaway, and then a shallow turn to
the left with a jerk upward. A speed boost is on the right side of this tiny
turn. There is then a very long straightaway, and a speed boost on the right
side. Shift to the left after that to hit another speed boost, and then go back
to the right to hit one more. Go straight for a little more and there will be
two more speed boosts, followed by the junction's end.
END JUNCTION
When the track merges there will be speed boost in the center and then a
downward hill that goes for a long time. If you were going really fast before
you started down the hill, you can fly off into the air and off the track, so
make sure you aren't boosting too wildly. When the straightaway hill stops there
will be a speed boost and then the fourth junction pair.
JUNCTION PAIR #4
LEFT JUNCTION
If you are going at a nice speed, you can hit the jump pad that is located at
the very beginning of the junction. Fly over the gap and aim for the part where
the right junction ends. Remember if you are going slow, you'll fall into the
abyss and retire. If you don't take the jump pad, just take the turn to the
left. The junctions will cross but just continue going straight. There will be a
slight turn to the right and another jump pad (dunno why they placed it there;
it doesn't really help you. After that the paths will merge.
END JUNCTION
JUNCTION PAIR #4
RIGHT JUNCTION
If you take the right junction, there is a small turn to the right and then a
turn to the left. There is a speed boost here, which you should hit. The two
paths will cross, but if you just go straight you won't mess up. There is a
short, sharp turn to the right next and then a speed boost. The paths will then
merge.
END JUNCTION
The track will get very wide and there will be two thin pit areas on each side.
Cruise over them and get in the center the track will become thin again and
there will be two speed boosts, one on the left side, one on the right side.
Take them both and shoot to the start/finish.
LAP ONE:
Junction Pair #1: Take the left junction and use the jump pad to complete the
shortcut.
Junction Pair #2: Take the left junction
Junction Pair #3: Take the right junction
Junction Pair #4: Take the left junction and complete the shortcut.
LAPS TWO AND THREE:
Junction Pair #1: Take the right junction.
Junction Pair #2: Take the left junction
Junction Pair #3: Take the left junction
Junction Pair #4: Take the left junction and boost before the first jump pad to
shave off many seconds.
><><>----------------------------------------------------------------------<><><
><><><><><><> LIGHNING: HALF PIPE <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: *****
GAME DIFFICULTY: ****
NUMBER OF SPEED BOOSTS: 14
RECOMMENDED BALANCE: Halfway to acceleration
Gimmie a H! Gimmie an A! Gimmie a R! Gimmie a D! Gimmie italics, bold, double
underlined, size 500 font! What's that spell? Well I can't do the description
here but the base is HARD. Yes this deserves all the extra crap (the word) due
to the fact that it is probably the most frustrating track in the game. And they
rate it four stars? It takes place inside a half pipe that has no edges on the
sides. It also has the biggest terror in the game. It's... ah I'll surprise you.
You MUST make sure the vehicle is halfway to acceleration due to the fact that
it has such sharp turns. This is one of those levels, however, where you can
still take it slow but get in a decent place like fifth place. You'll NEVER hear
me tell you to boost except for some small things, because they are too
dangerous.
You'll start out on a straightaway, and then the track will curve into the
dreaded half pipe. You'll start out on a straightaway. Hit the speed boost in
front of you (also note that sometimes I will tell you to AVOID a speed boost).
There will be a wide turn to the left and then a brief straightaway. There is
then a sharp turn to the right. If you know what's good for you, you'll hold R
during this to avoid falling off and losing speed. There is then a small
straightaway, and then a boost. After that is a fairly wide S turn that
shouldn't give you much trouble. If you're going too fast, however, you can fly
off. There is a boost located to the right of the track. The track will then
even out to flat ground and there will be a wide turn to the right. Shortly
after, however, it'll become a half pipe again (NOOOOOOOOOOOOOOO!). There is a
speed boost located on the upper part of the left side of the half pipe here.
Take it only if your turning is good!
A vehicle with turning similar to Captain Falcon's is good for the boost, but a
vehicle with crap turning like the Frost-Lynx (okay not CRAP turning but it
still isn't that good) won't make it. After that, there is a very long
straightaway. Stay centered to hit a speed boost. You will now enter a series of
corkscrews. Stay in the center because the opposite side of you will disappear
and you can fall. To hit the following three speed boost, you'll have to tap to
the left a little each time. After the fourth boost, the track will become flat
again but no, don't celebrate. Shortly after the straightaway of flat track is
the half pipe. Take the shallow, but extremely long turn to the right with care,
and then there will be a moderate S turn. Slow down on this if your vehicles
turning isn't that good, but otherwise, you should be fine.
The half pipe will then become straight and there will be a boost right in front
of you. The opposite side of you will disappear again and you'll go through
another series of cork screws. Hit the boost during the corkscrews but DO NOT
HIT THE BOOST AFTER THE CORKSCREWS! The boost I'm talking about is located on
the right side of the track, on the upper area of the pipe. If you hit it, you
probably won't survive the cramped turn to the left. There is yet another boost
after that and again, DON'T TOUCH IT! After that the track will widen out and
there will be a bump in the center. You ready for the toughest turn in the game,
including the AX tracks? Here it comes: a thin S turn [insert screams of terror
here]. If you aren't a master at this track SLOW DOWN A LOT! You might even want
to just let go of A and navigate slowly through.
You have permission to hit the speed boost after the terror, but be prepared to
hold R during the next turn. You'll then come to a straightaway with lasers in
sticking out from above. At first glance, it doesn't seem like these lasers do
anything, but if you go through them, your energy will deplete. Just weave in
and out of them and when they end there will be a long straightaway with a pit
area on the side, followed by the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> BIG BLUE: ORDEAL <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: ****
GAME DIFFICULTY: *****
NUMBER OF SPEED BOOSTS: 4
RECOMMENDED BALANCE: Halfway to acceleration
This is a fun, fun, fun track. It has many different drop offs and tough 90
degree angle turns, and you'll have to live with absolutely no speed boosts for
the first part of the track. But that's all good, since there are so many
different things you can try with this track. Select it, turn on the remix, and
have fun! Okay you'll start off on a straightaway. The straightaway goes for
quite a while. At the end is a drop off. Hold forward to land quickly. Then take
the two 90 degree angle turns (they are some of the easier turns) and head up
the hill. DON'T take the junction to the right since it is the long way. Only
take it if you don't have some good speed built up.
Anyway, when you go all the way up the hill, you'll drop off and onto the main
track. Congratulations that put you in first place. There is then a shallow turn
to the left and a downward hill. At the bottom of the hill is a very close, but
not quite 90 degree angle turn that might require you to hold L. RIGHT after
that is another somewhat 90 degree angle turn that you will possibly have to
hold R on and then right after THAT turn is ANOTHER 90 degree angle wannabe
turn. There is a drop off right after this turn and if you crashed at any point
during those three turns, you might not complete the drop off. There is a tiny
bit of straight track next and then another close, but not quite 90 degree angle
turn.
There is a hill that goes up next and on the right side there is a short pit
area. Near the top of the hill is a very, very, very shallow turn to the right
but if you are in the pit area, watch out for it since you might end up
crashing. Even after the pit area stops the track still continues to go up, and
finally you'll come to a drop off. There is a straightaway after the drop off
and then a sharp turn to the left that you need to hold L on. After that is a
wide turn to the right and then yet another big drop off. (Serial Gaps, anyone?)
Go down the straightaway and take the somewhat wide turn to the right. After
that you'll come to a somewhat wide turn to the left and then yet another drop
off.
Make sure you are going diagonally to the left when you go off the drop off.
There is absolutely nothing but a black abyss if you go straight. If you go to
the left you'll land on the track (don't worry this isn't as hard as it sounds)
which is now a different color. Head down the small hill and through the rest of
the straightaway and you'll come to another 90 degree angle turn. Take it and go
through the tiny part of straight track and then take the next 90 degree angle
turn to the right. There is yet another 90 degree angle turn after that, to the
left, and then a drop off. The track below the drop off is thin, so make sure
you're in the center when you... well, drop off.
You'll come to your first speed boost (wow, the first one's in the fifth
paragraph? This track must be loaded with 'em!) in the center of the track. Hit
it and you'll be forced to take a sorta junction. The whole track is together,
it's just on the left side there is a big ice zone that curves to the left with
a speed boost at the end of the ice zone, and on the right side there's a big
pit area on the outside track and a dirt zone on the inside part of the...
outside. (Wow that was a run on that probably made no sense.) After the two
paths merge (sorta) you'll enter a very thin tunnel. Don't worry, no S turn in
this one. It is thin at the first part and there is also an extremely small turn
to the left that I almost missed. The track will widen and there will be a turn
to the left.
Now it looks like this turn is no problem, but it really is a very sharp turn
that requires you to drift to the left. After that turn there is a small part of
straight track and then another turn to the right that causes you to drift.
Okay, I guess you can call that an S turn... anyway after that is a straightaway
that goes up a hill and then a very, very slight turn to the left. You'll come
to a speed boost and the track will become thin yet again. Stay in the center of
it and you should have no problem. When you exit the tunnel, the track will
suddenly become very wide. There is a straight path and then a shallow turn.
About halfway through the turn you'll suddenly be forced to drift so be ready
for it.
After that is a corkscrew and then a slight turn to the right. There will be a
speed boost on the left side and the track will become very thin again (yay).
Stay centered and continue going straight and you'll come to you final drop
offs, which leaves you at the start/finish.
EMERALD CUP COMPLETE! GOOD JOB!
+====--------------------------------------------------------------------====+
| DIAMOND CUP |
+====--------------------------------------------------------------------====+
><><>----------------------------------------------------------------------<><><
><><><><><><> COSMO TERMINAL: TRIDENT <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: ***
GAME DIFFICULTY: ***
NUMBER OF SPEED BOOSTS: 13
RECOMMENDED BALANCE: Halfway to max speed
This is the BIGGEST. PAIN. IN. THE. ASS. to write for. Cosmo Terminal: Trident
is made up of four junctions. This may not seem like a lot, but the paths are
unique in their own special way. Each one is very long and it takes quite a
while before the paths fuse again. This time, the five junctions have a three-
path split in them: Left, Middle, and Right. The bad part about this track is
that except for some tiny parts in it, there are NO rails. Fortunately, there
are no S turns, sharp turns, or even wide turns. Unfortunately there are a lot
of corkscrews that do tiny turns, and even a tiny turn in a corkscrew can mess
you up. Fortunately there are TONS of pit areas on this track, usually one at
each path of each junction (that's a nice amount of twelve pit areas). Also all
of these pit areas are enough to restore at least 9/10 of your energy.
Like Double Branches, I will describe this track junction by junction. I'll do
the middle junction first, the left junction second, and the right junction
third. You'll start off on a straightaway with rails. After the start the rails
will disappear. There is a slight hill and then the first junction appears.
JUNCTION ONE
MIDDLE PATH
There is a speed boost right at the start of the middle path. You'll notice how
thin the path starts to guess. You need to stay in the center the whole time if
you want any chance of surviving. There is a straightaway next and then a very,
very, very, very shallow turn to the left that looks like it's part of the
straightaway. If you're on the right edge, you can fly off here so be careful.
There is some more straight track (not the fact that the three junctions have
gotten closer together here.) The track will then curve into a corkscrew. This
is a minor corkscrew and will end quickly. There will be yet another corkscrew
after that and then the track will curve slightly to the right. The track will
then start to go to the right a tiny bit and a pit area will appear. Cruising
over this should restore about 9/10 of your energy. The tracks will then merge.
JUNCTION ONE
LEFT PATH
There is a slight bump in the track when you start. Next is a short
straightaway, followed by a corkscrew and a speed boost. There is then another
long straightaway, followed by a corkscrew. Next is a short straightaway, then a
speed boost followed by... well, you know. There is then a turn to the right and
the tracks will merge. Okay, this was a short split.
JUNCTION ONE
RIGHT PATH
There is a straightaway and then the track instantly curves into a corkscrew.
This corkscrew lasts for only a short while. After there is a straightaway with
a very shallow turn. Some more straight track follows after that. Near the end
of the straightaway there is a speed boost. Hit it and the track will tilt to
the right. Just stay in the center while it's tilting and you'll be fine. The
track will even out again and there will be yet another straightaway. Next,
you'll encounter a part in the track that goes downhill and to the right. After
that the tracks merge.
There is a shallow turn to the right and then the next junction appears.
JUNCTION TWO
MIDDLE PATH
There is an instant shallow turn to the right when you go through this junction
so be prepared if you're on the left side. The track will then become a
straightaway going diagonally to the left and uphill. When the track stops going
uphill and evens out the track will straighten and the straightaway will end.
There will be a tiny turn to the right and you'll go down a small hill and then
back up the hill again. This is on a straight part of the track. There is then a
slight turn to the left and the track will remain going diagonally to the left.
This area is a straightaway. You should spot a pit area near the end of the
straightaway. This pit area should restore all of the energy you have. While you
are cruising over this pit area the track should go slightly to the right and
uphill. It will go uphill for some time and then the tracks will merge.
JUNCTION TWO
LEFT PATH
The track starts off like a straightaway. This straightaway lasts for a very
long time. The track will then start to go uphill and there will be a speed
boost. The track will continue straight some more and then it'll even out. There
is yet another straightaway next and the track will start going uphill slightly.
Not surprisingly, the uphill part is completely straight. Once the track evens
out you'll spot a pit area in the center of the track. Cruise over this (about
halfway through there is a very shallow turn to the right) and then the track
will start to go uphill yet again. It'll curve very slightly and then become
straight again. The tracks will merge shortly after.
JUNCTION TWO
RIGHT PATH
At the start, the split is basically a long straightaway going up and down small
hills. This will last for a LONG, LONG time and you can go really fast here by
boosting. Use up as much energy as you want here, because after the straightaway
a long pit area will appear. About halfway through the pit area the track will
become a shallow turn to the right, but then it'll become straight again.
Continue heading straight for the rest of the split and the paths will merge.
Once of the easiest splits in the level.
The track simply goes straight for a short time and then the tracks will split
once more.
JUNCTION THREE
MIDDLE PATH
This is the toughest middle path yet. If you are going at high speeds here due
to boosts, the slight turn to the right and the instant corkscrew that follows
could lead you to flying off the edge. Anyway, if you're going at a fair speed
here the corkscrew should be no problem. As it ends, the track will curve to the
right. When it stops, the track will become a small straightaway. There is a
speed boost in front of you. Hit it and STAY IN THE CENTER. There will be a HUGE
drop off here. You can now choose which track you want to land on. The right
split in the third junction leads to the middle track and the left split in the
third junction leads to the left path. I'll just assume you stayed where you
should stay and landed on the right path. Anyway, the track is a very long
straightaway that is "hilly" due to the fact that there are small hills going up
and down many times.
There is a pit area after the hills (the track remains a straightaway) that
should restore all energy lost, even if your energy is at zero. After the pit
area the track will curve a tiny bit to the left and the junction will end.
JUNCTION THREE
LEFT PATH
There is a long shallow turn to the right as soon as you start the path. This
turn requires you to simply tap the control stick to the right a couple of
times. Once the track becomes straight again, there will be a speed boost. Hit
it and the track will then curve VERY SLIGHTLY to the left. The track will then
become a very, very long straightaway. Start boosting here because the drop off
is about to come. When you land you'll be going down a slight hill. The track
will alternate between even track and small downhill areas. It is basically
straight this whole time. Near the end of the even/downhill part of the track
there is a pit area. This pit area should restore all lost energy. The track
remains straight for the rest of the split after that, and then the tracks will
merge.
JUNCTION THREE
RIGHT PATH
The track goes straight for a very brief time here, and then it becomes one of
those weird corkscrews that can mess you up if you're going too fast. Just slow
down a little if you are over 1300 KPH and you should be fine. After the weird
corkscrew the track will begin to head downhill. It will twist a little
throughout this whole time but stay straight and you should be fine. There is a
speed boost at the very end, and then the huge drop off. Right when you land you
should enter a hilly area that is composed of small hills going up and down.
Shortly after the tracks will merge.
Head straight and you'll hit the fourth junction.
JUNCTION FOUR
MIDDLE PATH
The track is a straightaway at the very beginning. Right after the end of the
straightaway the track will curve into a corkscrew. Stay in the center of it to
get past safely. The track will then become yet another straightaway and then
shortly after a corkscrew will form, curving in the opposite direction of the
first. There is then a straightaway here and the track will then form into yet
another corkscrew. When you end that corkscrew the track will be TILTING to the
right. If you go straight it will even out. After it evens out there will be a
speed boost. Hit it and rails will appear on each side of the track. Head
straight and there will be a pit area that is big enough to restore all of your
energy. This pit area is laid down onto the widest turn on the track, which is a
shallow turn to the right :) There will then be a small drop off. After that,
just head straight and the tracks will merge.
JUNCTION FOUR
LEFT PATH
If you are going fast when you start, this split can be a bit difficult. It
INSTANTLY becomes a corkscrew that is turning slightly to the right. Although
it's a shallow turn, the spinning can distract you so pay attention. The track
will then tilt and even out (the track will remain straight this whole time)
after that. Continue to go straight and then there will be a speed boost. After
that the track will start shifting to the left, and will end up being a
straightaway going diagonally to the left. Head down the hill here and then
rails will appear on each side. Next, there is a pit area and then a wide turn
to the right. After the pit area the rails will disappear and there will be a
small drop off. Continue to go straight after the drop off and the paths will
merge.
JUNCTION FOUR
RIGHT PATH
The track instantly becomes a weird corkscrew that turns to the left when you
start so slow down a little if you feel you are going too fast. There is then a
very, very, very long straightaway and then a speed boost. After the speed boost
is a short section of straight track and then the track will curve down and to
the left. Rails will then appear on each side and the track will start to curve
upward sharply and to the right. There is a pit area here that should restore
about 9/10 of your energy so use it. The small drop off is after that and then
the track will remain straight for the rest of the split. The tracks will then
merge.
Head straight for a long, long time and you'll come to the start/finish. Whew,
that took me 90 minutes to write!
><><>----------------------------------------------------------------------<><><
><><><><><><> SAND OCEAN: LETERAL SHIFT <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFIUCLTY: ***
GAME DIFFICULTY: ****
NUMBER OF SPEED BOOSTS: 8
RECOMMENDED BALANCE: All the way to max speed.
This track is basically made up of junctions. One junction is about two feet and
drives you right off the edge, while the other allows you to continue through
the track. It can be hard to notice which way these junctions go, even though
they have arrows pointing at the correct one you should take. There are some
good, long pit areas here, and some nice places for boosting, but some parts of
the track can be difficult due to lack of space and rails. You'll start on a
straightaway. After you pass the start, shift to the center and there will be a
speed boost. After that speed boost in a tiny part of straight track and then
the first "split" as I like to call them.
These splits aren't something major to deal with, you just have to have decent
hand-eye cordination to get past them safely. On this first split, you should
shift to the left to avoid retirement. There is a speed boost shortly after the
split and then a straightaway. In the distance, you should see a long, wide turn
to the right. When taking this turn, it is not necessary to hold down the R
shoulder button. Just tap the control stick when needed to stay in the center
and hit a speed boost. You'll come to your second split here, and for this one
you should also shift to the left. After that is a straightaway that lasts for
quite a long time. At the end of that straightaway is a third split.
You need to shift to the right for this split. After that is a small section of
straight track and then a speed boost. Following the speed boost, there is a
turn to the right that shouldn't give you much trouble. On each side of the turn
is a single, thin, long pit area that should restore any lost energy. Shift to
the center of the track after the pit areas to hit a speed boost. After that
speed boost is a section of straight track and then a split. Shift to the right
on this one. Right after the split, the track should get a tiny bit thinner, and
you'll enter a cave. Head straight for a short while to come to another split
where you should shift to the right on.
Following that split is a straightaway, and then yet another split. Shift to the
right and that'll be the end of the splits for a little while. There is a turn
that is similar to the one before the three consecutive splits. The turn is
pretty much EXACTLY the same due to the fact that it is a shallow turn upward
(to the right) that should give you no trouble at all and that there are two
long, thin pit areas, one on each side. These pit areas are even longer than the
ones before, and you might be able to pull a few boosts off on them. The track
will become a straightaway and will get slightly thinner after that. There will
be another split, but this time you should shift to the left.
After that is a small straightaway and then a split where you should go to the
right. There will be a wide turn upward and to the right after that, and it
doesn't last that long. If you stay in the center, you can hit a speed boost
right at the turn's end. After the turn, you'll exit the cave and be on a
railless area of the track. There is a split here, which you should shift to the
right to pass, and then a straightaway. There is a small hill that rises and
lowers during that straightaway, and then there's a split where you should shift
to the right. There is then another straightaway where the track tilts (not
curves, tilts) to the left so it looks like it's going into a corkscrew, but
then it evens out again.
After that there is another split, and you need to shift to the left here. There
is a speed boost pretty much RIGHT after that split, so be ready. Following the
speed boost is a long straightaway, and then some rails will appear on the track
again. Good. There will be a short, downhill turn to the left that is really
shallow and then there will be a straightaway and the rails will disappear again
(NOOOOOO!). At the end of the straightaway is a split and you need to shift to
the left here. Now SHIFT TO THE CENTER AND STAY THERE since there is a
straightaway where the track shrinks to a very thin area in the center (no
rails). If you are going too fast and you lose control here, you're pretty much
dead.
After that the track will widen again and there will be another split, this time
where you should shift to the right. Shift to the center and stay there again
because the track will become very thin once more. After the thin area, the
track will widen yet again and there will be a split where you should shift to
the left. There is a small straightaway here, and then rails will appear on the
track again (there will be rails for the rest of the track from now on). Shortly
after the straightaway is a huge upward turn to the right that starts out wide,
but quickly turns sharp. It'll require you to hold the R shoulder button here.
If you do hold R you'll hit a speed boost right after the turn. Shift to the
right after that and you'll cruise over the final pit area, which isn't as long
as the others, but should still restore all your energy.
Shift to the center when your energy is restored. I mean the VERY CENTER! The
track will become so thin, that if you shift a tiny bit to the left or right
you'll crash into the rails and then you'll bounce around and lose a ton of
energy. After the thin area is the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> FIRE FIELD: UNDLULATION <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: ***
GAME DIFFICULTY: ****
NUMBER OF SPEED BOOSTS: 4
RECCMMENDED BALANCE: All the way to max speed
First off, let me explain that this lovely and very fun track has almost NO
rails except for some small parts in the track. I mean none, so if your machine
is driven out of control, slow down a little to get back in control or else
you'll probably fall off. This track is mainly composed of big hills with a
bunch of obstacles littered around. There are some major pit areas that can be a
big help. A good thing about this track is that there is almost NO turns. Some
shallow ones, but that's mainly it. The track itself is also very wide, and
almost never gets narrow. The absence of turns and narrow areas make this track
easy to boost on safely. If you boost at the top of a hill, you'll go flying and
take a nifty shortcut, but keep in mind that there is debris all around the
outside of the track, and by flying in the air you can crash into some and mess
up.
By the way, about flying in the air. You won't be able to do it instantly, but
if you build up a good amount of speed you can pull off some nice shortcuts. You
might miss some pit areas by doing this, but everything's got a price, doesn't
it? Also note the fact that due to the absence of rails and the wide area of the
track (and the big amount of pit areas) it is VERY safe to boost freely here.
The only place I don't recommend it is near the end of the track, when rails
appear and the track gets narrow. Otherwise, have fun! Okay, strategy. You'll
start on a straightaway. Take a look at how wide the track is. It'll stay like
that for basically the whole thing.
After you pass the start, there will be a slight hill going up, and then a long
hill going down. The track will instantly (I mean INSTANTLY) start going uphill
as soon as it stops going down. Stay centered during this, and continue centered
as the track starts going downhill again, then all the way uphill. It'll then go
downhill once more, and then up and downhill once again. If you're boosting like
mad, stop here (make sure you don't fly into the air at the top of the hill) and
shift to the right side. There is a wide, medium-sized pit area here, and it is
enough to refill about three fourths of your energy. Once you get past that pit
area, it is safe to boost like mad again :)
There is yet another hill after the pit area that goes up and down. Coming up
now is a jump pad. It is to the left of the track. It is your choice to take, it
mainly depends on the speed of your machine. Just keep in mind that all this
junk and debris will appear at the top of the track, and if you might end up
smashing into one, causing you to lose all your speed. It's your choice, I
almost never take it. If you don't choose to take the turn, you'll simply have
to get past one of the few shallow turns this track has. The first turn is to
the left. Stay in the center and it'll be no trouble at all.
After that there will be a straightaway. This straightaway is very bumpy (there
are all these very short/brief rises and falls in random locations here) and you
might lose some speed while cruising over it. You'll notice, however, that rails
have been placed on each side so you're safe... for the moment. Boosting on this
bumpy straightaway will guarantee that you'll speed past the bumpy area in about
two seconds, so do that if you have some energy left. There is then another up
and down hill. DON'T boost at the top of this hill. Instead, shift to the right
to cruise over another pit area, that should restore at least three fourths of
your energy. Shift to the left right after that and you'll cruise over another
pit area that should restore any energy that wasn't restored last time.
There is, oddly, no downhill after this, so nothing will happen if you boost at
the top of the hill. There is now two speed boosts, one on each side of the
track. After the speed boosts, there will be some straight part of the track and
then the track will start to slop upward (the upward slope isn't as steep as the
main hills) and there will be a very, very shallow turn. At the top of this hill
BOOST and you'll fly off the drop off and gain lots of speed. You'll notice that
the track has become a tiny bit thinner, but that's nothing to worry about
unless you are used to going through the track on its outside edges. There is a
long straightaway and then a very shallow turn to the left.
After the shallow turn, the floor of the track will become a fence-like area and
some rails will appear on each side. The fence-like area is mainly a short
straightaway. When the floor goes back to "normal", the track will become very
bumpy like it was earlier. Stay in the center and boost to hit a jump pad which
should speed you up a bit. Boost in the air to go really far, and when you land
you'll be at max speed. If you didn't hit the jump pad, boost all the way
through the bumpy area, since it lasts a long time and you could lose a lot of
speed. After the very bumpy area there are two speed boosts, one on each side,
and then the track will become very, very narrow. Stay in the exact center and
you should have a tiny amount of room to maneuver.
This narrow track is, fortunately, a straightaway so if you stay centered, you
won't have any trouble dealing with it at all. At the end, the track will become
very wide again. Cruise down the center of the straightaway, and you'll reach
the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> AEROPOLIS: DRAGON SLOPE <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: ****
GAME DIFFICULTY: *****
NUMBER OF SPEED BOOSTS: 17
RECOMMENDED BALANCE: Default
For a machine that does very well on drop-offs, like the Frost Lynx-G4, this
track is very easy and you should get at least five seconds ahead of everyone,
even on master difficulty! For a machine that does poorly on drop-offs, you
might have a hard time keeping your first place position. Why? I'll explain
later. Okay, you'll start out on the usual straightaway. Shift to the center to
hit a speed boost. Then shift to the right. There will be a sharp, upward turn
to the left that you need to hold L on. If you shifted to the right, you'll be
cruising over a long pit area that should restore any lost energy. After that
turn, there is a straightaway. Stay centered and at the end of the straightaway,
you'll hit a speed boost.
Right after you hit the speed boost, shift to the left. There will be another
sharp, upward turn but this time to the right. You'll need to hold R on this
turn. Again, there is another long, wide pit area that is on the left side of
the track. Cruising over it should restore all energy. There is then a very long
straightaway. Stay centered during this straightaway and at the end, there will
be a speed boost. There is then another sharp, upward turn to the left that
you'll need to hold L on. There is no pit area here. Right after the turn ends,
you'll be in a tunnel and there will be two speed boosts, one on each side of
the tunnel. Take either one, and make sure you hit the speed boost in the center
of the tunnel right after the other two.
If you hit the two speed boosts, you should go flying off a drop off. STAY
CENTERED AND DON'T TOUCH ANYTHING OTHER THAN A! If you are on your second or
third lap, boost rapidly in the air. You should land on one of three platforms.
The first one is the lowest and the longest path. For the second one, you need
to make sure that you hit the two boosts before the drop off and boosted at
least once in the air. To reach the third, highest, and quickest path, you'll
need to have hit the two boosts, boosted rapidly in the air, and your machine
has to be able to do well on drop offs. There is a single speed boost at the end
of each path. Also at the end of each path is a drop off. After the drop off
there is yet another three platforms, and you get to them the same way as you
did the first.
After those three platforms there is a boost and then another drop off. You'll
now land on regular floor again. There is a straightaway and then a very shallow
turn to the left. After the shallow turn there is a straightaway and at the end,
the track will start to tilt and curve. There will be a speed boost and then a
shallow turn to the right. After that is a straightaway and then the track will
change suddenly. The center will become an ice zone and the two outer edges will
become dirt zones. Stay in the center of the ice zone throughout the whole
thing, taking the shallow turns and you should have no trouble. Don't boost
though, or you might fly straight into a wall.
After the ice zone shift to the center if you are not already there and you'll
cruise over a wide, long pit area. You may be able to pull off a boost on it.
After that there will be a sudden, sharp turn to the left which you should hold
L on. Following that is the smallest S turn you'll ever see, and you may not
even see it as an S turn (though it is). Next is a small straightaway. The track
will get slightly thinner now. Take the wide turn to the left and then the track
will get REALLY thin. The problem with this really thin section is that there
are turns here. Boost and you'll slam into a wall for sure and lose your first
place position (you are in first place, right?)
The turns are slight, and it's mostly straightaway. After the narrow part, the
track will become wide again, and there will be a very, very long straightaway.
Just stay in the center during that whole time and then the track will go
downhill. There will then be a wide turn to the right and after that there is a
small turn. There is then a downhill area, and then an uphill area and then...
downhill. Next is a small turn to the right, a straightaway, and the
start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> PHANTOM ROAD:SLIM-LINE SLITS <><><><><><><>
<><><----------------------------------------------------------------------<><><
DIFFICULTY: *****
GAME DIFFICULTY: ******
NUMBER OF SPEED BOOSTS: 3
RECCOMMENDED BALANCE: Halfway to acceleration.
First, take a look at the course. I mean it, it just __TOTALLY__ shows off what
the Gamecube can do. It is incredibly detailed! You have to see it to know what
I mean. Secondly, this course is VERY different from the last nineteen courses.
It takes place in a sort of computer generated world, with the floormade out of
multicolored pixels and the background being black with green squares floating
around. All of this comes at a big price. There are only three speed boosts, and
a track this big needs at least ten. Also, the paths are incredibly thin, and it
can bash you around a lot. I mean A LOT. You can break down just by going
through one of those paths (this is why I recommend halfway to acceleration).
Yet another thing, the pit areas have a bottomless pit RIGHT where they end. I
mean RIGHT. So you are going to have to pull away from the pit to avoid
retirement. There are a couple different junctions in this course too, and an
ice zone at one part. Okay now a strategy. You'll start off on a big
straightaway. There is a very shallow turn to the right that goes slightly
downhill right after the start. There will be yet another longer shallow turn to
the left heading uphill shortly after the first turn. Halfway through the second
turn there will be a tiny patch of straight track, and then the track will start
to curve upward steeply and to the right. This looks like a sharp turn, but it
really is just a shallow one. It lasts for a very long time. Just stay in the
center of the track the whole time.
When you get to the top there will be a brief straightaway and then a sharp turn
to the right that doesn't require you to hold R, but you should hold right on
the control stick all the way. Next there will be an extremely shallow turn
heading uphill, and then the track will start to dip. There is a little bit of
straight track after, and then the track will dip again. Shift to the center of
the track during this part and you'll hit your first speed boost. You will then
go through a loop that becomes a very, very, very shallow turn to the left near
the end. You'll see two junctions up ahead, one heading down and one heading up.
As I said before, you'll have to be really careful on these junctions and boost
only when there is a long part of straight track or you'll bounce around and
lose all energy.
If you take the left junction, there will be a wide, left turn which doesn't
require you to hold the control stick all the way to the left the whole time,
but you'll need to do that in only certain places during the turn. This turn
lasts for basically the whole time, all the way until the tracks merge again. If
you take the right turn you'll be faced with the same type of turn as the one in
the left junction, except for the fact that this one is a lot shorter. At the
end of the turn the track will turn into a brief, downhill straightaway which is
safe to boost on. When the two tracks merge again, you'll go through another
loop and right at the end you'll be faced with a sharp turn to the right that
may require you to hold down the R shoulder button. You'll then come up to
another junction.
If you take the left junction you'll be faced with a very shot, very shallow
turn to the left, and then there will be a speed boost. This boost is pratically
unavoidable due to the track being so thin. After the speed boost, the track
will start to dip to the left and you'll be forced to go through a shallow turn
to the left that shouldn't give you much trouble if you simply give the control
stick only a few taps. Taking the junction that is on the right side, the track
will instantly start to dip to the left and you'll have to take a long, shallow
turn to the left. This turn lasts the whole junction, and at the very end there
is a speed boost. Yay. You'll now come to a wide part of the track that contains
a very shallow turn to the left. Very shallow. Near the beginning of the turn,
there will be a big ice zone on the right side.
Avoid it by sticking to the left is easy, due to the fact that there is still
such a wide area available to you. If you're low on energy here, shift to the
right as the ice zone ends to cruise over a very short, very thin pit area. MAKE
SURE TO GET OFF OF THE PIT AREA BEFORE IT ENDS! There is a bottomless pit RIGHT
at the end. No additional space, just a pit. Even if you just have a tiny bit
more energy left to restore, or if you just want to restore more DON'T. There
will be another one soon anyway. The track will get thinner (not as thin as the
junctions, but thin enough) next. There is a shallow/wide (somewhere in the
middle of those two) turn to the left during this whole time. The turn continues
even after the track becomes wide again. Shift to the right this time to cruise
over a short pit area that only restores about a fourth of your total energy.
The track will become thin once again and there will be a very shallow (some
parts are straightaway) turn to the left. When the track widens, you'll see two
pit areas, one on each side of the track. Take the left one since it is loner,
but make sure to shift back in the center of the track unless you want to go
straight off the edge! Next, the track will become thin and there will be a wide
turn to the right. The track will then become straight and dip, and the track
will widen yet again. There will be two pit areas, one on each side of the
track. Take either one and feel free to cruise over the whole thing because
(JOY) there are no bottomless pits after the pit areas! There is a straightaway
after the pit area and then the start/finish. Two more laps of hell left.
DIAMOND CUP COMPLETE! GOOD JOB!
+====----------------------------------------------------------------------====+
| AX CUP |
+====----------------------------------------------------------------------====+
NOTE: You'll notice these guides are a lot more in-depth than the other four
cups. The other four cups will revieve full rewrites making them as in-depth as
these later.
><><>----------------------------------------------------------------------<><><
><><><><><><> AEROPOLIS: SCREW DRIVE <><><><><><><>
<><><----------------------------------------------------------------------<><><
NUMBER OF SPEED BOOSTS: 1
GAME DIFFICULTY: *
DIFFICULTY: *
RECOMMENDED BALANCE: All the way to max speed
This is a very easy track. You'll start out on a straightaway and you just need
to stay centered as you go. The track will then do the smallest turn ever to the
right and you just need to follow that staying centered. It'll go straight some
more (continue centered) and then there will be a noticable turn to the left.
You might have to drift on this one because it can get pretty sharp. It'll even
out again after that and you'll just need to cruise along it for a couple
seconds before the track turns to the left again. Go along with it and then
you'll reach two large pit areas on each side. They are almost impossible to
avoid, so don't worry. As you cruise down the pit areas, the track will turn yet
again. Once you reach the top of the hill, there is a turn to the right that you
should follow and then a huge chuck of straight path.
In the distance you should notice some glowing tiles with a very large turn to
the left, similar to the ones in story mode 8. You'll probably have to drift to
the left for this. From there the rest of the track is straight. There is a
boost pad in the center and another large pit area to the left. Ahead is the
start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> OUTER SPACE: METEOR STREAM <><><><><><><>
<><><----------------------------------------------------------------------<><><
NUMBER OF SPEED BOOSTS: 11
GAME DIFFICULTY: ***
DIFFICULTY: **
RECOMMENDED BALANCE: All the way to max speed
Wow... just look at the graphics of this course. The meteors flying everywhere,
the orange line shooting past you, and the track itself is incredibly detailed.
This is a great track, because there are so many unexpected things here. Begin
by going straight and you'll go off a drop-off. You'll now be in a sort of pipe,
except this is very wide. It looks like you'll die if you go off the edges, but
you won't so don't worry. There is a speed boost in front of you and after that
the track turns a bit to the right. There is then another boost and after that
is something that looks like a portal of some kind. It is really a part of the
pipe that is all an ice zone. There is a turn to the right at the beginning and
then up ahead there is a speed boost.
Right after that you'll exit the ice zone area and find yourself back in the
normal pipe. It basically goes straight for a while and there are two speed
boosts on the way, so make sure you hit them. Right after the second speed boost
is another ice zone part although this is a corkscrew. It seems a little messed
up. After that, you might find yourself on the celing. If you missed the next
speed boost (you'll be able to tell) then get down to the bottom or you'll miss
out on the first pit area. Go straight for a long time and you'll come to
another ice area. This one is really short and only has a slight turn to the
right. Try to stay on the left side, because if your on the floor when you come
out, you'll drive straight over a pit area. It's very long and should refill all
your energy.
You'll come to a drop off and you'll be out of the pipe. Drive straight for a
few seconds and you'll come to a junction. Which way? On your first lap take the
right junction. There will be a speed boost at the start, and then a big turn to
the right that contains two speed boosts. If you hit those two speed boosts
while making the turn you may fly out of control, so make sure to hold R. After
that there will be a turn to the left and the two paths will merge. On your
second and third laps choose the left junction. There is a huge pit area right
at the start and then a turn to the right. Follow that turn to come to another
huge pit area. After that there is a little turn and the paths merge.
From here, hit the booster and follow the two small turns to the left and two
the right, and then go straight to reach the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> PORT TOWN: CYLINDER WAVE <><><><><><><>
<><><----------------------------------------------------------------------<><><
NUMBER OF SPEED BOOSTS: 10
GAME DIFFICULTY: ****
DIFFICULTY: **
RECOMMENDED BALANCE: All the way to max speed
Welcome to Cylinder Knot rip-off! Here you get a wide version of a cylinder knot
with a drop off! Go straight at the start and you'll spot a speed boost. Hit it
and the path will turn slightly to the right. From there, go straight a little
more and there will be a sharp turn to the left which you should take. The path
will thin out a little here and it'll curve slightly to the right. There will be
a speed boost here so hit that. The path will now continue to go right. Stay on
either side of the knot, because then you can see the top and bottom and those
two places hold the boosts and pits. Continue along the side a little and you'll
spot the first pit area. It covers a very wide section and is almost impossible
to miss. After that, you'll notice that the track has widened.
There will be a turn to the right. Switch over to the bottom side for a speed
boost. The track will curve slightly to the left and their will be a speed boost
on the left side. Hit it and try to stay in the location that you are in as the
track does a big turn to the left. If you stayed in the same location, you'll be
able to hit another speed boost, located on the side of the track. From there,
there is another speed boost that you can connect with and RIGHT after that is a
junction so you'll have to be ready for it early on. The left side is the one
you should take on your first lap. It contains two speed boosts on the top, on
after the other. The right junction is home to a pretty big pit area, so take
that on your second and third laps. After that, the two paths will merge again.
You'll have to go straight here now and you'll come to a drop off where you'll
end up on yet another wide section of track. The track will turn to the left and
there is a speed boost on the left side, so hit that. Keep going for a while and
then you'll get to an uphill, sharp turn to the right. Try to stay on one side
the whole time to keep your speed up. After the turn you'll be heading straight
for a while. In the distance, you'll be able to see a speed boost, so hit that.
Next is a turn to the left and then the track turns to a very thin knot. You'll
be going straight on this knot, so boost CONSTANTLY when on it (on your second
and third laps, of course). After that is a drop off and you'll be headed
straight for a large circle. There is a HUGE chance that you'll pass through the
circle and fly right over the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> LIGHTNING: THUNDER ROAD <><><><><><><>
<><><----------------------------------------------------------------------<><><
NUMBER OF SPEED BOOSTS: 9
GAME DIFFICULTY: *****
DIFFICULTY: ****
RECOMMENDED BALANCE: Default
Welcome to combination Multiplex and Ordeal! Here, you'll find a bunch of drop
offs combined with about a dozen 90 degree turns. Wait, that just sounds like
Ordeal :) Anyway, you'll begin by heading straight for quite a while. Near the
beginning of the straightaway is a speed boost right in the very center. Hit
that and cruise through the rest of the straightaway. After that the track will
do a slight turn to the left and there will be a speed boost right after that,
followed by a straightaway. Be ready, because here comes the first 90 degree
turn. You'll have to drift if you want to make it through these turns easily.
After is a straightaway, followed by a speed boost and then a slight turn to the
right. You'll go straight for a while again and you'll spot the first pit area,
in the very middle.
Cruise along the pit area to reach another lovely 90 degree turn. After that,
the track is pretty straight and it goes like that for a while. The track will
eventually narrow itself out and it'll curve a little to the right. Stay in the
exact center the whole time and hope that your away from other machines by now
to avoid crashing. The narrow path will continue to curve, and then it'll come
to a narrow straightaway. You'll pass under a dozen yellow signs and then the
path will widen. Right in front of you will be a speed boost, so hit that. Next
is a 90 degree turn to the left, and right after is a 90 degree turn to the
right. The path will go pretty straight after that (no obstacles are in the way)
and then you'll reach a left 90 degree turn. Go straight and pass under the
checkpoint.
The path will be pretty narrow here, but it will remain straight the whole time.
At the end you'll hit a speed boost. Right after that is a drop off. You'll drop
a long way down and there will be a right 90 degree turn at the bottom. If you
used a boost right before the drop off and have a good car that can "fly", you
might be able to bypass that first 90 degree turn. But right after that is a 90
degree turn to the left and that can cause problems if you land RIGHT in front
of it. After those turns is a straightaway, complete with a boost at the end.
Here, the track narrows again. Stay in the center and you'll cruise over a thin,
but long, pit area. The pit area widens at the very end, but right after that is
a 90 degree turn to the left. Go straight and here's a little thing that can be
frustrating: three 90 degree turns one after the other. The first is to the
left, and right after you'll have to push yourself to the left again, and then
there is one more turn.
The path will narrow again, and you should use your boost here (stay centered).
About halfway through the narrow section, the track will curve to the left so
stay centered. After that is a drop off and you'll go down to a very wide
section of track. The section is also very bumpy and you can lose speed here, so
use your personal boost. After that the track will turn, and then there will be
a boost. Next, the track will curve again, to the left. After that you'll pass a
checkpoint and there will be a pit area that starts on one side, and goes
diagonally to the other. It is long and wide, and you should be able to totally
refill your boost. After that is a straightway, and then a sharp turn to the
left. Not a 90 degree turn, but still sharp. There is some more straight
sections, and then another sharp turn.
Head straight and the path will curve to the left and right alternating. There
are a couple of boosts in the middle of the mess. Follow it to reach a huge
final stretch of track, followed by the start/finish.
><><>----------------------------------------------------------------------<><><
><><><><><><> GREEN PLANT: SPIRAL <><><><><><><>
<><><----------------------------------------------------------------------<><><
NUMBER OF SPEED BOOSTS: 9
GAME DIFFICULTY: ******
DIFFICULTY: *****
RECOMMENDED BALANCE: Default
Take a look at the graphics. Stare away. I mean, the moss on the rocks are so
detailed, the track is laid out so well. Okay better start because this is going
to be a LONG guide for this track since it is SO BIG!
First off, this is track is a combination of pretty much all the tracks. You'll
go through each one in turn. Begin by going straight. You'll notice that the
walls curve to form a pipe just like in Intersection. Hit the speed boost and
head on through the pipe. The first turn will be to the right and you only have
to stay centered (below the knot) and you won't lose much speed. Right before
the end switch to the left or right. THIS IS NESCSSARY! There is a corkscrew
here and there is a bottomless pit in the center. It doesn't matter which path
you take. Hit the speed boost and you'll begin to exit the pipe. Once your are
fully out of the pipe head straight for a while and you'll reach a very big turn
to the left. If you did what I said and left your balance at default, you
shouldn't have to hold L or anything. It's a big turn and after that is a brief
straight part of the track. Now you'll be at a big turn to the right.
BE READY TO DO A SHARP TURN TO THE LEFT! When the turn to the right ends, it'll
go straight into a big turn to the left and you might have to make it a sharp
turn. Right after the sharp turn is a drop off and then you'll be at a knot just
like in Cylinder Knot. Cruise over to the left side and stay there to run over a
huge pit area. It lasts for a very long time and you might be able to pull off
two boosts while you're on it. After that just head straight and you'll go up
some small hills. Be ready because right after that is a drop-off and then
you'll be face-to-face with a junction. It doesn't matter which path you take
because they are both exactly the same except one turns to the left and the
other turns to the right. There is a speed boost at the end of both of them and
then there is a huge drop-off. Right after that will be a sharp turn to the left
or right depending on which junction you chose. The paths will then merge and
you'll be right in front of a speed boost.
Next, you'll be at a section of the track where the pit below is visible. There
is a huge turn to the right here and you should stay close to the right wall to
cut off the most time. Right before the end of the turn, shift to the center
again to hit a speed boost. Go straight and you'll reach another sharp turn,
this time to the left. Again, hugging the inner wall will shave off seconds.
Right after that is a very sharp turn to the left and you'll have to drift to
make it. There will be yet another very sharp turn after that and then there
will be a large pit area in the middle of the track. Stay in the center of the
pit area and you'll have no trouble getting past the small turn to the left.
After that will be a straight path and then a big turn to the left that you
might have to hold L on.
You'll then enter a tunnel with purple lights. There is a wide S turn here, so
hold L and R and then go to the right and then to the left to pass it (stay
centered to avoid crashing). You'll then exit the tunnel and there will be a
speed boost, followed by a turn to the left. Follow it and then you'll come to
two pit areas, one on each side. These pit areas are placed in a HUGE turn to
the right. Hover over the right pit area and then shift to the left as it ends.
You'll reach a sharp turn to the left and you'll cut off time by hugging the
inner wall again. On this turn you might have to drift. Next, you'll reach
another gated floor. The track will go slowly to the left and then there will be
a noticable turn to the left. Take it and then you'll alternate between small
left and right turns. At the end the path is fairly straight. Follow it downhill
and you'll reach a drop off.
From there, there is a HUGE turn to the right that will be wise for you to hold
L and R on. Do this for quite a while and stay centered. Once you reach the end,
head straight to enter a section of the track that is entirely covered in ice.
Here there is a big turn to the left that lasts a long time. The slippery
friction