hide results

    Story Mode FAQ by ACPCybernetico

    Version: 0.81 | Updated: 08/30/03 | Printable Version | Search Guide | Bookmark Guide

    F-Zero GX Story Mode FAQ
    By (and copyrighted by) Andrew Peterson
    Email: ACPCybernetico@email.com
    AIM: ACPCybernetico and/or FIashFanatic
    1. Intro
    2. General Info
    3. Missions;
    0: Prolouge: Black Shadow's Disgrace
    A: Captian Falcon Trains
    B: Goroh: The Vengeful Samurai
    C: High Stakes in Mute City
    D: Challenge of the Bloody Chain
    E: Save Jody!
    F: Black Shadow's Trap
    G: The F-Zero Grand Prix
    H: Secrets of the Champion Belt
    I: Finale: Enter the Creators
    4. Misc
    5. Credits
    This FAQ may only be put up on GameFAQS and Gamespot with credit. Feel free to
    use and distribute, though not putting up on any sites without permission.
    Email me for rights at  ACPCybernetico@email.com.
    1. Intro
    This FAQ is made for F-Zero GX for the Nintendo Gamecube. It centers on the
    game's "Story Mode" which is new to the F-Zero series. I made this because I
    find it's done it's job; adding depth  to the game and the F-Zero universe.
    Hopefully you will find it helpful if you are new or even  going for best times
    on the harder difficulties.
    Version: Tentative
    Please note that as of this version, I have not personally completed all the
    difficulties for  some of the harder missions. But I do know how to and have
    yet to master each aspect. I also  don't know what is unlocked for each mission
    as of yet. I also can't remember the exact cost of  the earlier missions (I
    counted up/down from the ones I remembered; they should be right), so if  you
    could fill me in on those over AIM or email I'd be happy. But most of that is
    not needed and  will be added soon!
    Sorry if you don't find it really long with lots of boring garbage in it like
    the other FAQ's,  and don't expect any ASCII art or whatever. I just want this
    straight to the point, simple, an  easy to use. That means no extensive
    biographies on my life as I made updates and version  changes, text art titles
    that you can't read, or any of that other stuff that no one will read.
    PS: Sorry about any wierd jumble I might not have noticed, the file
    just got messed upfor no reason. But it's mainly fixed, maybe a few errors
    here and there.
    2. General Info
    The story mode for F-Zero GX is centered around the main Character for the
    game; Captian Falcon.  It goes from his training for the Grand Prix, to the
    aftermath of the Grand Prix. You only use  Captian Falcon's machine, the Blue
    Blue Falcon Pilot: Captian Falcon Weight: 1260 kg Body: B Boost: C Grip: B
    Description: It's an all around machine, meant for beginners. It might not be
    your favorite, but  it's the best for missions etc. because it has no
    perfections nor flaws. The only troublesome  area is people can boost past you
    The story spans 9 missions, excluding the Prolouge. They go from easy to hard,
    though some are  very easy later later in the game, and some are very hard
    3. Missions
    The bulk of this FAQ. This is what story mode consists of, 9 missions and 1
    short movie. You must  complete a mission, buy the next, and repeat. Each
    mission will reward you with "tickets", which  can be put torwards buying the
    next mission or anything else (I'll let another FAQ cover all  that).
    Hints that apply to all missions:
    ~Unless you are going for serious time, let the boost FINISH before starting
    ~If it's a race mission, use all your boost at the very end. I'll get
    more in depth with that in the missions where it applies
    ~Never use ALL your boost mid race, even if there is health coming up. Only if
    you are certian it is required. At zero health, having a fly splat on your
    windshield will bring you down. I've had  several times where I was heading
    for the end in 1st on the harder missions, and scraped some lava (and blew
    up, duh)
    Now onto the in-depth look at each mission.
    0: Prolouge: Black Shadow's Disgrace
    Difficulty: You might have trouble washing your ears out with paint thinner
    after the song at the  end, but thats about it.
    Modes: None
    Requirements: None
    Cost: You start with it
    Overview: Standard movie you'll see throughout the game
    Mode changes: None
    Strategy: Make sure the TV is on. Don't be wearing blindfolds.
    Hints: That soundtrack shows Sega hasn't changed since Sonic Adventure. And no,
    thats not a good  thing. Luckily the music is better later on; the main Captian
    Falcon theme is kinda catchy.
    A. Captian Falcon Trains
    Difficulty: Shouldn't take more than a couple of tries if this is the first
    mode you choose to  play. But anyone who says hard/very hard is easy, kick them
    for me. Please.
    Modes: Normal/Hard/Very Hard
    Requirements: Watch the prolouge
    Cost: Watch the prolouge
    Overview: You have to collect all the capsules in the stage in 3 laps and under
    the time limit.
    Mode changes:
    Normal- 80 seconds
    Hard- 60 seconds
    Very hard- 60 seconds and more capsules
    Strategy: Don't choke up or get bored and stop trying. Small slip-up can be
    very bad. If you miss something on the last lap on normal, don't sweat it;
    turn around and go get it. As long as you're hastey on the rest of the way, it
    will be no problem. The capsules don't have as large of a hit area as you
    would think, so aim for the center every time. On the harder difficulties, this
    will take many tries to get down. Your exact route and collection order is up
    to you, you can do each  side of the track for each lap, or get whatever
    whenever. Also make sure you don't pull away from a capsule if it is out of
    your normal path until AFTER you collect it; many times I have just tried to
    scrape one and pull away to make sure I was on track for the next, and I missed
    it completely. Just boost like mad and try to be accurate.
    Hints: Practice much and get your plan down in your head. But most of all;
    B. Goroh: The Vengeful Samurai
    Difficulty: As long as you take my pointers, it should be very simple.
    Modes: Normal/Hard/Very Hard
    Requirements: Beat "Captian Falcon Trains"
    Cost: About 20 tickets
    Overview: You have to race Goroh through his turf while boulders are falling
    from the mountians above. The turns are easy and the only thing you should pay
    attention to is Goroh and the falling boulders.
    Mode changes:
    Normal- Race him and avoid boulders
    Hard- He is faster
    Very hard- He's even faster than before
    Strategy- Goroh does what the computers in hard missions will do the rest of
    the game; boost when you're in front of him. I never tested it, but I do think
    they have unlimited boost just out of spite. So here's the deal; don't pass
    him 'till the end. Boost a few times at the start to catch up to him, and just
    tail him until he hits something near the end or when you are nearing the
    finish line. Be sure to use L/R and right/left attacks to avoid boulders. Also
    look out for the one that rolls back and try to get under the opening on the
    left (I believe this actually appears twice on harder difficulties). It might
    take a few tries, but it's worth it; I've wanted to see  that man die since the
    days of SNES.
    Hints: As I covered earlier (all with short or no attention span; listen up).
    Just stay behind him and boost at the end. Keep this tactic in mind, it's
    helpful later as well *cough*mission 8*cough*.
    C. High Stakes in Mute City
    Difficulty: Very hard until you fully understand it.
    Modes: Normal/Hard/Very hard
    Requirments: Beat "Goroh: The Vengeful Samurai"
    Cost: About 30 tickets
    Overview: You have to win the first standard race of story mode.
    Mode changes:
    Normal- Get in 1st
    Hard- They are faster and smarter
    Very hard- They are even faster and smarter than before
    Strategy: This is very tough at first, but don't get discouraged. If you've
    played hard computers by now, it should be a norm for you. But it's still very
    tough and unpredictable at times. I would have to suggest going through the
    course normally without trying to win just to find out  where the jumps are,
    for they are key to winning and the one advantage you have over the utterly
    unfair computer racers. Try to take jumps at an angle so you don't have to turn
    in mid-air, and I personally don't hold up or down so I can go a nice distance
    with no speed reduction. Use boosts sparingly and only for jumps and long
    stretches. Try to learn how the final part of the course works so you can
    corner through it while boosting because the same tactic of boosting works here
    as well. For the harder difficulties, I STRONGLY suggest knocking out whoever
    is always in first  because he seems to be the only one who can boost faster
    than you. I usually start the final boosting spree when the tricky corners are
    coming up, do it so that you still have some left by the time you reach the
    repair stretch.
    Hints: Boost sparingly, and aside from the final boosting spree, make sure the
    boost is DONE before you do it again, and you won't waste health. Also, hit
    the last two jumps on the course and hop over the blank spots, even though the
    computer doesn't, as thats a good way to pass them  near the end. Thats also
    just about where you should begin your big boosting spree on the last  lap. Oh
    yeah, and don't give up!
    D. Challenge of the Bloody Chain
    Difficulty: Fairly simple
    Modes: Normal/Hard/Very hard
    Requirements: Beat "High Stakes in Mute City"
    Cost: About 35 tickets
    Overview: You have to destroy all the vehicles using the spin/side attack and
    still get in first (much easier than it sounds)
    Mode Changes:
    Normal- Beat everyone up and get in first
    Hard- People have more health, they will occasionally fight back
    Very hard- People have more health, they often fight back
    Strategy: You should start out by boosting twice, or however many times is
    needed to catch up to the first three. If you haven't learned how to attack
    yet, it's Z while accelererating and holding and direction to spin attack in
    that direction, and X with the same method to do a simple and fast attack. I
    strongly suggest only using Z unless you can find one who is not in a group
    and does not need boosting to catch up to. Also note you get energy back for
    kills (wonderful message this game sends, eh?). Anyway, try not to let your
    boost drop too low and don't hit the walls, it's a simple course that needs
    little concentration as the majority of it is straight. Also take note you
    don't need to worry about health too much as you get it back in the middle.
    Later on you finally face the final guy, and he isn't too hard. He usually
    tries to slow down and  have you collide with him, but you should just pass him
    and use your CHECK icon on the bottom of the screen to line up with him and
    spin attack so he runs into you. Finish him and tread safely  to the finish
    Hints: Set your settings to MAX SPEED as this map needs no acceleration. And
    watch out for the computer using the spin attack on the harder difficulties.
    E. Save Jody!
    Difficulty: Annoyingly tough, needs some memorization
    Modes: Normal/Hard/Very
    Requirements: Beat "Challenge of the Bloody Chain"
    Cost: About 50 tickets
    Overview: You have to escape the exploding building/tunnel before time runs
    Mode Changes: Normal- 50 seconds Hard- 45 seconds Very hard- 40 seconds
    Strategy: You have to keep boosting and avoid all the obstacles, which consists
    of closing doors and lines of cylinder/pillars. You also can collect capsules
    to regain health. The exact order of obstacles and what you should do is as
    *All references to obstacles (example: verticle/horizontal/bottom) are based on
    the starting and  capsule side to be the bottom and default lane of the track*
    ~(Action) Start boosting, and don't stop unless you are running low, in which
    you should boost  more sparringly or when the last boost is actually done
    ~(Obstacle) Slow verticle closing door (just keep going)
    ~(Obstacle) Slow verticle closing door (just keep going)
    ~(Obstacle) Moderate verticle closing door (just keep going)
    ~(Item) Capsule
    ~(Obstacle) Fast verticle closing door (nudge over to the left by pressing L)
    ~(Item) Capsule
    ~(Obstacle) Fast horizontal closing door (after getting the capsule, turn and
    hold R/L in whichever direction you want until you are right/left on the tunnel side,
    then pass through.
    ~(Item) Capsule (you might not want to collect unless you arevery good, since this next
    obstacle is tougher than before and you are already in line with it)
    ~(Obstacle) Fast horizontal closing door (same as before unless you follow the
    capsule strategy)
    ~(Obstacle) Single verticle pillar
    ~(Item) Capsule
    ~(Obstacle) Double verticle pillar set
    ~(Obstacle) Fast verticle closing door
    ~(Item) Capsule
    ~(Obstacle) Horizontal pillar
    ~(Obstacle) Fast diagonal / closing door (/ means the direction it is in if you
    are on the starting side that the capsules are on)
    ~(Item) Capsule
    ~(Obstacle) Fast diagonal \ closing door (\ means the direction it is in if you are
    on the starting side that the capsules are on)
    ~(Obstacle) Triple verticle pillar set
    ~(Obstacle) Fast double verticle closing doors (Two lined up along eachother, no
    big deal, just  keep straight and press L/R when needed)
    ~(Obstacle) Fast X-opening closing door (X-opening means the style the door is
    done, there is an opening on each diagonal side of the tunnel; it is very easy to
    see and should prove to be no  problem)
    ~(Item) Capsule
    ~(Obstacle) Fast double horizontal closing doors (same deal as with the verticle
    ones, just not verticle)
    ~(Obstacle) Fast trouble verticle closing doors (Three lined up along
    eachother, no big deal,  just keep straight and press L/R when needed)
    ~(Item) Capsule
    ~(Obstacle) Fast triple horizontal closing doors (Two lined up along
    eachother, no big deal, just  keep straight and press L/R when needed)
    ~(Action) Pray to god (optional)
    ~(Misc.) 4 straight boosters all in a line [on bottom] (use L/R if you came in
    from an angle to  make sure you hit each of them, as they are critical to time)
    ~(Misc.) Ramp [on bottom]
    ~(Misc.) Blast doors (they start closing when a certian amount of seconds left; sadly,
    this can actually cause you to hit them as you make the jump, even if there is time
    Hints: Make sure your vehicle is set to MAX SPEED, and don't hit your boosters
    on the blast door  on the way out!
    F. Black Shadow's Trap
    Difficulty: Easy with some memorization
    Modes: Normal/Hard/Very hard
    Requirements: Beat "Save Jody!"
    Cost: About 55 tickets
    Overview: You have a bomb on your car; if your speed goes under a set amount,
    you will explode. With that being said, lets all take a moment to admire
    SEGA's astounding ability to create original plots.
    Mode Changes:
    Normal- 700kmph
    Hard- 750kmph
    Very hard- 800kmph
    Strategy: Well, not much to say here. It's basically common sense and what
    you've learned so far. As long as you know how to take turns with the Blue
    Falcon effectively, you're set. Other than that your only worry is the cars
    that don't move for you, but they are easy to avoid. There is also a part
    where there are stretches of dirt and mud, these cannot be crossed without your
    speed  going below the mimimum. This can be avoided by doing the following:
    ~When you see the first stretch coming up, boost so that your boost will end a
    short period after  it is done
    ~There will be another stretch soon after, if you boosted too late on the first,
    then the boost will run out on this and you will not be able to boost for a
    short time, causing the dirt to slow  you near the minimum for normal,
    but on the harder difficulties it will put you under and you will explode.
    ~If you survived, there will be another, but far after the second. No worries
    ~After that there will be a few stretches that only take up a part of the
    road and you can simply  swerve around them. If worse comes to worse, there
    will be traffic and you will have to boost  through one or two of the
    stretches. But there should be no worries
    ~If you have little health left from boosting and hitting walls, just
    be careful and don't boost anymore, since you no longer have to
    ~The last few turns are tricky, so use L/R and be ready for a big
    turn after the up-hill part
    Hints: There is no definitive "correct" setting to put the Blue Falcon at.
    Here's some pros and  cons of each:
    ~You will be going fast, so you can crash easy if you are careless,
    but since you are going fast  it should only lower a little for the scrapes
    ~You will be cruising at well over the minimum, so you can hit cars without as
    much loss
    ~You will be going slow, but since your max is so close to the
    minimum; it's easy to lose it down  to the speed that will set off the bomb
    just by slightly hitting stuff
    ~You get right back up to speed if you scrapestuff and aren't as vunerable
    after accidents you survive
    G. The F-Zero Grand Prix
    Difficulty: Planning to beat this in one sitting? Clear your schedule.
    Modes: Normal/Hard/Very hard
    Requirements: Beat "Black Shadow's Trap"
    Cost: About 60 tickets
    Overview: The grand prix has started. You must get in 1st because there is only
    1 race in the whole thing.
    Mode Changes:
    Normal- Normal race
    Hard- Better opponents
    Very hard- Even better opponents
    Strategy: This is straight out hard, so don't try until you are THE BEST. The
    AI is very tough, and it took me almost 2 hours and extreme luck to win. Just
    to inform you, if you're looking for pointers, I was lucky enough to be able
    to kill the top 6 contenders (Black Shadow excluded) and it was down to me and
    Black Shadow; and I was able to outboost him at the end. Here are tips for  the
    tricky parts:
    ~In the beginning, use X to quick attack and kill anyone who is very close to
    ~If you are on one side of an open area, try to knock people off because
    there are no railings
    ~Don't attack people unless you are good at it or it's safe. But sometimes
    it can win you the race
    ~Try to keep the CHECK marker at the bottom in mind and block people since
    Captian Falcon has bad boost
    ~Memorize the hazards
    ~Boost like mad at the 2nd lava part of the course in the
    final lap
    ~Boost right before the jump near the beginning of the track to gain a
    nice position
    The rest is all common sense and racing skills. This is somewhat hard to
    explain, so it must be found out normally.
    Hints: Just don't stop trying.
    H. Secrets of the Champion Belt
    Difficulty: Laughably simple
    Modes: Normal/Hard/Very hard
    Requirements: Beat "The F-Zero Grand Prix"
    Cost: About 65 tickets
    Overview: 1 on 1 race with the worst racer ever
    Mode Changes:
    Normal- I laugh in this racer's general direction
    Hard- Hey look, he learned to boost!
    Very hard- Wow, I didn't beat it first try
    Strategy: Same as with Samurai Goroh. Get used to the track the first time around,
    be sure to boost through the lava and remember where the sharp turns are at.
    Just don't pass him until near the end.
    Hints: Feel free to fall asleep and win the next morning. But seriously,
    just avoid the mines and don't stay in lava.
    I. Finale: Enter the Creators
    Difficulty: Annoying at first, easy when mastered
    Modes: Normal/Hard/Very hard
    Requirements: Beat "Secrets of the Champion Belt"
    Cost: 70 tickets
    Overview: For those who don't get it, the creators are the Sega team, and you
    are racing thier ghosts (very hard is the ACTUAL developers ghost, but this is
    unconfirmed; simply a prediction). You have to race them through a crazy
    imaginary track that best viewed while on acid (rainbow road would be proud).
    Mode Changes:
    Normal- Race him and beat him
    Hard- He is tougher
    Very hard- He is at best
    Strategy: To win, combine caution with good speed and cornering. There is
    never, I mean NEVER, a railing or side on the track. This is easily overcome
    since the tracks are all normal ground and are quite wide. The only problem is
    the turns when you don't know the track, which are easily taken if you know when
    they are coming. There is a big upward spiral part that comes up to a quick
    right turn, so be ready  for that. And the sharp turn at the beginning
    can be slowed at (it helps to do a right X attack while taking it sometimes).
    Hints: Keep in mind this is NOT A RACER. It is a ghost, so it will not react to
    what you do.  Don't worry about the tactic of tailing it so it won't boost
    since you aren't in front, that does not apply. It is a set track it goes
    around and does not change. Also, try to go through the track very slow at
    first, just going through fast enough to make those tiny drops; that should
    get you used to the course.
    Then you have beaten the game's story mode!
    4. Misc
    I have nothing to put here as of yet, maybe if I find/get emailed about
    something noteworthy  I'll put it here
    5. Credits
    Created by Andrew Peterson F-Zero copyright Nintendo
    Special thanks to;
    GameFAQS and CJayC Gamespot
    Copyright Andrew Peterson