______       _______  ______  ______  ______
|  ____|     |_____  ||  ____||  __  ||      |
| |               / / | |     | |  | ||  __  |
| |___   ____    / /  | |___  | |__| || |  | |
|  ___| |____|  / /   |  ___| |    __|| |  | |
| |            / /    | |     | |\ \  | |__| |
| |           / /___  | |____ | | \ \ |      |
|_|          |______| |______||_|  \_\|______|
____________________________________________
|                                            |
|          For Game Boy Advance              |
|____________________________________________|

FAQ/Mini-Walkthrough v1.2
By Olly Dean (nekofever@hotmail.com)
F-Zero and GBA, (c) 1992-2001 Nintendo Co Ltd
This Document (c) 2001 Oliver Dean

THIS DOCUMENT MAY BE USED FOR FREE ON THE INTERNET AS LONG AS THE USER HAS 
EMAILED PERMISSION FROM THE AUTHOR (nekofever@hotmail.com) AND THE FILE IS 
NOT BEING USED FOR PROFIT. IT MAY BE USED IN PRINT IN SPECIAL CIRCUMSTANCES, 
ALTHOUGH IT MAY NOT BE USED IN PRINT FOR FREE. IF YOU ARE FOUND TO BE IN 
VIOLATION OF THESE GUIDELINES, LEGAL ACTION WILL BE TAKEN.

=-=-=-=-=-=-=
1.1 CONTENTS
=-=-=-=-=-=-=
1.1 CONTENTS
  2 INTRODUCTION
  3 FAQ
  4 CONTROLS
2.1 VEHICLES
  2 TRACKS
  3 CORNERING TECHNIQUE
  4 OPTIONS TRANSLATION
  5 SECRETS

=-=-=-=-=-=-=-=-=
1.2 INTRODUCTION
=-=-=-=-=-=-=-=-=
The original F-Zero was released on Nintendo's 16-bit Super Nintendo
Entertainment System (SNES) very early in the console's lifespan. It was a 
notable release for two reasons, firstly as the first real futuristic racing 
game, paving the way for the likes of WipeOut on the PlayStation, and 
secondly as it was a real showcase for the SNES's pseudo-3D technique, Mode 
7 (it wasn't true 3D as all it involved was making the tracks into large 
images and tilting them to create the illusion of depth, perspective, and 3 
dimensions).

F-Zero disappeared from the Nintendo ranks until 1998 when the true-3D 
F-Zero X for the Nintendo 64 (N64) was released. This featured many 
improvements, the most notable being attacks, 30-craft races, 4-player mode 
(the SNES version was 1-player only), 3D tracks with loops, hills, and 
corkscrews, and infinite tracks through a great random track generator. The 
game was brilliant, not mentioning insanely fast, and was probably the best 
racing game on the N64, and one of the Top 10 games.

This brings us to F-Zero for Game Boy Advance (to be called F-Zero: Maximum 
Velocity outside Japan). The game is technically the same as the SNES 
version, but it contains more features such as 4-player mode, multiple 
layers of Mode 7, and all-new craft and tracks. Never mind the fact that 
it's PORTABLE. The game launched on March 21st 2001 in Japan with the 
release of Game Boy Advance. It was one of the first games to take advantage 
of (albeit limitedly) the GBA's 1-cartridge-4-player mode.

=-=-=-=-=
1.3 FAQ
=-=-=-=-=
Email any questions to me at nekofever@hotmail.com and I'll email you back 
an answer and post them here.

Q. HOW MANY CRAFT AND TRACKS ARE IN THE GAME?
A. As far as I know, there are only the 4 standard cars (not the same
as in the SNES version) called Hot Violet, Fire Ball, JB Crystal, and Crazy 
Horse, and 6 hidden vehicles called Dirty Joker, Stingray, Silver Thunder, 
Falcon Mk-II, Fighting Comet, and Jet Vermilion. I'm not sure of the total 
number of tracks, but I'd guess around the same number of the SNES game 
(about 24).

Q. WHICH CRAFT IS THE BEST?
A. It's down to personal preference. I favour JB Crystal (slow but great 
handling) or if you've opened it up, Dirty Joker's even better.

Q. HOW DOES THE 1-CARTRIDGE MULTIPLAYER WORK?
A. After about 20-30 seconds of downloading data, you can play multiplayer 
with one cartridge. It's disappointing, though, as you can only play one 
track, only the master GBA (the one with the cart) has music, and all the 
cars are the same.

Q. SO IS 4-CARTRIDGE MULTIPLAYER BETTER?
A. Yes, as you can play all tracks, all cars, and all GBA's have music. Not 
to mention it's as addictive as a very addictive thing.

Q. I DIDN'T LIKE F-ZERO X. WILL I LIKE THIS?
A. Try it first. F-Zero X was more focused on combat than this or the
original F-Zero so you might like it. Even if you don't at first, give it an 
hour or so before you dismiss it.

=-=-=-=-=-=-=
1.4 CONTROLS
=-=-=-=-=-=-=
_______ _____________ _______
|__L____|             |__R____|
|        _____________        |
|    |  |             |       |
|   -+- |             |    A  |
|    |  |             |  B    |
|  o    |             |       |
|  o    |_____________|       |
|_____________________________|

L:   Left Airbrake
R:   Right Airbrake
A:   Accelerate
B:   Brake
L+R: Boost

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

=-=-=-=-=-=-=
2.1 VEHICLES
=-=-=-=-=-=-=
HOT VIOLET
MAX SPEED: NORMAL: 422
           BOOST: 579
BOOST TIME (secs): 6
BODY STRENGTH: 69
TURN: PERFORMANCE: B
      BALANCE: C

FIRE BALL
MAX SPEED: NORMAL: 440
           BOOST: 565
BOOST TIME (secs): 6.5
BODY STRENGTH: 82
TURN: PERFORMANCE: C
      BALANCE: B

JB CRYSTAL
MAX SPEED: NORMAL: 418
           BOOST: 560
BOOST TIME (secs): 9.5
BODY STRENGTH: 63
TURN: PERFORMANCE: C
      BALANCE: A

CRAZY HORSE
MAX SPEED: NORMAL: 428
           BOOST: 585
BOOST TIME (secs): 5.3
BODY STRENGTH: 50
TURN: PERFORMANCE: A
      BALANCE: D


BEST FOR SPEED: Crazy Horse
BEST FOR BOOST: JB Crystal
BEST FOR STRENGTH: Fire Ball
BEST FOR TURNING: JB Crystal

As you can see, JB Crystal has the most in it's favour, but fails on speed 
as it is the slowest vehicle in the game. Although Hot Violet excels in 
nothing, it is a great all-rounder. Crazy Horse's name sums it up really, it 
is insanely fast but is crazy to control. Fire Ball comes into it's own on 
tracks where you are likely to take a lot of damage or need to eliminate 
some rivals. Overall, choose Hot Violet until you get used to in intricacies 
of the gameplay, and then move onto one of the others when you develop your 
own playing style.

=-=-=-=-=-=
2.2 TRACKS
=-=-=-=-=-=
BIANCA CITY:
This will give you very little grief. The only potential sticking points are 
the long corner before the ramp, the turn after the second black section 
(before the area with gravel on either side), and the turn before the zip 
pads. These will be easily negotiated using the proper turning technique.

STARK FARM:
This track may cause beginners problems because of the sharp, constant 
chicanes and right-angled corners. Once again, use the proper turning 
technique to breeze through it.

LAPUTAN COLONY:
This track is a lot of fun if you've got a vehicle that's good for
cornering. The right-angles and double-right-angle hairpins are no problem 
if you're good and the section where the track splits (both sides are the 
same) has 5 zippers to hit. If you get all 5 you'll have no problem winning.

STARK FARM 2:
This has Stark Farm's trademark right-angled turns, but with the added 
problem of oil slicks at the track sides. It's not hard if you use the left 
and right airbrakes.

CLOUD'S CARPET:
This is tricky as there are some tough corners and the track is narrow. The 
big jump is fun though, and as long as you're in a fast vehicle, boost 
before the jump, and use the left-hand zipper you may be able to cut off 
some of the hairpin. I've never done it but I've seen the CPU vehicles do 
it.

EAST TEN SIDE:
There's nothing too difficult here, but there is a nasty 180 degree turn and 
a couple of double-90 degree chicanes. Intelligent use of the brake and 
tapping the A button during turns should see you qualifying.

BEACON PORT:
Most turns on this track outside the figure-8 section are 90 degrees, but if 
you're this far they should be no problem. The major part of this track is 
the aformentioned figure-8. Both directions are the same and if you hit all 
the boosts and don't collide on the crossroads you should breeze through 
this.

SYNOBAZZ:
The layout of this track would be easy if it wasn't for the mines dotted 
around. They will deplete your energy if hit but once they're gone they'll 
leave a hole in the track. If you run over these holes you won't be damaged 
but you will drastically slow down, which may ruin your chances of winning 
if you're just ahead of the pack. Sometimes the holes are also on fire, 
which will both slow you down AND damage you.

ANCIENT MARE:
This track can be incredibly annoying due to the icy section. Using the 
accelerator-tapping technique will give you a little bit of traction but not 
much. Just have a few practice runs until you get the hang of it. The last 
turn of the ice section can also be annoying, but just turn as much as you 
can and hit the booster which will send you in the right direction.

STARK FARM 3:
This is easy but there is a split in the road with 2 different routes to 
choose from. The right-hand route is shorter but has patches that will slow 
you down as well as a jump. However if you go left it is easier to maintain 
your speed and you will therefore come out of it faster than someone taking 
the right route.

BIANCA CITY 2:
This is VERY easy. If you've played this far on your own you could almost do 
this with your eyes closed.

ANCIENT MARE 2:
Most of the track here is icy. There is another split in the road but it 
doesn't really matter which way you choose. There are also 2 180 degree 
turns that can be annoying.

CRATER LAND:
This track has 3 splits. All are the same length, but you can choose between 
a boost and a power recharge on the first and third ones, adding a little 
strategy to the race. The first has a boost on the left and a recharge on 
the right, the second has 2 boosts, and the third has a recharge on the left 
and a boost on the right. Later on there are also some strips that pull you 
to the left or right. Look at what direction the first one pulls you and 
drive through it's source. i.e. If it pulls right, drive into the left of 
it.

CLOUD'S CARPET 2:
Like the first Cloud's Carpet, this is hard to negotiate. There are 2 jumps, 
and if you're going fast enough on the second you'll clear the 180 degree 
hairpin ahead.

BIANCA CITY 3:
Like the other Bianca Cities, this is not very difficult, but this has more 
chicanes, hairpins, and damaged track than the others.

CRATER LAND 2:
This track is basically an oval with some broken track. Just use the ramps 
provided to leap the broken parts.

EAST TEN SIDE 2:
There are about 5 jumps in this track. You'll have to align yourself in the 
air to land back on the track in one piece. Nothing too taxing, though.

LAPUTAN COLONY 2:
This can get very confusing, due to things on the track that spin you around 
to face the wrong direction. Especially annoying after boosters as you'll 
probably be going too fast to avoid them and correct yourself quickly.

FIRE FIELD:
This can be downright frustrating as you try to avoid mines that leave 
flaming holes in the track to damage you and slow you down, whilst 
negotiating a double 180 degree hairpin.

FIRE FIELD 2:
This is pretty similar to the previous track except the mines are all lined 
up so that you can use the ramps to leap over them.

SYNOBAZZ 2:
This is for the championship! You'll open this track in another mode when 
you finish all the other tracks in Grand Prix mode. See the secrets section 
for more info.

=-=-=-=-=-=-=-=-=-=-=-=-=
2.3 CORNERING TECHNIQUE
=-=-=-=-=-=-=-=-=-=-=-=-=
This allows you to take corners much tighter and shave precious seconds off 
your time. There are a few methods here for different types of turn.

(i) Small Chicanes:
-------------------
If you come up on a small chicane like the one below, you can just
double-tap the relevant airbrake (A) to nudge just inside the corner like 
below:

|   ^|
|   ||
\  | \
  \ <A \
  |    |
  |    |

(ii) Larger Chicanes
--------------------
Here you should use the airbrakes (A) but turn at the same time both ways  
to negotiate the corners:

|        |
|      ^ |
|      | |______
|      |        |
|      |        |
|      A---<-   |
|______      A  |
       |      \ |
       |       \|
       |        |
       |        |

(iii) Other Turns
-----------------
IMPORTANT! This is the main technique in the game. As you negotiate the 
turn, stab the accelerator to turn more tightly, and brake if you are 
turning wrong and must correct it to avoid a collision.

=-=-=-=-=-=-=-=-=-=-=-=-=
2.4 OPTIONS TRANSLATION
=-=-=-=-=-=-=-=-=-=-=-=-=
There are only 2 menus in Japanese in the whole game and they are in English 
as follows (not literally):

Game (which takes you to the second menu)
Records
Options

And the second:

Grand Prix
Single Race/Time Trial
Multiplayer Vs
1-Cartridge Vs
Championship Race (**hidden**)

=-=-=-=-=-=-=
2.5 SECRETS
=-=-=-=-=-=-=
CHAMPIONSHIP RACE
-----------------
Clear all of the regular tracks (basically, win all the Grand Prix races in 
any difficulty) to open this on the bottom of the play modes menu. It is a 
race against a super-hard ghost on a very hard Synobazz track. When you beat 
the ghost it'll be replaced with your winning ghost. The track has 
everything - ramps, mines, broken track (flaming and normal), ice, and 
boosts. There is no real trick to this - just keep practising until you get 
it.

QUEEN SERIES
------------
Beat all the groups (Pawn, Knight, and Bishop) on Expert Class.

MASTER CLASS
------------
Beat any group on expert class. This will open up a master version of it.

DIRTY JOKER VEHICLE
-------------------
Beat all 3 groups on standard class.

STINGRAY VEHICLE
----------------
Beat all 3 groups on expert class.

SILVER THUNDER VEHICLE
----------------------
Beat Queen group on expert class.

FALCON MK-II VEHICLE
--------------------
Beat any single group on master class.

FIGHTING COMET VEHICLE
----------------------
(**thanks to Allan Williams at allan@janie.freeserve.co.uk for this info**)
Beat all 4 groups on master class.

JET VERMILION VEHICLE
---------------------
(**thanks to Allan Williams at allan@janie.freeserve.co.uk for this info**)
Beat all 4 groups on master class with every (yes, every) vehicle. If you 
can't do this use the cheat below.

JET VERMILION CODE
------------------
WARNING! THIS WILL PERMANENTLY UNLOCK JET VERMILION SO IF YOU WANT TO DO IT 
THE PROPER WAY DON'T DO THIS!

Go into Grand Prix Mode and go to the vehicle select screen. On the vehicle 
screen, press L, R, Start, R, L, Select to enter the password screen. Now go 
to http://www.nintendo.co.jp/n08/afzj/vermil/index.html and on the keyboard 
section enter the name of the save you are using, then press enter (the 
right-hand button for those of you who don't read Japanese). This will give 
you a password. Enter the password on the password screen in F-Zero, then 
select OK. You'll have Jet Vermilion in every mode!

RANKING PASSCODE
----------------
Nintendo are planning to run competitions online that you enter by putting 
your code onto the website (much like Konami and their Metal Gear Solid 2 
demo). To get your code, enter the Rankings screen, choose a class, choose a 
save file, choose the track you want to know the code for, and hold L, then 
press Up, Right, Right, B, Left, B, Right, A. The tracks subtitle will 
change into a code.

--------------------
Game Boy: Over 100,000,000 addicted