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    FAQ/Strategy Guide by ShadowN64

    Version: Final | Updated: 02/08/05 | Search Guide | Bookmark Guide

    F-Zero: Maximum Velocity
    A Guide for Fast Times
    by Logan West (A.K.A. The Shadow A.K.A. ShadowN64)
    Expressly for Nintendo Gameboy Advance.
    Copyright (c) 2003-2005. All rights reserved.
    
    This FAQ is dedicated to J.M. (Prov. 31:30)
    
    Table of Contents:
    1. Introduction (INTRDCTN)
    2. Disclaimer (DSCLMR)
    3. Walkthroughs (WLKTHRGHS)
     3a. P1-Bianca City: Stretch Circuit (P1)
     3b. P2-Stark Farm: First Circuit (P2)
     3c. P3-Empyrean Colony: Dash Circuit (P3)
     3d. P4-Stark Farm: Second Circuit (P4)
     3e. PF-Cloud Carpet: Long Jump (PF)
     3f. K1-Tenth Zone East: Snake Circuit (K1)
     3g. K2-Beacon Port: Crossroads Circuit (K2)
     3h. K3-Synobazz: Explosive Circuit (K3)
     3i. K4-Ancient Mesa: Split Circuit (K4)
     3j. KF-Stark Farm: Third Circuit (KF)
     3k. B1-Bianca City: Tightrope Circuit (B1)
     3l. B2-Ancient Mesa: Skating Circuit (B2)
     3m. B3-Crater Land: Skid Zone (B3)
     3n. B4-Bianca City: Ultimate Circuit (BF)
     3o. Q1-Crater Land: Loop Circuit (Q1)
     3p. Q2-Tenth Zone East: Plummet Circuit (Q2)
     3q. Q3-Empyrean Colony: Twist Circuit (Q3)
     3r. Q4-Fire Field: Land Mine Circuit (Q4)
     3s. QF-Fire Field: Warrior Circuit (QF)
     3t. Synobazz: Championship Circuit (CHMPNSHP)
    4. Basic Information You Need to Know (BSC)
     4a. Turning Tecniques (TRNNG)
     4b. Sliding (SLDNG)
     4c. Strafing (STRFNG)
     4d. Boosts (BSTS)
    5. Unlocking Secrets (UNLCKNG)
    6. Fast Laps Info (FST)
    7. Version History (VRSN)
    8. Copyright Information (CPYRGHT)
    9. Contact Information (CNTCT)
    10. Credits (CRDTS)
    
    ===============================================================================
    -------------------------------------------------------------------------------
    1. Introduction (INTRDCTN)
    -------------------------------------------------------------------------------
    ===============================================================================
    
    I mainly started this FAQ for myself. I would come back to a track after an 
    absence and could not for the life of me remember what my average laps were 
    like! So when I'd race through it again, I had no idea if my first lap was good
    compared to normally and likewise with the other laps. I'd have to learn the 
    race all over again. So I started putting down my target times for each lap and
    ended up by getting the bright idea of writing walkthroughs so that others 
    could see my methods too! There's just not that many walkthroughs out there it 
    seems, and sadly too. I would suggest going to the message board at 
    FZeroCentral.com if you really want to get some good walkthroughs, they have 
    lots of help there an much better than I can give you! However, if you still 
    would like to see my methods (and critique them) then feel free! That's what 
    they're here for!
    
    ===============================================================================
    -------------------------------------------------------------------------------
    2. Disclaimer (DSCLMR)
    -------------------------------------------------------------------------------
    ===============================================================================
    
    I Logan West wrote all of the walkthroughs here. Personally I don't usually 
    read any walkthroughs myself, so you can be assured that all of the information
    here is from my own experience with the game. This is said so that you know 
    that 
    these are NOT world record strategies.
    
    ===============================================================================
    -------------------------------------------------------------------------------
    3. Walkthroughs (WLKTHRGHS)
    -------------------------------------------------------------------------------
    ===============================================================================
    
    Ready to rock on and set some great times! Sure you are! These are all the 
    strategies that I used.
    
    <----------------------------------------------------------------------------->
    Pawn 1- Bianca City: Stretch Circuit (P1)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'57"50
    Recommended Vehicle: Fighting Comet
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This is by far one of the easiest levels in the game, yet it will still take 
    a lot of finesse and skill to get a really decent time (I admit that I don't 
    have that "decent time" myself). Getting bumped by the Wind Walker multiple
    times is desirable but rather hard to do as well. For me at least.
    ______________________________________________________________________________
    Lap 1: Target Time= 30"00
    
    It's rather hard for me at least to get under 30"00 but I have done it.
    
    Take the starting boost and prepare to strafe. You can't really predict what 
    will happen on this lap, the more boosts you get from sir Wind Walker the 
    better. Just take everything as they come and try to get a time somewhere
    around 30"00, if you can do a lot better than that then feel free to do so :)
    
    Taking the jump won't really help a whole lot unless you have just had a bump
    from the rear. 
    
    Another little trick is to hug the left wall at that large patch of dirty 
    stuff that you have to work your way around. If you hit it just right you can 
    go in between the dirt and the wall, this will cut off a lot of time if you can
    pull it off, but I usually just went around anyway.
    ______________________________________________________________________________
    Lap 2-5: Target Time= 21"85
    
    For these laps, come into a R-strafe out of the two zippers and across the 
    finish line. Hug the walls as close as you dare and somewhere around the second
    small corner before the jump, hit your booster. This should allow you to get 
    the maximum use of your zippers and boosters. Another little way to figure out
    when to fire off you boosters is to experiment and watch your speed. If your 
    speed has dropped to about the same when you trigger your boosters as when you
    end up at the zipppers, you're doing well.
    
    So after the jump, land in a direction that will take you right next to that 
    left wall in the slow-down zone. Since your booster is still going, you can 
    make it through this slow-down zone without well, getting slowed down! Hug the 
    left wall all the way into that stretch (with the funny yellow "drag" on the
    sides) and then glide into the end. I like to L-strafe along that stretch and
    then R-strafe/slide around that last corner. Hit the booster and then the far 
    right boost as well (at least that's what I like). Rinse and repeat.
    
    
    <----------------------------------------------------------------------------->
    Pawn 2- Stark Farm: First Circuit (P2)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 2'10"00
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Basically just strafe. Strafing really does help, the first time I tried it on
    this level I cut off three seconds from my old time, and it wasn't even a very
    good run!
    ______________________________________________________________________________
    Lap 1: Target Time= 28"50
    
    Get your normal boost from Wind Walker and go into a L-strafe around the two
    little corners and then slide around the 90 degree corner coming up.
    Then go into R-strafe for a split second before L-sliding around that large 
    turn. From here start an R-strafe again. This part is a little tricky, you want
    to head for that large hump in the wall on your right, but you don't want to 
    touch it of course. You want to take the shortest path that you can and that is
    the straightest, this whole area of the track is in a big arc so you want to 
    try to go through it as straight as you can. Hold your R through the turn 
    (left) and then switch to L-strafing through that zone with the skid areas. 
    This next turn is rather difficult unless you take a wide slide early, so do 
    it! Out of the turn the track falls away to the left, L-strafe down it, it will
    set you up better for these next turns. R strafe through that little "bridge" 
    area that has the slow-downs on the sides and then off into the end (avoiding 
    the black stuff on the left of course).
    Hold an R-strafe.
    ______________________________________________________________________________
    Lap 2-5: Target Time= 25"20
    
    As you come out of each preceeding lap you should be in an R-strafe, trigger 
    your boost and switch to L-strafe. From there on out it should be the same 
    (only faster at the first, just practice!).
    
    <----------------------------------------------------------------------------->
    Pawn 3- Empyrean Colony: Dash Circuit (P3)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'59"50
    Recommended Vehicle: Jet Vermillion 
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    An interesting bit of advice, when you go to get the bump from the Wind Walker,
    get your boost at the start, sidle over so that the "check" is directly behind
    you, and then hit your brakes. Slow down to almost a standstill and then speed
    up a little before he crashes into you. Experiment with this a little, I found
    it cut at least a half second of my first lap! 
    Use strafing!
    ______________________________________________________________________________
    Lap 1: Target Time= 26"75
    
    Get your boost from the start and the Wind Walker and R-strafe around the 
    corner, switch to L-strafe and then back around to R. Hold the R-strafe 
    position as you go down this long stretch. 
    You'll need to practice to know when to start your R-slide, you want to be able 
    to make it around this 180 corner coming up.
    L-strafe into the "dash zone" and R-strafe through it. After you hit the fourth
    one be prepared to R-slide. Sorry for all these tecnichal terms here :)
    Then L-strafe for a while. There will be a little minute turn to the left, be 
    careful! you don't need to hug the wall here, practice so you can go straight 
    to the 90 turn (left). Hold your L-strafe here and then cut a quick R-strafe 
    through that little jump in the road before switching back to L-strafing!
    ______________________________________________________________________________
    Lap 2-5: Target Time= 23"15
    
    Each lap is basically the same (as far as strafing directions) as the first.
    
    When you cross the finish line from the preceeding lap, trigger your boost and 
    then swith quickly to R-strafing (you should be going left). Then watch for 
    that turn coming up to your right. You want to slide into this fairly early not
    because it is a hard turn but because you want to be in the right position for 
    the NEXT turn after that!
    I like to time it by watching for the energy refill zone to end. When I see the
    end of that, a split second later I begin my slide. Experiment of course to see
    what works best for yourself. Then take the next corner early (the large 180 
    one) on the slide and you're away to the straight stretch.
    Again, I like to time my slide (for that hairpin 180 turn after the straight 
    stretch) by watching to see where the walls widen (in the straight part). When 
    I see it widen, I wait a teeny bit then start my slide. You want to start it 
    early so you don't slam into the far wall, but not too early lest you slam into
    the near wall! It's really not too hard once you figure out your timing. From 
    then on just follow the instructions for the first lap!
    
    <----------------------------------------------------------------------------->
    Pawn 4- Stark Farm: Second Circuit (P4)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 2'07"50
    Recommended Vehicle Jet Vermillion
    Recommended Opponent: Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This level is a bit different from how I normally do it, the boost is triggered 
    at the same place each lap, but not at the start. Strafe!
    ______________________________________________________________________________
    Lap 1: Target Time= 29"00
    
    Start out with a normal boost and get over to the right side, braking as you 
    go. Then speed up.
    Stick about a car's width away from the wall and the Wind Walker should bump 
    you, taking you almost, if not all the way, to normal speed.
    L-strafe down the track; Coming up on your right after the regenerative zone
    you'll see the track turn to the right, follow it and R-slide around that 
    brown stuff. I like to R-strafe through the next part, swithing to L-strafing 
    when the track goes off to the left. Then slide around that corner and around 
    that piece of slow-down in the center of the track. It is optional which side 
    you choose. Personally I go right on the first lap, and left every subsequent.
    Then just slide along that pathway provided for you until you get to the finish 
    line! You should be in an L-strafe.
    It is hard for me to get under 29"00 by the way.
    ______________________________________________________________________________
    Lap 2: Target Time= 25"00
    
    Since this lap's target time is different from the other three remaining I am
    making a separate section for it.
    Basically go the same route and style as lap 1, except that when you get to 
    that brown stuff separating the road into two sections, go left and trigger 
    your boost as you pass the point of the slow-down stuff (in the middle of the
    road).
    ______________________________________________________________________________
    Lap 3-5: Target Time= 24"45
    
    I was never able to get very consistent on this lap, an average of 24"45 is 
    probably not too much to ask. This lap is exactly the same as lap 2. See 
    above and then above :)
    
    <----------------------------------------------------------------------------->
    Pawn Final- Cloud Carpet: Long Jump (PF)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'57"00
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    I used to prefer the Fighting Comet on this track but learned better since :)
    ______________________________________________________________________________
    Lap 1: Target Time= 25"75
    
    Get the boost at the start. Get the WW to bump you before the first corner. 
    Slide around the corner, come up on the next turn, then slide a bit and switch 
    to an L-strafe around that horrible switchback with that nose sticking out into
    the center of the track. 
    Then R-strafe for a moment until the track dies away to the left and R-strafe 
    around those slight corners (this is to prepare you for that turn before that 
    stretch leading to The Jump. It's pretty easy to slide your way around this 
    corner, then head onto the jump. I think it should be pretty obvious that you 
    need to hit the zippers here. 
    Instead of going the "normal" way though, turn to the left and land on that bit
    of track just before that last wicked turn. You'll be going pretty fast through
    here so watch out! It is very possible to make it through this turn without 
    slamming into the walls, if you do it correctly. I like to stay pretty much as 
    close to the left wall as I can (without running into it silly) and then right 
    when that opening appears to the left I start an L-slide and then quickly cut 
    to the right to get around that corner. Practice for a while and you'll be 
    slipping through there like a greased piglet!
    ______________________________________________________________________________
    Lap 2-5: Target Time= 22"75
    
    Keep going (you should should be at about 530 when crossing the finish line)
    and go through the turns, coming up on that hairpin. Once through it, boost as 
    soon as you can, go through the channel (with the slight turns), take that one
    big turn rather wide, cut back in and to the zippers. Then finish up that last
    turn like you did the first lap! Since you're going the same speed here as on 
    the first lap, it shouldn't be too hard.
    
    <----------------------------------------------------------------------------->
    Knight 1- Tenth Zone East: Snake Circuit (K1)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target time: 1'59"00
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This is an excellent level to try your "strafing" methods as well, as it's 
    pretty straight forward. Just keep on cutting off one or two hundredths of a 
    second at a time!
    ______________________________________________________________________________
    Lap 1: Target Time= 26"50
    
    Get your normal boost at the start (remember, the Jet Vermillion takes longer 
    to "rev up" than most other vehicles) and then pull over until that "check" 
    sign is right in the center of your vehicle, preferably slightly to the left 
    (so you'll get bumped off slightly to the right).
    
    Cut the corner and follow it. As with all levels, it's very helpful to know 
    just where the next curve is going to be and what to expect.
    
    You'll come to the sharp curve with the quick switchback. Slide a little to the
    right (out of that straight stretch) and then cut in and slide right so you'll 
    just clear that corner (you'll know which ones I'm referring to after you've 
    tried it a few times) then follow a couple of gentle corners that drift off to 
    the right. Here is a good place to do your strafing (these next right angle 
    corners coming up). Start of holding down the R-button and follow the right 
    wall, then swith to holding the L-button at the 90-degree turn going off to the
    left, swith back to R-strafing down the short stretch off to the right, and 
    then the last 90-degree turn to the left, switch to L-strafing. This is a 
    pretty long stretch coming up now, so keep L-strafing and then cut in right, L-
    slide and finish off that really wicked corner (don't go too wide and into the
    slowdown zone!). before you completely straighten out, start up your R-strafe, 
    L-strafe right through that little track-shift and back to R-strafing. Don't 
    finish off that last L-strafe by being out in the middle of the track! Closer 
    to the right hand wall is best as you come up to the finish line. My best first
    lap with this strategy is 26"30
    ______________________________________________________________________________
    Lap 2-5: Target Time= 23"00
    
    These laps are very similar to the first lap, the only difference is that you 
    boost right after the finish line. Strafe as much as you can without going too 
    wide on the corners and I usually get somewhere around 22"94. 
    Once you go through that first really bad corner (the switchback) take a look 
    at your speed meter, it should be above 520ish, if it isn't then you most 
    likely scraped some wall or something and are losing valuable hundredths of 
    seconds! Other than that, just strafe, strafe, strafe! I estimated that I cut 
    about 30 to 50 hundredths of a second EACH LAP by strafing!
    
    <----------------------------------------------------------------------------->
    Knight 2- Beacon Port: Crossroad Circuit (K2)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 2'09"50
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This is a fun level for me.
    ______________________________________________________________________________
    Lap 1: Target Time= 27"75
    
    Get your boost from sir Wind Walker and head toward that booster coming up. I
    like to use an R-strafe through here. Almost immediately after you hit that 
    zipper you'll need to start sliding and then almost right after THAT you'll
    need to start L-sliding! It's a pretty little corner there. Then hug the right 
    wall until you hit the zipper. Through this next part I like to head left and 
    stay left. I mean I don't use the crossroad at all, I believe it wastes a bit 
    of time. Pretty much you follow the left side and instead of crossing the road,
    just keep to the left, hitting the zipper there. Now you'll have a small turn 
    and you'll need to start an L-slide because there's a nice sharp corner 
    coming your way. Round it and then L-strafe some more, switching to R-strafing 
    when the need arises and you go around the corner. Hit the zipper of course and 
    R-strafe down the track. I like to quickly glide through the little channel and
    then L-slide around the corner, this is probably one of the trickiest parts of
    the track because you need to slide and then cut it so that you'll land on that 
    zipper. You'll get the hang of it after a while.
    ______________________________________________________________________________
    Lap 2-5: Target Time= 25"50
    
    Almost exactly the same routine as the first lap. I like to trigger my boost 
    right after or as I round that larget corner coming out of the "crossroads."
    Before that even is probably okay though.
    
    <----------------------------------------------------------------------------->
    Knight 3- Synobazz: Explosive Circuit (K3)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 2'28"00
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    The hardest part of this level is getting that huge S-turn just right and also
    using the mines efficiently (i.e. not blowing all of them up before the last
    lap!). Quite possibly this is the single most frustrating level I have worked
    on up to this time.
    ______________________________________________________________________________
    Lap 1: Target Time= 31"25
    
    The first lap is pretty critical, start out with your normal boost, soon after 
    holding L to go to the left (so that you are still going straight down the 
    track but have not touched the D-pad yet). Stay out a ways from the wall to 
    lure the Wind Walker into thinking he can pass you on your right. Once he moves 
    into that position, drift back right (but not all the way to the wall lest he 
    take the notion to pass you on the left!) and get a bump from him as you're 
    coming up on the first turn to the right. Sometimes you can get up to a 460ish 
    boost from him but you tend to take the corner too widely, so be happy if you
    only get up to 456. Take the S-curve as shallowly as you can, and hug the walls
    to you right as you come out of it. 
    
    Some people like to take the first mine out here, which is fine, I like to save
    it but in so doing I probably hurt my time. Definitely take out the last one or
    the Wind Walker will take it out for you. There are six mines (in case you 
    didn't take the time to count) so you can use two on one lap. 
    One note: for all these mines, hit the mine on the right (the left side of
    your vehicle, the right side of the mine, you know what I mean) because this 
    whole track is drifting away to the right and you don't want to slam into the 
    wall, contrary to common belief, slamming into walls do not help improve your
    overall time.
    
    So after you hit that last mine, quickly slide with R and then cut the corner 
    before you try to take out the track wall. Go over the jump and hug the right-
    hand corner, it doesn't matter if your energy is going down, you're not losing 
    speed. Avoid the slow-down zones by side-stepping and go into a nice L-slide, 
    avoiding that large slow-down zone in your way. You should clear that little 
    lip coming up on your right, the R-slide to cut around that last corner.
    ______________________________________________________________________________
    Lap 2-5: Target Time= 29"00
    
    For these laps, boost right after the finish line and then left into that 
    regenerative zone, you want to get as much energy as possible here. Head right 
    and up to that S-curve. This is probably the most frustrating aspect of the 
    entire track. I like to head diagonally across the track from right to left and
    when the track dives off to the left I L-Slide, cut as quickly as I can around 
    that huge bubble to the right, and then again very quickly I slide with R and 
    cut that last corner. The trick I think is to cut the first turn as shallowly 
    as you can (but not so you slam into the wall on the second) and cut those 
    corners sharp and quick without running into the walls. It takes a lot of 
    practice at first and if you're like me you'll soon be ready to throw your GBA
    at the walls (I never did that just so you know)! Anyhow, if you somehow 
    manage to make it through by the skin of your teeth (and don't whap the wall on
    the other side), and if you don't drop your controller in surprise, head on 
    over to the mines. It's your choice what order to take them in, I like to take 
    them out starting with the last one and working back. Or you could take out the
    ones nearest the inside wall, I wouldn't recommend taking out the ones on the 
    outside because as you try to work your way back to the inside of the wall (it 
    saves time to hug the inside wall) the chances of hitting another mine (and 
    ruining you perfect run) are too great.
    
    After you hit your mine, cut around that great big corner and get some air 
    dude. From here on out, finish the lap like you would the first.
    
    <----------------------------------------------------------------------------->
    Knight 4- Ancient Mesa: Split Circuit (K4)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target time: 01'49"50
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    I would recommend the Jet Vermillion for this level not only because of it's 
    high boost and "zipper" speed, but because of it's remarkable cornering 
    abilites on the ice. I would also recommend using a Master opponent: Wind 
    Walker.
    ______________________________________________________________________________
    Lap 1: Target Time= 24"25
    
    Get your boost at the start and go through the turns leading to the ice. You 
    want to preferably be facing right (with an L-strafe). Hit the ice and go 
    right. The JV has a remarkable ability to turn on ice, so use it, don't try 
    slide turning, just blast turn with the A button. Get a bump from Mr. WW.
    
    After the bump, look for the large curve to your left, go into a slide (R 
    button) and cut this corner sharply. Then just keep going and slide/turn around
    the next one. You'll be coming up on the ice now. I prefer to take the inside 
    right zipper and go down the right-hand channel but I suppose the left would 
    work fine as well if you desire. 
    
    Hit the zipper at the end (blast turn around the corner) and head on over to
    that large one in the center. If you're facing more or less in the direction 
    that zipper is facing (to your right as you come out of those last zippers) it
    is better. Head through the tiny channel
    
    You'll hit a tiny patch of ice on the next left turn, don't avoid it, go 
    straight through it tapping A to cut this corner sharply. Another left corner 
    (no ice) and you'll come to a sharp right-hand-180-degree turn with ice all 
    around and a jumper bar. Tap A fast to go around this corner but don't hit the 
    jumper bar head on, you want to just catch it in the far corner where the bar 
    meets the wall, hitting it at as shallow of an angle as you can.
    
    jumper      coming in
    .-----|  | .  |  
    | .   |  | .  v
    |   . \__/ .  
    |     ....    
    |    icy area
    
    Sorry for the poor visuals :) The dotted line represents your path. I know it's
    all upside down.
    
    You want to hit this jumper and lean on the L button as much as you can so you 
    can land on that piece of track before the finish line. You should be able to 
    clear all of the ice and land on the regular track. This saves a lot of time. 
    Hold down and left on the D-pad of course. You will most likely need to tap A a
    few times to straighten out. So basically, you hit the jumper, while holding
    R (you can do a slight R-slide up to the zipper as well) and then switch to L
    strafing (tap A to straighten out your course) and onto the road, clearing all
    of the ice!
    
    Your speed should be somewhere around 490 as you cross the finish line, higher 
    is better of course.
    ______________________________________________________________________________
    Laps 2-5: Target Time= 21"25
    
    Basically this is the same as for lap one, only you will set off your boost 
    right after you get it at the start.
    
    <----------------------------------------------------------------------------->
    Knight Final- Stark Farm: Third Circuit (KF)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'45"50
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    I use a little hybrid method of my own, I have no idea how good it is or if any
    other person uses it but I like it :)
    ______________________________________________________________________________
    Lap 1: Target Time= 24"25
    
    I don't know if it cuts time to slow down for the Wind Walker or not, 
    regardless, get your boost from the start and from him and head through the
    curves. It's not really a good idea to hug the wall because it seems to sort of
    dip in and out when you should go straight. You can pretty much just go 
    straight through the corners, passing the corner on your right, then on your 
    left comes a corner, and another on the right.
    
    To get a boost from the Wind Walker, I found it easiest to stick to the middle
    of the track. He'll whack you soon after the first corner.
    
    Then jug the right wall and when you come to the fork, head right.
    Now here's the hybrid part. I like to slip around the corners and when I hit 
    the jump, I don't go straight, but turn hard to starboard and land in the 
    middle path in between that brown stuff! I think this method saves time but you
    can decide for yourself. Then I R-strafe through it, rounding the corner and 
    L-SLIDING into the zippers. I like to hit the rightmost rear zipper, it just 
    seems to make the next corner easier.
    
    Speaking of the next corner, heh, you'll need to start L-sliding almost right 
    after you hit that zipper, it's a tough one to make otherwise. Then just whack 
    the A button as fast as you can while you make it around and head for the goal!
    ______________________________________________________________________________
    Lap 2-5: Target Time= 20"25
    
    Same as the first lap except that you get an extra boost! I like to trigger it
    somewhere around before I come out of that zig-zag zone near the starting line.
    Or when your speed drops to about 480 I think. Whichever is more preferable to
    remember.
    
    <----------------------------------------------------------------------------->
    Bishop 1- Bianca City: Tightrope Circuit (B1)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'49"50
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This level is all about strafing and cutting corners, you'll have to work out 
    your own best tecnique I suppose.
    ______________________________________________________________________________
    Lap 1: Target Time= 24"50
    
    Get your usual boost from the start and from sir Wind Walker and  hug the right
    wall. You'll want to keep hugging the right wall for a while here, there is a 
    long stretch that has oh, three mild corners or so, just cut them as close as 
    you possibly can. You'll come to a large 90 degree turn to your left and at 
    this point I like to switch to L-strafing (through the last part I guess I 
    like to R-strafe, either way doesn't seem to make too much of a difference to 
    me anyway) and then back to R-strafing to prepare for the next corner coming 
    up. You'll want to experiment with what works best for your (R vs. L-strafing)
    all through this level. There really is not any tricks that I know of, you 
    just need to strafe really well and stick close to the corners without slowing
    down.
    ______________________________________________________________________________
    Lap 2-5: Target Time= 21"25
    
    Exactly the same as you would do the first lap, only trigger your boost off 
    somewhere after the start line, I do it right after I cross the line (and 
    obtain the boost) but there might be a better time for it. For cutting the 
    corners, I find it easiest to start my turn sooner than I would think I'd need
    to. In other words, start your turn before you come to it.
    
    <----------------------------------------------------------------------------->
    Bishop 2- Ancient Mesa: Skating Circuit (B2)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'49"00
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    The Jet Vermillion is simply the best on ice, hands down, a hint though for the
    wise: Don't try to do a slide on the ice or you'll lose traction and also speed
    in the process. Tapping A works really well on ice.
    ______________________________________________________________________________
    Lap 1: Target Time= 24"50
    
    Get the beginning two boosts and then L-strafe/slide around the corner. I like 
    to then switch to an R-strafe as I come out of the turn, and back to L-strafing
    in preparation for the turn with the ice on it. When you come to the icy part, 
    do not slide! Quickly switch from L to R without crossing the two! I then hug
    the inside wall (right side) and go over around that big thing in the center. 
    With the Jet Vermillion, you need to tap A to straighten yourself out, just 
    using the D-pad has a tendancy to make one slide a bit. 
    Then switch to L-strafing and down the path laid out for you. When you come to 
    the big turn (to the right) start you slide, get on the ice and tap your way 
    around the corner. L-strafe and tap your way around the other corner on the 
    ice. Now on to the finish!
    ______________________________________________________________________________
    Lap 2-5: Target Time= 21"15
    
    Same as the first lap, only trigger your boost right after you get it!
    
    <----------------------------------------------------------------------------->
    Bishop 3- Crater Land: Skid Zone Circuit (B3)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'35"00
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: None
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You don't need an opponent for this level, since you get those zippers almost 
    right after you start. The key to this level is lots of strafing and taking the
    shortest path you can of course!
    ______________________________________________________________________________
    Lap 1: Target Time= 19"30
    
    This should be your slowest lap, ranging from 19"30 to 19"50 (for me, and I 
    know I'm slow). Take the left split and hit the four boosts, go into a R-slide
    around the corner and then R-strafe to the next big left turn.
    From there go into a L-strafe to the left and then slide around the next 
    corner. I prefer to take the right split up ahead, to make it easier to glide 
    into the "skid zone." In this next zone, be careful about getting knocked into 
    the left wall by that middle skidder, you can cut the left corner here on the 
    third skidder because it will push you away from the wall anyway.
    Cut into that stretch that narrows in the middle and R-strafe down it, you 
    needn't really worry about slamming into the walls here, you'll get buffeted 
    around a slight bit but nothing serious.
    R-slide around the corner and then strafe on over to the zippers on the right. 
    Take 'em and L-strafe into the finish!
    ______________________________________________________________________________
    Lap 2-5: Target Time= 18"80
    
    My laps usually range from 18"80 to 18"90, it's all the same as Lap one except 
    that as you go into the skid zone, look to your speedometer to see when you 
    drop to 600, then trigger your boost!
    
    Every hundredth of a second you shave off by strafing counts.
    
    <----------------------------------------------------------------------------->
    Bishop 4- Cloud Carpet: Icarus Circuit (B4)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'58"00
    Recommended Vehicle: Fighting Comet
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    I like this level a lot for just playing around in, it's fairly simple it 
    seems. Just about every lap is different in some way.
    ______________________________________________________________________________
    Lap 1: Target Time= 27"25
    
    Get your normal boost from the start and start strafing, more or less hugging
    the left hand wall as you go through the corners. Somewhere around the last 
    corner you might get a bump from the Wind Walker, now leave him in the dust by
    hitting one of those two zippers there. I prefer to hit the left one because it
    is easier to go around that slow-down stuff if you do. 
    Anyhow, weave your way around it and do an L-slide around the corner. You want
    to maintain your speed through all of this area so that means NO brushing the 
    walls, and as little tapping of A as possible. Hug those corners! Go through 
    the narrow part with an R-strafe and round the corner, hitting that jump. Cut
    across the open air to the icy part ahead of you. Land and R-strafe. You should
    be somewhere over 430 when you hit the jump, if not then you are going to have
    a hard time with this next part. Hit the jump and aim slightly to your left. 
    Make sure you have an R-strafe here! Hold it in the air and head for that small
    elbow on the opposite side, if you make it, quickly head right and around the 
    corner. This cuts off a large arm of the track and is very useful! Zoom into 
    the finish!
    ______________________________________________________________________________
    Lap 2: Target Time= 24"75.
    
    Now follow the path until you get to the boosters, zip past the slow-down zone
    and get to the first jump. AFTER you land, hit your booster, I found that 
    triggering your booster here seemed to work the best to get the most out of 
    them.
    ______________________________________________________________________________
    Lap 2-4: Target Time= 22"10
    
    Same as lap 2, only you have got the remainder of you boost from the 
    previouslap that makes it a bit faster in the first part of the lap.
    ______________________________________________________________________________
    Lap 5: Target Time= 21"75
    
    Since your boost is kind of wasted if you trigger it at the same point as the 
    previous three laps, trigger it as you come out of the area with the slow-down 
    stuff. You can even trigger it right before it and cut across it if you want!
    
    <----------------------------------------------------------------------------->
    Bishop Final- Bianca City: Ultimate Circuit (BF)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'49"00
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This is another strange level. I don't know that my method is the best (surely
    it is not because you waste some of your boost) but I was willing to give it a
    shot! :)
    ______________________________________________________________________________
    Lap 1: Target Time= 24"75
    
    Get your boost from the start and R-strafe down the track. I like to get a 
    bump from sir Wind Walker right after I round the first corner. Then L-strafe
    down that passage with the funny edges jutting out. This next turn can be quite
    difficult at high speeds but if you start your slide soon enough you should 
    have no problems.
    Now R-strafe around the other corners, then switch to L-strafing to come out of
    it and back to R-strafing for the next turn. L-strafe past that and then 
    around the next corner and back to an R-strafe. This next corncer (the little 
    skinny piece jetting out in the center of the track) is rather tricky, just 
    start your slide early (it might be helpful to aim for that little elbow on the
    right side of the track first, then when you slide you'll miss it) but you do 
    need to try to get an early start at your R-slide here. 
    
    Once out of it, head for home!
    ______________________________________________________________________________
    Lap 2: Target Time= 22"00
    
    This lap is the same as the first one, only trigger your boost right after that
    skinny turn near the end.
    ______________________________________________________________________________
    Lap 3-5: Target Time= 20"75
    
    This is the same as Lap 2. The only reason the time is lower is, of course, 
    because you have a faster first part of the lap (coasting from the boost on the
    last one).
    
    <----------------------------------------------------------------------------->
    Queen 1- Crater Land: Loop Circuit (Q1)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'27"50
    Recommended Vehicle: Fighting Comet
    Recommended Opponent: None
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    I don't like to use an opponent because you hit a zipper fairly quickly after
    you start, and an opponent would only get in the way when you "lap" him. :)
    ______________________________________________________________________________
    Lap 1: Target Time= 19"00
    
    For this lap, hug the wall and  then hit the zipper, I guess I usually am in an
    R-strafe at this point. Jump way out over the corner and try to land on that 
    closest little path in the middle of all that slow-down stuff. Hit an R-strafe 
    and go over the jump and then hold that R. Round the corner is this tricky 
    part. You need to hit that mine on YOUR right side (the mine's left) and then
    tap A madly so you don't slam into the opposite wall. What helps is to have 
    your vehicle angled more toward the right (or even center) than to the left. If
    you have your nose pointed to the left you are going to make a smashing 
    impression!
    Then hit the third mine as well! You'll probably pass the second on your right,
    if you hit that one instead, that will work but is not quite as desirable, 
    basically, you want this second hit from a mine to carry you into the next lap.
    
    Then slide the last corner and head for home!
    ______________________________________________________________________________
    Lap 2: Target Time= 17"50
    
    This really isn't much different than all the other laps, the target time is 
    just different because you want to save your boost. I like to trigger my boost
    before I hit the second jump. Then coast on that boost through the beginning of
    the next lap.
    ______________________________________________________________________________
    Lap 3-5: Target Time= 17"00
    
    Exactly the same as the lap 2.
    
    <----------------------------------------------------------------------------->
    Queen 2- Tenth Zone East: Plummet Circuit (Q2)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 2'15"50
    Recommended Vehicle: Fighting Comet
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This track has some neat shortcuts to it.
    ______________________________________________________________________________
    Lap 1: Target Time= 35"50
    
    That 35"50 is only an approximation, there can be a wide variety of times, due 
    to the fact that you really have to rely a lot on the Wind Walker bumping you.
    Get your two convenient boosts and then get another from the WW. If you're 
    lucky you'll get up to about 470. After both the jumps you'll hopefully get 
    another one. Like I said, this entire level is very dependant on the WW giving 
    you some good bumps through this thing.
    
    Let me mention something really quick, I believe that it is possible (and even
    more so given how much better the Champion's time is than mine) to get a bump
    from the Wind Walker after the first jump and then making it through the 
    shortcut (see second lap info) and cut of perhaps several seconds at least
    right there! I have tried this many times and the best I ever did was an 
    attempt with my speed at about 480. I crashed into the side and blew up (which 
    was exciting because normally you ahem, "plummet" down into the depths). I 
    think it would be possible if you got the WW to bump you in that tiny window of
    time and got your speed up over 500, that you could make the jump and cut lots 
    of time off! If I ever succeeded I'd probably muff every other lap though 
    because of my excitement!
    
    So follow the corners closely and hopefully get some more bumps. When you come 
    to that place with the big split, I like to go left but you may find it easier 
    and faster to go right, I'm not really certain.
    ______________________________________________________________________________
    Lap 2-5: Target Time= 25"00
    
    Okay, here's the scoop, there are some really great shotcuts here if you'll 
    take the time to listen. 
    
    Trigger your boost right at the start and L-strafe around those corners. After 
    you go over the first jump, watch closely for the second and hit it in the left
    corner. Head left out over the large expanse and you'll see the track coming up
    just waiting for you to land on it! Congratulations! You just cut off a large 
    part of the track and of your overall time! But wait, there's more!
    
    Hit the next jump in the RIGHT corner and head out to the track's corner 
    looming over to your right. There was another great shortcut! 
    Shave close to the left corner, start your slide, and cut past the right 
    corner. Pretty easy huh? Now you're on home stretch!
    The first time I successfully completed this method vs. the "stick to the 
    original track and not use shortcuts" method, I cut over 30 seconds off my 
    time!
    
    <----------------------------------------------------------------------------->
    Queen 3- Empyrean Colony: Twist Circuit (Q3)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'42"50
    Recommended Vehicle: Fighting Comet
    Recommended Opponent: None
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Again, I don't think an opponent really helps all that much on this level and
    would only get in the way in my opinion.
    ______________________________________________________________________________
    Lap 1: Target Time= 22"50
    
    You'll want to get your two boosts, then R-strafe around the corner and head to
    the left side of the track so you can hit the zipper. Once you do so, ease 
    right in order to miss that twister and then back to the wall and slide so you
    can make it around that turn. This next part is fairly easy, you'll want R-
    strafe at first, then switch to an L-strafe and round the big corner, then back
    to an R-strafe, and finally you're out of that channel once you round that last
    corner. It's best to hit the zipper, go between the two twisters and be in an
    R-strafe when you come out of it. Hug the left wall and then leave it to hit 
    that zipper way down there. Avoiding the twister looming in front of you (I 
    usally go to the left of it) hit the next zipper (the twisters here don't 
    usually present a problem) and into the final stretch! Hug the left wall of 
    course.
    ______________________________________________________________________________
    Lap 2: Target Time= 20"00
    
    I like to trigger my boost right after I acquire it (that way it lasts all 
    through that narrow zone) and then follow the same strategy as for the first 
    lap.
    
    <----------------------------------------------------------------------------->
    Queen 4- Fire Field: Land Mine Circuit (Q4)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: Unknown
    Recommended Vehicle: Jet Vermillion
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This is laughable, I mean, writing a walkthrough for LAND MINE CIRCUIT!! You've
    got to be joking, and in fact I am. I have no intention of writing a strategy 
    for this level because it is incredibly random. I could easily use the mines to
    get a dandy first lap and not have enough energy left to make it through the
    other four laps! It's just random. Anyone who says they are consistent on this
    level is a cock-eyed liar. It's just not possible! You can't have 4 laps that 
    are practically identical to eachother. Anyway, at least not within my limited
    abilities. I can recommend the Jet Vermillion however because he has such great
    body qualities and can take the beating those mines give. Good luck!
    
    <----------------------------------------------------------------------------->
    Queen Final- Fire Field: Warrior Circuit (QF)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'50"50
    Recommended Vehicle: Fighting Comet
    Recommended Opponent: Master Wind Walker
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This is a very interesting and fun level to play on. There are lots of great 
    and interesting features. I'm not sure why I prefer the Fighting Comet over 
    the JV for this level, usually it's the other way around. I just performed 
    better with the FC for some reason.
    ______________________________________________________________________________
    Lap 1: Target Time= 26"20
    
    Get your two boosts after you start, then strafe along the right wall, leaving
    it at the corner and passing by the corner of that slow-down stuff that shows
    up on your right. Hopefully you'll get another boost from the WW before that 
    large corner. Or immediately after if I recall correctly. Head over the jump. 
    Since your speed isn't that great, it usually is not beneficial to try to cut 
    off a large part of the track by jumping over the corner. When you reach that 
    stretch with that pink/purplish stuff on the left and the mine on the right, 
    hit a mine and get some speed. Make an L-slide at the end and into that 
    "skidder" which will prevent you from hitting the wall. If you try to head at 
    and angle while on this thing, you will get slowed down a bit, so I recommend
    trying to go straight down the length of this thing (I guess I like to use an
    R-strafe here as well) and then through the very midst of that black junk. The
    very midst of the track in between it I mean.
    Then round the corner and head home!
    ______________________________________________________________________________
    Lap 2-5: Target time= 21"00
    
    Just trigger your boost at the start (and you can kind of go straight through
    the slow-down stuff now), round the large corner as tightly as you dare without
    bumping it, and take a large leap over the corner of the track when you hit the
    jump. From there though you're on your own!
    
    <----------------------------------------------------------------------------->
    Synobazz: Championship (CHMPNSHP)
    <----------------------------------------------------------------------------->
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Target Time: 1'29"00
    Recommended Vehicle: Jet Vermillion
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Ah yes! Quite possibly the most delicate level of the game, fascinating and
    wonderful to behold! A level that both exasperates and elates the gamer! The
    ultimate in pure racing skill. I feel totally unqualified to broach upon this
    level in particular, but I'll give it a go anyhow.
    ______________________________________________________________________________
    Lap 1: Target Time= 19"50
    
    Get your boost from the start and immediately go into an L-strafe. You'll want
    to hit the first mine (farthest left) on YOUR left side and ricochet off of it 
    so that you can hit that solitary mine on you RIGHT side so that you can make 
    it around that corner. I find it easiest to sort of turn into the mine (using
    R on the D-pad) and then L-slide around the corner. It takes a bit of time to 
    get it down pat though.
    
    Then stay out of the slow-down stuff, zig-zagging back and forth. You should
    have been able to make it around that large corner without running into it.
    
    Now go into an L-strafe and head straight for the heart of that lava-looking
    stuff. Hit a mine on you left and L-slide around the corner, cutting it so 
    you'll be able to hit the jump near the right side. Jump it and land near the
    two zippers, taking the left one with an L-strafe. Then tap A around the corner
    to your right, again tapping to go to the left (it's tricky) and start a slide.
    This slide is very difficult to get right because you don't want to run into 
    either the far wall nor the near wall, which makes a very small bracket for 
    error. Hopefully you didn't hit any walls, and then you head for the two 
    zippers!
    
    There is a tecnique known as the Japanese Dash Tecnique but I have not the 
    knowledge nor practice enough to use it. Nor the inerest I suppose :(
    ______________________________________________________________________________
    Lap 2-5: Target Time= 17"40
    
    Go into an L-strafe as you come across the finish line and start your slide
    fairly early. As you are going around it, quickly tap the R button to trigger
    your booster. Then head straight through the slow-down stuff and round the 
    corner, heading for the group of mines. You can use these mines sitting here 
    to get a slight boost. The rest of the lap is up to you. Good luck! You'll need
    it! :)
    
    ===============================================================================
    -------------------------------------------------------------------------------
    4. Basic Tecniques You Need To Know (BSC)
    -------------------------------------------------------------------------------
    ===============================================================================
    
    Okay, this is the part of a FAQ that nobody reads right? Yet it is vital to 
    understanding what I have written. First off, on FZeroCentral.com Dave Crawford
    has written a wonderful guide on the basics, so if I am hard to understand, try
    looking to his guide for help.
    
    -------------------------------------------------------------------------------
    4a: Turning (TRNNG)
    -------------------------------------------------------------------------------
    
    The easiest way to turn is just to use the d-pad, however, there are aids that
    will make turning and cornering sharper, easier.
    First is the L and R buttons. If you want to turn Right, using R will make you
    lean toward the right and thereby turn a little sharper. Same thing goes for 
    the L button, if you want to turn left, the most basic tecnique is to hold down
    L while you turn left! Easy huh? J.B. Crystal works decently with only this 
    tecnique.
    
    The next tecnique is called the blast turn, which is accomplished by tapping 
    the A button. I prefer to use this tecnique in bursts of three, since by 
    removing your thumb to press the button again you do lose a slight bit of 
    speed. This really helps your cornering and now you can use Hot Violet with
    ease!
    
    -------------------------------------------------------------------------------
    4b. Sliding (SLDNG)
    -------------------------------------------------------------------------------
    
    This deserves a section all to itself because it is so important. It's called
    sliding and new players seem to dread it. Actually, it's not at all hard to 
    learn if you'll just apply yourself. It involves using the OPPOSITE shoulder
    button than the direction you desire to slide. If a really sharp corner is 
    coming up to the right, you start by holding down the L-button and pressing 
    RIGHT on the d-pad. This will cause your vehicle to slide out and you'll be 
    facing toward the right, now let go of the L-button and hold down the R-button 
    while tapping A (if you need it). This last part is to finish off the curve, to
    "cut it" if you will. Congratulations! you just performed your first slide 
    turn! Now pick up your scrapped vehicle and try again. It becomes easier with 
    practice of course. In my walkthroughs I refer to a slide with the L button as
    an L-slide and an R button slide as an R-slide. Remember! R-slides go to the
    left, L-slides go to the right!
    Sliding works best with heavy vehicles such as the Wind Walker, Silver Thunder,
    and especially my favourite, the Jet Vermillion.
    
    -------------------------------------------------------------------------------
    4c. Strafing (STRFNG)
    -------------------------------------------------------------------------------
    
    This is a more advanced tecnique, only once you have mastered the slide turns 
    (or are attempting to) would I suggest using this. 
    One of the things I liked about this game is the fact that I would keep 
    discovering new tecniques as I went along and got better and better.
    Depending on the track, you can cut upwards of half a second off of each lap! 
    That may not sound like much, but that could mean at least 2.5 seconds better 
    than your previous best time! It is accomplished by holding down either the 
    L or R button and keep holding it even when you are going on a straight 
    stretch. If your vehicle was going straight in the first place though, it will
    mean that now you are drifing toward the wall! So you have to correct your path 
    by tapping the d-pad. You steer like normal, only you are now going diagonally!
    Hmm, GoldenEye anyone? This is corner strafing and I refer to it as either R-
    strafe or L-strafe, depending upon which button you are using. 
    Now let's test it out. Try it with a vehicle such as the Jet Vermillion. Just 
    start strafing down the track getting used to the feel of it. Once you become 
    adjusted to it, you can start to plan which direction you want to strafe in 
    to prepare for a corner. If a big right-angle corner is coming up that turns to
    the Right, use an L-strafe, that way you are already facing in the direction 
    you
    want to turn, you can also just pretty much release the L button and switch
    to using the R-button and you're practically already heading how you want to.
    
    
    ----------------------------------
    |
    |
    |            /  /  /  /  /  /
    |         /
    |       /   ====================
    |       /   |
    |       /   |
    |       /   |
    |       /   |
    |           |
    |           |
    
    That little slash is supposed to be your vehicle and how it is facing. At the 
    corner the player switched from an L-strafe to an R-strafe. College- level 
    visual aids here. High-tec stuff! 
    
    -------------------------------------------------------------------------------
    4d. Boosts (BSTS)
    -------------------------------------------------------------------------------
    
    The first boost you encounter is from the starting line. Rev your engines up 
    and if you are in the right pitch, you get a boost. Soon after you slow down
    though, and that's why an opponent is required. Here's an easy way to know how
    to get a boost at the start, just hold down the A button and keep it held, you 
    just have to know when to press it. Here's a chart:
    
    For Light Vehicles, press the A button and hold it right after or as the 
    "Ready" sign flashes for the third time (the last time before "GO" appears).
    For Medium Vehicles, press the A button the second time "Ready" flashes.
    For Heavy Vehicles, press the A button as the "Ready" flashes for the first 
    time.
    Mammoth Vechicles: (i.e. Jet Vermillion) press sometime just before the "Ready"
    sign first flashes.
    
    Light Vehicles:
    Hot Violet
    J.B. Crystal
    Wind Walker
    Sly Joker
    Falcon Mk-II
    Fighting Comet
    
    Medium Vehicles:
    Fire Ball
    The Stingray
    
    Heavy Vehicles:
    Silver Thunder
    
    Mammoth Vehicles:
    Jet Vermillion
    
    On of the most common boosts is gained by running over a little pink zipper on
    the ground, this will take your speed up instantly to 615 KPH.
    
    The other common way is to use the boosts allotted to you. After each time you 
    cross the finish line you are awarded a boost that can be set off. It depends 
    on what vehicle you use as to how long your boost lasts and how fast it is.
    
    Mines are usually avoided, but when going for fast times you can use them to 
    your benefit! Run into it from the side and hope you don't get blown off into 
    the wall. Light vehicles such as the Fighting Comet get knocked around like a 
    straw in a tornado, but heavier vehicles such as the Jet Vermillion *hinthint*
    take it like a man and last right through it gaining tons of speed.
    
    Another way is to have an opponent:
    The recommended opponent for most levels is the Wind Walker as he give you a 
    nice boost. The opponent is usually only used once per race: on the first lap,
    right after the starting line. You get a boost by zooming ahead of your 
    opponent using a boost at the start, then sidling over so that the "check"
    sign is directly behind your vehicle. Some levels this will not work because
    of corners but generally speaking it works fine.
    I find that I get up to speed quicker if I get in front of Wind Walker and
    then brake until I'm almost stopped, then speed up again. This allows Wind 
    Walker to catch up to you quicker and allows you to gain your normal speed in
    a shorter amount of time. I found that slowing down at the start seemed to cut
    about a half second off my first lap!
    
    ===============================================================================
    -------------------------------------------------------------------------------
    5. Unlocking Secrets (UNLCKNG)
    -------------------------------------------------------------------------------
    ===============================================================================
    
    There are a number of secret Vehicles to unlock, you must go through Grand Prix
    in order to get them though.
    When you first get the game, I suggest using Hot Violet, she's a fairly good 
    overall character right at the start and works well with blast turning.
    After you go through all the tracks in Beginner I believe the Sly Joker will 
    appear, use him to go through some more tracks (higher and higher in 
    difficulty) and I believe if you defeat a cup on Master (to unlock Master 
    mode merely defeat Expert for that cup) you will unlock the Falcon Mk-II, which
    has very good cornering and good speed, it's only drawback is it's boost but I
    would suggest using that to go through al of the tracks in Master.
    To unlock the next best vehicle (Fighting Comet) you must beat all of the cups
    in Master mode (even the Queen cup. Queen cup is available after beating the 
    other three on at least Expert).
    
    There is only one ship left to go and he is the best overall but hard to learn
    how to use at first.
    Jet Vermillion.
    There are three methods, the first is to go through Grand Prix with every 
    vehicle, in every cup, on Master. Now honestly, who has time for that? Besides
    Simon Cheetham. 
    Another way is to go through Championship (a special unlockeable track) 255 
    times. That doesn't mean 255 laps, that's 255 times! Let me see that's 1275
    laps around this track! Well, at least you'd get good at it. :P
    Don't Despair!
    The final way (and the way I chose *shamed*) is to go to FZeroCentral.com and
    follow instructions for unlocking the Jet Vermillion, which in short entails
    going to a Japanese website and entering the code into your GameBoy.
    
    ===============================================================================
    -------------------------------------------------------------------------------
    6. Fast Laps Information (FST)
    -------------------------------------------------------------------------------
    ===============================================================================
    
    
    I guess I could have written separate walkthroughs for each of the fast laps,
    but a fast lap basically follows the same principal as a regular lap. Here is 
    the difference.
    For a fast lap, one must go through all the other laps without setting of any 
    of their boosts (hoarding them if you will). By the time you are on your fourth 
    lap (in the upper left it says "last 2") and then just before you cross the 
    finish line to start your final lap, trigger a boost. You see, you can only 
    hold 3 boosts at a time, so if you trigger your boost right before the finish
    line the computer reads it as that boost is gone (being used) so it fills up
    the "empty spot" with another boost, so you basically cram four boosts into 
    one lap! Obviously good steering is necessary as well and it gets annoying 
    having to restart the level and go through those first four boring laps again
    and again.
    
    ===============================================================================
    -------------------------------------------------------------------------------
    7. Version History (VRSN)
    -------------------------------------------------------------------------------
    ===============================================================================
    
    Version 1.0
    Uh, released sometime in 2003......
    
    Version 1.1
    2003-11-10
    Added updated walkthroughs to P5 and K4.
    Fixed typo on P4. Thanks Richard Huang!
    
    Version 1.2
    2004-5-18
    Spiffed everything up and added F-mode and MrFixitOnline to list of good guys 
    ;)
    
    V 2.0: Final
    2005-1-20
    This is by no means the last update I'll allow myself. I just feel that this 
    guide hasn't had a real need for any fantastic updates in a while, so I'm 
    calling it complete. Again, there are far faster, better strategies out there, 
    these are what I used to get my (poor) times and I could have improved much 
    more using these strategies. These are the best ways to do things that I know 
    of.
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    8. Copyright Information (CPYRGHT)
    -------------------------------------------------------------------------------
    ===============================================================================
    
    Author: Logan West- (ShadowN64@yahoo.com)
    This file is Copyright (c)2004 by Logan West. All rights
    reserved.
    
    This file may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission, except the following sites:
    
    GameFAQs.com
    WOGaming.com
    NeoSeeker.com
    GameNotOver.com
    CheatHappens.com
    MrFixitOnline.com
    PlanetNintendo.com/F-Mode
    
    Use of this guide on any other web site (especially Cheatcc.com) or as a part 
    of any public display is strictly prohibited and a is violation of copyright.
    This guide is under NO circumstances allowed to be at Cheatcc.com (Cheat Code 
    Central.com), so hands off Dave (for those of you who might be unfamiliar, Dave 
    has this nasty habit of hosting guides without permission of the authors and 
    then being very reluctant to take them down, even when pestered for months upon 
    months).
    
    ===============================================================================
    -------------------------------------------------------------------------------
    9. Contact Information (CNTCT)
    -------------------------------------------------------------------------------
    ===============================================================================
    
    I'd be happy if you wanted to contact me and let me know how you liked the 
    layout of the guide, my writing style, wanted to point out corrections, tell me 
    your scores or strategies etc. etc.
    
    However, I will NOT accept mail that has flames, advertisements, get-rich-quick 
    offers and the like. If you want to e-mail me, be nice. Please be clear and 
    concise as well, the game you are playing, the level you are on, and the 
    version of the guide/game (i.e. platform) would all be helpful. And none of 
    this: "plz hjlp me one teh levl were u hav 2 save thjat gy u saw in eht last 
    lvel tjnks" Because other than me having a good laugh, it's no use to me 
    whatsoever.
    
    If you have a question to ask, then I would really suggest first going to the 
    GameFAQs.com message board for this game, it would really save me from having 
    to answer a lot of questions (my Hobbit FAQ garnered well over 250 e-mails 
    regarding basic gameplay that I probably shouldn't have received as it was an 
    advanced guide) and it also gives the people on the message board a chance to 
    help out, rather than the author of a guide having to answer all the questions 
    (it can be tiring answering the same questions over and over via e-mail).
    
    Okay then, looking forward to hearing from you!
    
    The Shadow (ShadowN64@yahoo.com)
    
    ===============================================================================
    -------------------------------------------------------------------------------
    10. Credits (CRDTS)
    -------------------------------------------------------------------------------
    ===============================================================================
    
    1. Thanks to my Lord and Saviour Jesus Christ for dying for me.
    2. Thanks to J.M. for the friend you have been.
    3. Thanks to Dave Crawford for the best FZero site out there!
    4. Thanks to Silas Verrinder for FAQ Writer. It's a lot better now!
    5. Special Thanks to Dave Phaneuf for being a (albeit unknown) competitor!
    6. Thanks to CjayC for posting this
    7.Thanks very much to Alexander Davidson for his program: Metapad. I like it!
    8. Thanks to you, my fine reader!
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    

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