F-Zero: Maximum Velocity
A Guide For Mastering the Jet Vermillion
Written by Logan West A.K.A. The Shadow A.K.A. ShadowN64 
Expressly for Nintendo GameBoy Advance
Copyright (c) 2003-2005 by Logan West 

TABLE OF CONTENTS

1. Introduction (INTRDCTN)
2. Methods of Unlocking (MTHDS)
3. Basic requirements (BSC)
4. Step by step guide (STP)
 4a. Start with a Boost! (STRT)
 4b. Bump by an Opponenet! (BMP)
 4c. Blast Turns (BLST)
 4d. Drift or Slide Turns (DRFT)
 4e. Strafing (STRFNG)
 4f. Japanese Dash Tecnique (JPNS)
5. Miscellaneous Information (MSC)
 5a. Fast Laps (FST)
6. Version History (VRSN)
7. Copyright Information (CPYRGHT)
8. Contact Information (CNTCT)
9. Credits (CRDTS)

===============================================================================
-------------------------------------------------------------------------------
1. Introduction (INTRDCTN)
-------------------------------------------------------------------------------
===============================================================================

***The Jet Vermilion is abbreviated to "JV" in later context***

Richard Huang contacted me a little while ago in respect to the Jet Vermilion.
As might be surmised by looking at the time rankings, there is usually a large 
gap between the people who use the Jet Vermilion and those who don't. What
causes this? Well, to clarify, in the hands of someone who knows how to use it,
it can be an incredible machine, by far the best. It has great top speed, and 
the best boost speed. Most people who try it out for the first time however, 
throw up their hands in despair after a mere few minutes. "It turns terrible!
It starts out slow! I can't use this machine!" These are only a few of the 
comments that are said despairingly. "Well, you just have to know how to use
it!" 
"I don't care, I'll stick to my Falcon MK II." Or worse yet:
"I think MV stinks. I give up."
That's not the attitude! You CAN master the Jet Vermilion, it's a piece of
cake! Well, okay, maybe a piece of that fruitcake left over from last Christmas
but......
If you're truly wanting to learn, if you want to do what it takes to become a 
Jet Vermilion master, read on. If you could care less, then I personally could
care less.
The Jet Vermilion is a powerful tool. You must undertake the training in order
to learn how to use this tool. Your mission is clear. Go to it.

Notes from the co-author, Richard Huang:
What motivated me to start this FAQ was in fact of the large gap I noticed 
between those who mastered the JV and began setting amazing records with it and 
those who were skilled enough to control the JV but yet lacked the knowledge on 
the correct usage of the JV. For long, those players were kept in the dark, 
trying desperately to find a correct way to break this invisible barrier that 
lies in front. They, after many failures, either finally discovered the correct 
way to control the JV and began setting furious records with it, or shook their 
head in dismay and never touch the JV again. And as you may have guessed, the 
latter is of the majority. This FAQ seeks to guide those players into achieving 
mastery with the JV and even set some records with it. This FAQ however, does 
_NOT_ guarantee anything, and whether you'll succeed or not, depends largely on 
you, my fine readers.

===============================================================================
-------------------------------------------------------------------------------
2. Methods of Unlocking (MTHDS)
-------------------------------------------------------------------------------
===============================================================================

First, let's take a look at the three methods of unlocking this machine, shall 
we?

There are basically three ways to achieve the Jet Vermilion.

The first is to play through Synobazz: Championship a million times. 
Okay, so it's not quite that bad, it's actually only 256, but still, that's er,
1,280 laps around the track. Oh well, you'll be good at Championship, but since
you need the Jet Vermilion (abbreviated "JV") to get a good time, you're kind 
of wasting yourself.

The Second method is far easier in my opinion, if you are good at Master Grand 
Prix that is. If you complete every track in Master, with EVERY vehicle, then 
you can unlock the JV! Basically, you get a chess piece for beating a Master 
Grand Prix. If you get all 36 chess pieces, you win the JV! However, since 
there are four cups, 5 tracks in each cup, 5 laps in each track. Uh, you're 
playing 1,000 laps. That's not too bad I guess, if you have time to spare.

The third (oh boy, how good could this one be?) is the easiest and might be 
considered "cheating." Go to a Japanese website:

http://www.nintendo.co.jp/n08/afzj/vermil/index.html

and enter your user name you used to register on Maximum Velocity using the 
keyboard provided, the keyboard is at the bottom of the screen. 
Now click the far right button and it will spit out a password for you. 
Now, on your GBA, go to the Select Vehicle screen in Grand Prix mode, now press
the following buttons:
L, R, Start, R, L and the password screen will come up. Enter in your password 
you got off the site and voila! You have the Jet Vermilion! That wasn't so 
hard now was it?!
Thanks to FZeroCentral for this.

Obviously, the third method is the easiest way and you can even obtain it at 
the 
beginning of the game. However, it is also the worst method. It requires no 
skill at all, and more often than not, those who choose to use method 3 will 
curse the JV after many failures and give up.

The first method, while being the most demanding, is actually the best one. 
Throughout the whole course of collecting the 36 chess pieces, you'll gather 
and 
hone various essential skills required in order to use the JV effectively, and 
you will be able to set records with it the instant you acquire the JV.

The second method is more of a patience game rather than a challenge, you will 
probably get very skilled with the Championship circuit, but you will find the 
JV to be anything but easy to control.

So I hear you say "I'm already an expert at this game but I don't have the time 
to do method 1 or 2!!!". Well, go ahead and use method 3, no one will look down 
on you, after all, who has the patience to spend a whole month tied to one 
single game anyway, is Nintendo nuts or something?

===============================================================================
-------------------------------------------------------------------------------
3. Basic Requirements (BSC)
-------------------------------------------------------------------------------
===============================================================================

The Jet Vermilion is obviously not a beginner's machine. You WILL need some 
basic skills to overcome the mishaps of JV. These skills/requirements include:
-The ability to blast turn
-The ability to do a lean turn (Holding the corresponding shoulder button with 
the one on the D-Pad, for example, R shoulder button with right on D-Pad)
-The ability to boost effectively (This is vital for setting records with the 
JV)
-The ability to rocket start without "burning out" your engines 
-The ability to go around hairpins and 180 degree turns without crashing or not 
more than once into the walls
-Every machine except the JV is unlocked (that includes the Fighting Comet)
-Some understanding (the more the better) on the concept of "slide turning" and 
"sliding/strafing" (explained in detail in the next paragraph) 

Feel the heat yet? Actually, that's just a small fraction of what you have to 
deal with if you want to make good use of the JV!

===============================================================================
-------------------------------------------------------------------------------
4. Step By Step Guide (STP)
-------------------------------------------------------------------------------
===============================================================================

So you stare at that "E" on turn performance of JV and wonder "What the heck??? 
How does this thing turn???"

Well, it doesn't, at least not how you think it turns. The JV may have the 
weakest turn performance, but coupled with the slide turn, it can even the 
tightest hairpins at optimum speed.

Then the second question hits you "But JV's boost time isn't even half as long 
as FC's, even though JV has a better boost speed, I still don't see how the JV 
can beat the FC on any given circuit!"

The secret lies within the first lap. JV has the third highest normal speed of 
all, which tops at 456 km per hour, 44 km more than that of FC. This 44 km, if 
used well, can make a 2 to 7 second difference on the first lap (on circuits 
with many mines, the difference may further increase to 10 seconds or beyond).

The JV's ability to turn on ice and doing mine boosts far exceeds any given 
machine in the game, giving it two more reasons to be the best machine.

So how you can take full advantage of all these merits? You'll have to start 
out 
slow and gradually improve your skills until you can overcome all the cons of 
the JV.

There are lots of strategies involved in getting a good time, I suggest 
starting 
out slow, first doing the 
Boost Start combined with the Opponent Bump, then working on your 
Blast Turns, then your 
Slide Turns, and finally finishing off with the
Strafing. And if you're really ambitious, try the 
Japanese Dash Technique!

Now, let's start out with the most basic skill of all, the Boost Start.

<----------------------------------------------------------------------------->
 4a. Boost Start (STRT) 
<----------------------------------------------------------------------------->

The boost start is when, a few seconds after the "ready" sign appears on your 
screen, you press and hold the "A" button (or whatever button your acceleration
is set to) and keep it there. What this does is "rev" up your engine, building 
up energy that is released when the "Go" sign appears. What happens is you get 
this incredible speed burst that puts you momentarily ahead of your opponents. 
Careful though! If you do it too early (i.e. holding it down right as the 
"ready" sign appears or even before) then you'll "burn up" your engines, 
causing lots of black smoke in the back and you'll be stuck in last place. Now 
that you know how to do the boost start, you'll need one other technique in 
order to get off to a grand start, the

<----------------------------------------------------------------------------->
 4b. Opponent Bump (BMP)
<----------------------------------------------------------------------------->

I play for all of my times in Training mode. If you select training, select 
your vehicle, and you'll be given the option to select an opponent. Try using a
"Master" opponent, and then pick the Wind Walker Machine. The reason for this 
is that the Wind Walker has pretty good acceleration, and can catch up to you 
quickly, which is what you want.
Try out your new boost start, then use the L and R buttons to centre your car 
right in front of that "check" mark that appears when you first start out. That
of course is where your opponent is. If you can get him to hit you on your 
behind, he'll give you a boost, taking your speed up to maximum or near 
maximum! Hey, I didn't even have to gain momentum! 
Needless to say, this can take a couple of SECONDS off your first lap time, 
thereby giving you a couple of seconds difference in your course time, if you 
finish it.
All right, now that you're off to a grand start, you can learn some more 
techniques. 

<----------------------------------------------------------------------------->
 4c. Blast Turns (BLST)
<----------------------------------------------------------------------------->

The blast turn is pretty much how it sounds, as you go around a corner, whap 
that acceleration button a few times in order to turn sharper. It especially 
works well with other vehicles, but on the Jet Vermilion it will fine too.
It's great on ice.

<----------------------------------------------------------------------------->
 4d. Drift or Slide Turns (DRFT)
<----------------------------------------------------------------------------->

Basically, the JV has terrible traction. You want to see how bad? Get on a 
straight stretch and start weaving back and forth using the D-pad. You'll 
practically be travelling in a straight line even though you're turning! Well, 
we can put this to use by sliding around corners. You can set yourself up for a
corner by pressing the direction you want to turn, and also pressing the 
OPPOSITE shoulder button. So if you want to turn left around a big turn, you 
press Left on the D-pad, and hold down the R-shoulder button. I call this an R-
slide. If you want to turn to the right, execute an L-slide. So because the JV 
is still travelling in the direction it was before (only you're facing to the 
side now), you can travel down the track, and yet be ready to head the other 
way after the corner! Pretty slick huh?! It takes a bit of practice to get used
to this technique, knowing when to start your slide, what angle to start it on 
(because you don't go PERFECTLY straight) and lots of other little variables. 
Once you are basically around the turn and ready to continue, release the R-
button (if you were doing an R-slide) and finish it off by grabbing the L 
button (like you would on a normal turn) and "cut" through the corner. You can 
take corners pretty sharp using this!

<----------------------------------------------------------------------------->
 4e. Strafing (STRFNG)
<----------------------------------------------------------------------------->

This is a BIG technique and the JV does it well. Basically, after you get your 
boost and bump at the start, hold down one of the shoulder buttons (it really 
doesn't matter which one unless you're coming up on a curve) and try to angle 
yourself so you're going down the track. Hey! You're going down diagonally! 
Yup, using basic vector analysis, you can understand that your normal speed, 
combined with your side speed (You're being pulled to the side because you're 
holding down a shoulder button) combines to give you a slight edge! Now this 
might not seem especially important but it has several purposes. 
First, it gives you added speed which over the entire 5 laps can add up to a 
couple of seconds at least, and
Second, it sets you up for some turns, if you're already slightly facing toward
a big turn, why then, you're that much closer to making it around! It makes 
turns easier. 
For example, if you are coming up on a turn that goes at a ninety degree angle 
to the right, hold down the L button (I call it an L-strafe), tap Right on the 
D-pad a little to straighten yourself out, and your nose is pointed to the 
right, just where you want to turn!
Practice this technique on K1 (Knight 1) or B1 (Bishop 1). Those both are 
pretty straightforward levels, and try switching between strafes. If you're 
going around a 90 degree right turn, set yourself up by L-strafing, and then 
once you pass the edge, you turn just a tiny bit and then switch quickly to an 
R-strafe. You didn't even have to turn much!

<----------------------------------------------------------------------------->
 4f. Japanese Dash Tecnique (JPNS)
<----------------------------------------------------------------------------->

The hardest of all to master, I've not even been willing to try! Anyhow, this 
entails slamming into a wall, letting go of everything except for a shoulder 
button, trying to steer yourself while going sideways, and praying you hit a 
zipper!
Take Championship for example. If you wanted to dash here, you'd come through 
all of that ice patch area, and go around the curve until you are facing at 
approximately a right angle to the stretch where the zippers are leading 
towards the finish line. Slam into the wall at a slight angle, let go of your 
acceleration and hold R down (that's the direction you want to go) now if you 
are able to use the D-pad to angle your car slightly, without bouncing off all 
of the walls, you should hopefully hit the zipper here. If you're really 
lucky/good, you can also hit the second zipper! NOTE! You're sliding 
SIDEWAYS!!!! Hold this for a little while, until after you pass the finish line
and then straighten yourself out. I tried a couple of times and pretty much 
gave it up as a luck thing, which I'm not endowed with :)


===============================================================================
-------------------------------------------------------------------------------
5. Miscellaneous Information (MSC)
-------------------------------------------------------------------------------
===============================================================================

Of course when you're going for fast times you'll want to use your 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BOOST: 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Be warned though that the Jet Vermilion has even WORSE turning when you are 
going faster, so try to boost on straight areas.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ICE:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Remarkably enough, the JV turns incredibly well on ice. Do NOT use your slide 
turns here, only strafing and blast turns. A well-executed blast turn can turn 
you sharply around any corner on ice.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
JUMPS:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

On several levels, it is necessary to use jumpers (Icarus Circuit comes to 
mind) in order to get a good time. However, because the JV is so HEAVY, it 
might be helpful to hold back on the D-Pad before you even hit it, this ensures
that you get maximum distance in your jump, combined with either an in-air 
Slide Turn, or just simple strafing (you get more distance because you're going
faster) you can easily make this jump (over the last section of the track) on 
the first lap. If you weren't, you'd have to get a bump from the WW to make it!

<----------------------------------------------------------------------------->
 5a. Fast Laps (FST)
<----------------------------------------------------------------------------->

This is a special technique. Mainly, save up your boost until you are coming up
on the finish line for the final lap. NOTE that you can only hold three boosts 
at a time, yet you get four during each course! How are you going to use all 
four? Fair enough, just trigger one of your boosts JUST before you cross the 
finish line for the final lap, that way the boost you get for crossing the 
finish line the fourth time, fills in that boost that you're using right now, 
so you practically get four boosts on the final lap! BUT, as you may or may not 
have noticed, it takes just a little while for your JV to reach its maximum 
boost speed, so a better alternative to this would be to memorize the 
approximate location of the start line and boost a bit ahead (when you still 
can't see the finish line). Boosting when you can see the finish line is 
already 
a bit late and you will either end up not getting that precious forth boost or 
losing that valuable 0.1 second, so, boost EARLY.


Anything else? Again, remember that the JV has a third best max speed (right 
behind the Stingray and the Silver Thunder) and the best Boost speed (though it
doesn't last as long as some) which make for a really great ship for fast laps.
Use it to its maximum. Master it. You can do it!

===============================================================================
-------------------------------------------------------------------------------
6. Version History
-------------------------------------------------------------------------------
===============================================================================

V 1.1
2004-5-18
Initial release, added F-mode and MrFixitOnline to list of Good guys ;)

V 2.0: Final
2005-1-20
Cleaned up and changed a few things to be uniform to the rest of my guides. 
This guide is by no means never going to updated again! In the future I may add 
things to it to make it better but as it is, I think it stands alone fairly 
well so I'm calling it completed.

===============================================================================
-------------------------------------------------------------------------------
7. Copyright Information (CPYRGHT)
-------------------------------------------------------------------------------
===============================================================================

Author: Logan West- (ShadowN64@yahoo.com)
This file is Copyright (c)2004-2005 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).

===============================================================================
-------------------------------------------------------------------------------
8. 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 400 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)

===============================================================================
-------------------------------------------------------------------------------
9. Credits (CRDTS)
-------------------------------------------------------------------------------
===============================================================================

1. Thanks to my Lord and Savior Jesus Christ for saving me.
2. Thanks to ME! (I'm so humble ;))
3. Thanks to Richard Huang for inspiring this FAQ, being such a great guy, etc. 
etc. etc.
4. Thanks to Dave Crawford and FZeroCentral for the competition!
5. Thanks to my parents,
6. Thanks to Silas Verrinder for getting me into F-Zero (I beat all his times 
:))
7. Thanks again to Silas for FAQ Writer, it's getting much better!
8. Thanks very much to Alexander Davidson for his program: Metapad. I like it!
9. Thank you dear reader!