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Retro Game Walkthroughs For
"F-Zero GX"
(Gamecube)

Retro Game Walkthroughs for F-Zero GX (Gamecube)
Submitted By: Johnson
F-Zero GX

Introduction

Welcome to my F-Zero GX essentials guide. Here I will cover the main aspects of Gamecube’s blistering racer including the racers, tracks and the Story mode. Hopefully my guide will send you on your way to supreme victory.

Characters

In all there are 30 racers to compete with, most needing to be unlocked. There are also 10 more secret AX characters to unlock, but here I have concentrated on the main 30 racers.

Captain Falcon – Blue Falcon

Captain Falcon is a safe bet for beginners. The Blue Falcon boasts average stats that will give the beginner racer an easy ride in the earlier races.

Dr. Stewart – Golden Fox

Dr. Stewart’s craft is a speed demon on the track, but with poor grip and a weak body, the more expert of players should of opt for Dr. Stewart if cornering has been perfected.

Pico – Wild Goose

Another good all-rounder, Pico’s craft is a strong machine but with average grip and good speed, so best used for beginners once they get a feel for the game.

Samurai Goroh – Fire Stingray

The Samurai’s craft is a heavyweight bulldozer of a machine, with plenty of power but very slow on the track. Best used for the more difficult of tracks due to the loss of speed.

Jody Summer – White Cat

The White Cat is a fairly average craft to say the least, but with plenty of grip Jody’s machine is more suited to the tricky, windy courses which require more skill than speed.

Mighty Gazelle – Red Gazelle

The Red Gazelle is a very quick machine, but boasts a very poor body and is very weak, so best used on those wide courses so that you can pull away from the pack before you get destroyed.

Baba – Iron Tiger

Baba’s machine more than makes up for its lack of speed in the grip department. Best used on the trickier of courses as its good grip and strong body with favour you.

Beastman – Hyper Speeder

Shares similar attributes to Jody Summer and the White Cat. With plenty of grip but average speed and body, best use on the courses with more bends.

Dr. Clash – Crazy Bear

The Crazy Bear is a powerhouse craft with a powerful body and good speed, but very poor grip. Use on the wide, open courses which encourage speed and nothing else.

Octoman – Deep Claw

The Deep Claw is again an average craft, similar to Captain Falcon’s. Again best suited for the beginner who is getting used to the speed of the game.

Bio Rex – Big Fang

Bio Rex’s craft is more suited for power and grip rather than speed, so use on the narrower courses due to the slow nature of the craft.

Billy – Mad Wolf

Almost identical to the Deep Claw, Billy’s crafted is again aimed at beginner racers who need experience due to the average stats of the craft.

Super Arrow – King Meteor

The King Meteor is a very weak craft but with good speed and grip. Use on the more difficult of tracks to avoid other races building up too much speed and crashing the craft out.

Mrs. Arrow – Queen Meteor

Totally identical to her husband, the Queen should be used for the same reasons as the King Meteor.

Jack Levin – Astro Robin

With poor speed but brilliant grip and a strong body, Jack’s machine should be used on the most trickiest of courses due to the fantastic grip.

Gomar & Shioh – Twin Noritta

The two twins boast a craft with a very poor body, but immense speeds. Plus with only average grip, Twin Noritta should only be used on the fast tracks.

John Tanaka – Wonder Wasp

John’s machine may be one of the fastest in F-Zero, but with poor grip and a weak body, The Wonder Wasp should only enter those fast tracks with few turns.

Kate Alen – Super Piranha

Another average racer, Kate’s craft combines average stats for the slightly less experienced of racers due to the crafts slow nature.

James McCloud – Little Wyvern

Identical to the Meteor crafts, James’ machine should only ever enter the tricker of courses due to the poor body but good speed and grip.

Zoda – Death Anchor

Zoda’s craft combines excellent speed with average grip and a weak body. Use on the widest, fastest tracks to gain advantage.

Michael Chain – Wild Boar

The Wild Boar has an excellent body but average speed and grip, so use on the courses where racers tend to stick close as Michael’s strong body should see him escape with minor damage.

Silver Neelsen – Night Thunder

The blinding speeds and good body more than make up for the poor grip, so use on the wide fast tracks for the craft’s maximum effect.

Roger Buster – Mighty Hurricane

Again like the Meteor craft’s, Roger’s craft possesses good speed and grip but a poor body so use on the wider tracks.

Draq – Mighty Typhoon

Draq’s speedy craft does fall down in the grip department and isn’t the strongest either, so use on the wider tracks for full effect.

Leon – Space Angler

With excellent grip but average body and speed, use Leon’s craft on the trickier courses to see him through.

Mr. EAD – Great Star

His attributes spell out his name, EAD, so with a poor body and grip yet excellent speed, use the Great Star on the fastest tracks and nothing else.

Antonio Guster – Green Panther

There’s no pink in this panther, with great speed and a powerful body, but poor grip means Antonio is best suited for the faster tracks with less bends.

Blood Falcon – Blood Hawk

Captain Falcon’s evil clone has a craft that, despite its poor grip, possesses good power and excellent speed, so use on the wider courses for full effect.

Black Shadow – Black Bull

The Black Bull is a total powerhouse of a craft and has immense grip, but the very poor speed means Black Shadow should be used on the most difficult of courses.

The Skull – Sonic Phantom

With poor grip and an average body, The Skull’s craft should only be used on the fastest tracks due to its great amounts of speed.

Grand Prix Tracks

Ruby Cup

Mute City – Twist Road

This track is the beginner’s playground, with a simple layout, very few corners and the two long pit lanes at the centre. Use the boost as often as you can to rack up an impressive time.

Casino Palace – Spilt Oval

This track is littered with boosts, but with a simple design and a very long pit lane, some blistering times can be set here due to the track’s easy nature.

Sand Ocean – Surface Slide

Slightly more challenging, the hairpin bend at the centre and the track jump near the beginning will require a little more skill, but with some wide lanes, you can race quite fast.

Lightening – Loop Cross

There are two long boost lanes here. Plenty of boosts to be found here, but watch for the sharp turns that can send you off the track.

Aeropolis – Multiplex

There are three boost lanes here, and the jump pads at the start should help you get ahead of the pack. Beware of the ice and gravel traps in this course, and the landmines at the end will eat away your energy if not careful.

Sapphire Cup

Big Blue – Drift Highway

Drift Highway has plenty of long straights and lanes for high speeds, but watch out for the jumps at the start of the track and the sharp turns can catch racers by surprise.

Port Town – Aero Dive

There is only one boost lane here, so watch your energy. There are plenty of long straights for speed demons but watch for track humps and the huge jump during the track that needs to be hit at a high speed.

Green Plant – Mobious Ring

This is a simple track, and the long pipes mean that boosting should be second nature, but watch you don’t loose control in the pipes at high speeds and beware of landmines near the end.

Port Town – Long Pipe

Long boost lanes are present, and there are plenty of straights, but watch for control in the pipes and beware of the giant propeller blades that block your path.

Mute City – Serial Gaps

There are many jump pads here to cut sharp corners and a long boost lane, but there are many jumps on this track and the track splits up two. Plus with the addition of landmines, this can be a very confusing and dangerous course.

Emerald Cup

Fire Field – Cylinder Knot

Taking place on a giant pipe, there are plenty of opportunities to boost, but make sure good control is kept of the craft or you could find yourself orbiting the pipes uncontrollably.

Green Plant – Intersection

Watch in the pipes again as high speeds can mean loss of control and the boost lanes are in the pipe too, so be careful. Also beware when leaving the pipes as travelling at high speeds makes it easy to fall off.

Casino Palace – Double Branches

The clue is in the name, as this track splits up many times, and despite the long boost lanes, you need to be wary of the way the track suddenly seems to split.

Lightening – Half Pipe

Being in a half pipe may sound pretty cool, but this does mean it is very easy to come off the track. There are a few straights for boosting, but this very hazardous track also contains humps and lasers that zap your energy, so be very cautious.

Big Blue – Ordeal

There are two boost lanes here, but this track contains some very tight turns and plenty of jumps, getting very narrow toward the end of the track.

Diamond Cup

Cosmo Terminal – Trident

This track constantly splits into three lanes. My advice would be to take the outer sections as they contain more boosts. This track has no barriers either, so falling off is very easy.

Sand Ocean – Lateral Shifts

There are plenty of boost lanes here, but this hazardous track has no barriers in places and contains sudden narrow stretches, with only signs that signal the player. Hardly helpful at 1500km/h + so be careful.

Fire Field – Undulation

This track has plenty of small boost lanes, but with humps, randomly placed jump pads and sections without barriers, this is a very dangerous track.

Aeropolis – Dragon Slope

There are quite a few boost lanes here, but beware of the huge ice trap in the centre of the course and with huge jumps and narrow straights this is a very difficult course to master.

Phantom Road – Slim-Line Slits

The last track in F-Zero GX is also one of the hardest. With plenty of boost lanes, but very tight turns, narrow sections and at the end of every boost lane the track cuts off, this course is a nightmare to escape alive.

Story Mode

Captain Falcon Trains

The first mission requires you to collect the required number of capsules within a time limit over three laps. The capsules are placed in a way that you’ll need all three laps to collect them all, but on the harder modes the strict time limit means that the line of three capsules will need to be collected in one go. For this challenge, set your speed to max as the time limit is strict and boost on places where you’ll slow.

The Vengeful Samurai

Here you’ll need to beat Goroh to the end of his track. Beware of the boulders that fall onto the tracks as hitting them means game over. The best way to beat him is to have max speed and stick to the track sides to avoid the boulders, and due to your faster craft you’ll eventually catch Goroh.

High Stakes In Mute City

High Stakes involves beating the other racers in a three lap race. There are jump pads on the sharp turns, and you’ll need to use every one if you want to win this race. Set your craft’s speed to max and boost before you hit a jump pad. You’ll need to hit it at an angle that will land you back on the course in the right direction.

Challenge Of The Bloody Chain

Here you need to destroy Michael Chain who is guarded by 30 other racers. You need to spin attack the racers who come at you thick and fast to catch up with Michael at the front. Set your speed to max and don’t boost too much as they attack you and there is only one boost lane. When you reach Michael you need to boost in front of him, and attack him as he passes. It’s difficult, but can be done.

Save Jody

Here you have a time limit to get to the end of a straight course before it blows up. Although the track is straight, there are doors that shut as you move along and leave a gap you need to speed through. You’ll also need to collect the boost capsules to get your boost meter up.

Black Shadow’s Trap

You have a bomb strapped to you, and you can’t let your speed drop below 700km/h. You need to negotiate a windy, tricky course with plenty of hairpins and on-coming traffic that slows you down. To beat this track you need to race carefully, as only a crash will see your speed drop below the requirement.

The F-Zero Grand Prix

Here you’ll need to win a three lap race around a tricky course. There are landmines, ice traps and jumps here, so be careful. Race safely, as by the first lap you’ll have left the slow racers behind and be in the top ten. Then you need to race skilfully to beat Black Shadow who usually comes out first.

Secrets Of The Champion Belt

Here you’ll be challenged by Dark Schneider over a tricky three-lap course. You need to boost after each corner to keep up with him, and watch out for the landmines. You need to learn the course well and practice if you want to beat the dark lord to the finish line.

Finale: Beat The Creators

Here you need to get to the end of a very difficult course before the ghost of the creator. There are no barriers on this track, so one mistake and you fall off. Zoom out as far as possible to see what lies ahead, and use more acceleration than speed as the ghost craft doesn’t really seem that fast.

Thank you for reading my walkthrough. The fastest racer ever created is one hell of a title and taking on everything the game has to offer is a mammoth challenge. But hopefully I have explained to you the secrets in how to tackle the immense races that F-Zero GX has to offer, so once you complete the game of the medium modes try the harder modes to develop your skills further.

Johnson









Submitted By: BioRex
Hi there, this second part of my walkthrough covers story chapters 8 + 9 as my last one covered chapters 1 - 7.

If you're stuck on chapter 8, listen up: it is the hardest chapter in story mode, even harder than chapter 9. Here's how you do it:

Chapter 8:

1. Set your max speed to it's highest, because you won't be needing high acceleration, you'll be needing high speed.

2. On the first lap, don't try your hardest, just get used to all the corners, (you will have to use every type of turn you know to beat these corners as they are all different) make sure you hit all the dash plates and when you come across the lava, go over it to save time, it won't matter that your wasting your energy because you don't have a boost yet. Also make sure that you recover all your energy before the 2nd lap begins - your gona need it. If you didn't get every turn perfect or you didn't have full energy before the 2nd lap, then restart and practice - the hardest thing about this chapter is getting your turns right - practice them or you won't win.

3. Now for lap 2: On the 2nd lap, use your boost whenever you can, but still don't go mad. Still make sure that you make every turn perfect, avoid the mines and boost just enough to stay behind deathborn - don't challenge him yet. If you're right behind him before the last lap and you have enough energy, move on to the final lap:

4. As always in f - zero, it always comes down to the last lap - there shouldn’t be a 1st or 2nd lap if you ask me. Right, this time boost when ever you can, charging up along the way, not crashing and maintaining speed. Try to absolutely blast past death born before the lava and after that go at a calmer pace, charging up. Boost when ever you think death born is closing in on you. But save you boost. On the 2nd to last corner, start boosting like hell to the finish line - death born will have no choice but to loose and to fall off the track and kill himself - like the ending.

That's the suicidal chapter 8 done. Now move on to the 2nd hardest, probably the most frustrating, most you think it's so easy but it's not chapter, chapter 9:

Chapter 9:

Right, on this one you have to race against yourself. There isn't anything I can do on this one except give you a few tips:

1. The racer is easy to beat, it's just finishing that's hard. Learn all the turns and on each turn steer you ship in a smooth, gentle movement.

2. Smoothly complete all the turns, and once you've done lap 1 and got used to the track, laps 2 and 3 shall be easy. You won't need to use you boost once to beat your rival. Oh, did I mention there were no walls?

Good luck, and don't fall off...




(this walkthrough is my own and feel free to copy it, but please don't use it as one of yours)

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