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

Retro Game Walkthroughs for F-Zero GX (Gamecube)
Submitted By: Ghost Killer
Ghost Killer here yet again ready to deliver a walkthrough to the fastest racer on the planet. F Zero GX is here and all the tips and track information can be found right in this walkthrough.

PICKING A CRAFT
---------------


Before even thinking about racing, you need to pick a craft that suits you best. The crafts are rated from A to E in three departments. Body, Boost and grip. Then there's also the weight which is important too but more on that later.

Body
----

Recommended: A-B

Perhaps the most important thing to be looking for. Aim to get a craft that has a tough outer body as when hitting walls, you won't lose too much energy. If you pick a lower graded craft then you'll lose energy quicker meaning that less of it can be used for boosts.

Boost
-----

Recommended: A-D

Not too important because speed is replaced by a weak body. But if you are skilled enough to be able to handle your craft and never hit the side then pick a high graded craft.

Grip
----

Recommended: A-E

This can vary depending on yourself. If you practice with one craft that has a low grip then you'll do well with crafts with low grip. However if you practice with crafts that have a higher grip rating then you'll do better with those types.

Weight
------

Recommended: For beginners go for 1300kg.
For more advanced racers go for around 1600kg.
For experts go around the 2000kg mark.

Not graded from A to E but still have an effect on your racing. Basically the heavier you are the slower you are at turning. If you pick a lighter racer, then you'll be able to turn quicker and easier. But heavier racers tend to have a higher top speed than lighter ones so if you are used to heavy racers then use those.

To begin with you are given four crafts to pick. (Not very many) So which one do you pick? Go for Captain Falcon as he is a nice well rounded player. His stats are:

Body: B
Boost: C
Grip: B
Weight: 1260kg

RACING TIPS
-----------


When racing there are many things you must know and practice if you want to end up in the top six racers. These vary from driving techniques to attacks.

Spinning Attack & The Nudge
---------------------------

Spinning attacks are not to be used hardly at all. They slow you down, make you lose control and have a tendency to not do any damage to the other racers at all. You can however use this when you are in amongst a huge group of racers. But remember to keep control of your craft after using this attack.

Effectiveness: E

The nudge however is a good attack to use and should be used whenever you have the chance. Basically this is a sort of "sidestep" to the right or left that usually results in the craft being hit ending the race in a fiery hault. Very important in grand prix races and especially important in master mode and expert.

Effectiveness: B

Airbrakes
---------

On a right angled turn pressing left or right isn't going to have the right turning angle you desire, so using the airbrakes is very important. If you wish to turn on an angle of about 20 degrees then there's really no need for the airbrakes. However 20 to about 50 degrees requires you to use them. And also if you happen to come across a right angled turn then press both the L and R buttons together to use both airbrakes at the same time. This will cause you to perform a slide that will allow you to take the corners with speed.

Boosting
--------

Using boosts at certain times has an effect on your position in the race. You can either use them during the middle of a race or save them for the very end where you can make a mad dash for the finsih line. Either way never use too much of your energy on boosts or else you will cause your craft to explode.

Acceleration & Top Speed Settings
---------------------------------

Before every race you'll be asked to choose your acceleration to top speed ratio. The best thing to do is have you top speed maxed out when on simple races with no real hazards or hard turns, and have the percentage at about 50% for each when racing on tracks with right angled turns. Never race with the acceleration maxed out. You will fall behind the rest of the pack.

Jumping
-------

When you hit a jump it's best that you now the following; pressing forward on the control stick will make you fall faster and and travel faster too; pressing up will cause you to go slower but will also mean you can travel further. Turning also slows you down.

GRAND PRIX RACES
----------------


For these I have provided some useful information on each track as well as a difficulty out of 6 stars (based on my opinion and not the games as I think that some are wrong), best acceleration to top speed ratio and number of boosts found on the track. (When looking at the acceleration to top speed ratio remember that on the graph shown there are 10 points each marking 10%. If for one race I say that the ratio is 60% then you must move the marker on the graph 6 points down the line going right.)

Ruby Cup
--------

Mute City: Twist Road

Difficulty: *
Best Acceleration To Top Speed Ratio: 100%
Boosts: 4

A simple track where you'll find it near impossible to fall over the edge. On the first lap take it easy and you should find that you'll end up ranking around tenth position by the second lap. Then use your boost on any area making sure not to exceed your energy limit. Missing any boosts on the track won't have a major effect so just take it easy.

Vagas Palace: Split Oval

Difficulty: *
Best Acceleration To Top Speed Ratio: 100%
Boosts: 4

To begin with you are immediately thrown four boost pads. Try to hit them all. Watch out for the split in the track later on where you are given the option to go left or right. Choose left as you'll find an energy recovery area. On the right is two boost pads. Save your energy for near the end of the track as there are no boosts and racers will overtake you.

Sand Ocean: Surface Slide: **

Difficulty: **
Best Acceleration To Top Speed Ratio: 80%
Boosts: 2

Little harder than the previous two tracks but still easy. There is a jump that you need to worry about at the beginning of the race as turning too early will cause you to miss the track below and fall to your doom. When you enter the temple you'll find a boost recovery area in the center of the track. Use your energy for boosts towards the end of the race. On the huge long turns make sure you don't overturn or turn too late or else you'll hit the side slowing you down.

Lightning: Loop Cross

Difficulty: **
Best Acceleration To Top Speed Ratio: 70%
Boosts: 4

This track has some nasty turns that require you to use both the L and R airbrakes at the same time. Also halfway through the track you'll come across dual raceways. Turn left for a boost then an energy recovery area or turn right to get them the other way round. When going under shelter be sure to watch out for those turns. Hit the wall and you'll slow down.

Aeropolis: Multiplex

Difficulty: ***
Best Acceleration To Top Speed Ratio: 80%
Boosts: 14

Hardest track of the cup. Full of horrible right angled turns so when you comes across one always use both the airbrakes at once. You are also introduced to the jump pads and ice. Near the beginning of the track you'll see a green pad which you should drive over to be launched into the air. You'll skip part of the track overtaking other racers which is a real time saver. Another thing to look out for is the ice. This is slippery and can cause you to head straight into the barrier if you turn too hard.

Sapphire Cup
------------

Big Blue: Drift Highway

Difficulty: **
Best Acceleration To Top Speed Ratio: 90%
Boosts: 5

Only one real danger area to watch out for. Halfway through the track you'll come across a chicane that can cause problems. Just use the airbrakes on each turn and you should be fine. However it does take practice. There are also two jumps in this and that about covers it.

Port Town: Aero Dive

Difficulty: ***
Best Acceleration To Top Speed Ratio: 100%
Boosts: 10

Lots of little jumps in this track so be sure you know where to land ahead. If you turn suddenly in the air or happen to go too fast then you'll miss the track below and go flying down until you crash. It's best to use your boosts on the long trail of platforms as this is where the other racers tend to slow down, however make sure you're prepared for a hard turn at the bottom followed by a jump.

Green Plant: Mobius Ring

Difficulty: *
Best Acceleration To Top Speed Ratio: 100%
Boosts: 2

Easy as pie this track is. It's basically like Mute City: Twist Road except that it's longer. Energy being too low shouldn't be a problem as you have two energy recovery areas on either side of the ring. Turns are simple and you shouldn't have any trouble at all really.

Port Town: Long Pipe

Difficulty: ***
Best Acceleration To Top Speed Ratio: 100%
Boosts: 15

This track is basically a long pipe with boosts littered inside which need to be gotten if you want to stay ahead of the pack. later you'll be thrown into the fan room so watch out for the huge fans that rotate around. Later on in the track also watch out for the rods that stick out of the floor and ceiling. Hitting them will lose energy and slow you down. And finally when emerging from the pipe and onto the flat track, make sure you aren't upsidedown when you leave the pipe as you will turn suddenly and plummet to your doom.

Mute City: Serial Gaps

Difficulty: ****
Best Acceleration To Top Speed Ratio: 80%
Boosts: 5

This track may seem hard at first but when you practice, it'll seem second nature. There are a few things to be alert for. Firstly when watch out for the small bombs that cause damage when you leave the tunnel. Secondly look out for the three jumps on your right just after this. Hit them and you'll jump over the pack and cut the corner. After this there's ice so don't turn too sharply or else you fall off the edge as there's no side. Finally you'll come across a jump that leads to one of two areas. Take the lower route as the above route has no outside barriers, making it easy to fall off.

Emerald Cup
-----------
Fire Field: Cylinder Knot

Difficulty: ***
Best Acceleration To Top Speed Ratio: 100%
Boosts: 10

Tricky! This track is similar to Port Town: Long Pipe Except you're now outside the pipe. Not very hard to begin with, just don't turn too hard or you'll slow down. Near the end, watch for the rods that cross the top of the pipe. Hitting them will cause you to slow down. Use your boosts whenever you get the chance, and when moving from the pipe to flat track, make sure you're not upsidedown.

Green Plant: Intersection

Difficulty: ***
Best Acceleration To Top Speed Ratio: 80%
Boosts: 10

The first part of this track i just inside a pipe that has many boosts to be gotten and three areas where you can increase you energy. Not too taxing. After this however it's a different story. When dodging around the pipes that go through your track try to hit the boosts as this will usually send you into the lead. It is always wise to use your boosts just before you finish a lap and inside the pipe as you can always recharge again inside.

Vagas Palace: Double Branches

Difficulty: ***
Best Acceleration To Top Speed Ratio: 100%
Boosts: 30

Similar to the previous Vagas Palace only with more dual tracks and a weaving area too. There are four main junctions each with two routes to choose. The best route to take is right, left, right and left. These will give you what you need to win the race. Also only hit the boost pads when you are in total control. The track is so thin it's best only to hit them then.

Lightning: Half Pipe

Difficulty: *****
Best Acceleration To Top Speed Ratio: 80%
Boosts: 14

Forget going like a crazy person and driving at full pelt while taking turns crazily. Overturn or turn too late or lose your nerve and you'll be sent flying out of the half pipe and hurtling like Tony Hawk bailing off his board. Make sure you remember where the boosts are as you need to hit them all if you want to win. Finally watch out for holes in the half pipe when you race. They appear at any moment.

Big Blue: Ordeal

Difficulty: ****
Best Acceleration To Top Speed Ratio: 60%
Boosts: 4

This track is very random with many hard turns that require both airbrakes to be used at once and large jumps that require split second timing. Things to watch out for are the huge jump near the middle, after all the hard turns. This is where you must turn hard to the left so you make it back on the track below. There are two energy recovery areas evenly distributed so boosting is best used in between these. Save some energy in case you hit the sides however.

AND SOME OTHER THINGS
---------------------


Just for your information there are unlockables and they are:

Diamond Cup: Complete first three cups in first place on standard.
Master Difficulty: Complete first four cups in first place on expert.
AX Cup: Complete first four cups in first place on master.
Sonic Oval: Complete AX cup on standard.

Also for every chapter you complete on very hard mode, you unlock an AX craft.


So there you have it. This as been Ghost Killer giving you the help needed to play F Zero GX. Thanks for reading.
Submitted By: cookie monster
F-Zero GX Story mode walkthrough

Ok, in this walkthrough I will detail the strategies I’ve used to complete each mission on each difficulty level.

Chapter 1 – Captain Falcon Trains
Setting: Easy
Difficulty **

Ok, you will probably play this mission for about 30 minutes, use this time to familiarise yourself with the track layout (boost positions, capsule positions, etc...) This is a fairly straightforward mission; the capsules aren’t arranged in a particularly difficult order. I just collect the capsules from each side on each lap, usually starting with the right hand side on the first lap, then collecting the middle and left capsules over the course of the next two laps. The order you want is up to you, if you find a particular course works better for you then use it.

Setting: Hard
Difficulty ***

Now things get a bit more challenging, there are more capsules than before and you have less time to do it. As above formulate a path that works for you, however I would say that when you reach the area where the capsules look like this;

X X
X
X
X X

You should go from left to right collecting the middle capsule all at the same time, leaving the single capsules on either side for the next 2 laps.

Setting: Very Hard
Difficulty *****

Wow, this is tough, even more capsules to collect within 60 seconds. Use the same strategies as above and also this note;

Just at the start of the race is a collection of 4 capsules arranged in a diamond formation.

1
2 3
4

In this case you have 2 viable options, either use the shoulder buttons to collect 1, 3 and 4 at the same time, or collect 4 + 3 and 2 + 1 on separate laps. You should also be boosting all of the time, and when starting the 3rd lap you should have between 17-18 seconds remaining, good luck, you will need it.

Chapter 2 – The Vengeful Samurai

Setting: Easy
Difficulty **

Pretty easy once you know what to do, first of all set your top speed at maximum (slider all the way to the right) and begin the race, do not boost immediately, hug the left hand wall and when the final rock at this section begins to tumble; use your boost. As you round the corner continue hugging the left side, you will have to use another boost here to avoid hitting a rock; this section can be done by staying on the left. You should be fairly close to Goroh now, you will now climb a hill whilst turning left, hug the left wall and when you see the next rock begin to fall hit that boost to avoid being crushed. Continue to hug the left wall and make your way around the rest of the course (following the racing line where possible); leave most of your boost until the last section of the course.

Setting: Hard
Difficulty *

After learning the ropes in easy this is a piece of cake, same tactics as before.

Setting: Very Hard
Difficulty **

There are a few more boulders so it gets an extra star for difficulty, but after doing easy and hard this is really no challenge.

Chapter 3 – High Stakes In Mute City

Setting: Easy
Difficulty ***

When you first try this you will probably find it quite tricky, you need to learn how to properly control the blue falcon, I.E practice until you can turn on a sixpence. The track itself is fairly simple, be sure to use the jump pads effectively, hit them at an angle where you wont need to turn in the air, and don’t point your nose down in mid air either. This is probably the most enjoyable mission; you shouldn’t find it too bad.

Setting: Hard
Difficulty ***

Same as above.

Setting: Very Hard
Difficulty ***

Ditto.

Chapter 4 – Challenge of The Bloody Chain Gang

Setting: Easy
Difficulty ****

This one takes ages to get right. There are two strategies that you can use, you either work your way through the course killing every gang member until you get to chain, or you boost pretty much constantly, hitting 2-3 ships per boost to sustain the needed speed. You will have to set the speed slider all the way to the right here. After you get to chain you have a few options, get in front of him and make him run into you while you are using the spin attack, or bash him till the cows come home with the side attacks. The spin method is most viable in Easy, thereafter Chain’s armour is increased to the extent that you will be lucky to kill him before you cross the finish.

Setting: Hard
Difficulty ***

You know what has to be done and you know which strategy you want to use, get to it.

Setting: Very Hard
Difficulty ****

Just like hard, but more annoying.

Chapter 5 - Save Jody

Setting: Easy
Difficulty ***

This mission isn’t THAT taxing, even on very hard, as soon as you know the layout of the track and the sort of speeds you have to do its really rather easy. The first 3-4 gates can be navigated by staying totally still (the 3-4 one may graze your ship, so you may want to go a little left) get the capsule, next are 2 horizontal (they move up and down instead of across) gates, I go onto the right hand wall to pass these, I like to grab the next capsule while executing a right wall-floor-left wall manoeuvre, in this way I get lined up nicely for the next horizontal door. Grab the next capsule and go through the vertical door. Get the capsule and aim for the bottom left of the next door, grab the capsule and aim for the bottom right of the next door, get lined up for bottom centre for the 2 vertical doors. The next one can be passed top/bottom on the left/right, I like bottom right, its up to you. Get the capsule, now get onto the right hand wall and stay centred on it, pass the 2 horizontal doors, get the capsule, pass the 3 vertical doors get the capsule and get centred on the right hand wall again. This triple horizontal set are the last doors to contend with. Now you will see 4 boost pads, hit as many as you can and for the love of your sanity stay centred, coming off of the ramp in any position other than bang in the middle will see you crash into the blast doors, and after having done all that it will quickly begin to annoy you if it happens often.

Setting: Hard
Difficulty **

Same as above basically. Just make sure you boost regularly.

Setting: Very Hard
Difficulty **

You must collect ALL capsules and boost ALL the time.

Chapter 6 – Black Shadows Trap

Setting: Easy
Difficulty ***

Quite an enjoyable mission this is. Start off by setting the speed slider at 75-80% acceleration (slider almost all the way left). This mission is basically learning the course inside out and knowing how to take corners at max speed (by drifting around using L+R). There’s not much in the way of strategy except that you should be wary that the larger vehicles will move out of your way and the F-zero looking cars will not. The dirt patches at the end shouldn’t be too tricky, boosting a few seconds before you hit them is the best way about it, watch out for the turn after the 3rd patch, it’s rather sharp.

Setting: Hard
Difficulty **

You have 50km/h less to play around with here, the same strategy applies.

Setting: Very Hard
Difficulty ***

Another 50km/h less speed, this one is much more devilish, some of the turns can be a right nightmare if you aren’t cornering well enough. The same strategy still applies though.

Chapter 7 – The F-Zero grand Prix

Setting: Easy
Difficulty ***

This seems harder than it actually is at first. I had max speed at full here, the first thing to do is to take out the black bull, he starts right behind you, so the check icon that appears on the left of your ship is him. When it’s time, slap him with a side attack, it wont finish him off, but another one of those and he is a goner. Next you need to know the layout of the track, I go over the right hand lava pit right at the start, since at this stage health is worthless, when you come off of the jump go straight over the lava, the health penalty is worth it. Now you will have to learn how to deal with the corners and the corkscrew, playing offensively is also helpful, the less contenders, the better your chances.

Setting: Hard
Difficulty ****

As above, but the competitors are more aggressive.

Setting: Very Hard
Difficulty *****

This is solid, KILL, KILL and KILL some more for a better position.

Chapter 8 – Secrets of the Champions Belt

Setting: Easy
Difficulty *

This is incredibly simple; Deathborne is a fairly incompetent driver, he almost never boosts and he slows down almost woefully on the lava section, get to know where the tight corners and the mines are and you should easily win. Just watch out if you pass him, he likes to spin attack you.

Setting: Hard
Difficulty *

If you can do it on easy you can do it on hard.

Setting: Very Hard
Difficulty **

Moderately harder, but by now your knowledge of the course should more than compensate, just boost, boost and boost some more.

Chapter 9 – Enter The Creators

Setting: Easy
Difficulty ***

The hardest part initially is finishing a lap, this course has some woefully tight corners, cutting the gas and air braking or drift turning will get you through though. Your opponent isn’t too hot a racer either, in fact on Easy and Hard you can stoke up a considerable lead. The best places to boost are; 3 times on the straight where the start/finish is, then on the long uphill climb after the fairly tight turn. There are a few nasty corners, and the jumps could leave you cold if you don’t pay attention, but other than that you should be ok. I used 100% acceleration.

Setting: Hard
Difficulty **

After Easy you will probably win this on your first go, the tactics remain the same except for a slight decrease in acceleration in favour of top speed.

Setting: Very Hard
Difficulty ****

Ok, you aren’t playing a mindless bot here; this is you against the track ghost which is likely to be one of the development team. He is tighter on the corners and his boosting is in the perfect places. I set max speed at about 90%. I’m afraid now it’s all down to you. Perfect each turn and Basque in the glory of finishing story mode.

This is an original walkthrough by cookie monster written for ukwalkthroughs.com, please do not plagiarise my work.

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