F-Zero by Nintendo Author: DJ Tigresa and MC Pantera Email: djtigresa@classicgaming.com, mcpantera@classicgaming.com ------------------------------------------------------------------------------- Author's Note ------------------------------------------------------------------------------- Copyright 1990 by Chiguretha "Tigresa" Steel and Pansela "Pantera" Steel. If you want to share this quickshot guide with any other Usenet areas outside the Game Guide Writers Club and Import Gamers Club. Feel free to do so unaltered and with this copyright intact. Disclaimer: The game F-Zero is copyright of Nintendo of Japan. This game is based of the Super Famicom version of the game since the Super Nintendo (the English counterpart of the Super Famicom) will be out in the US and Europe eventually but we have no exact date when but in the meantime enjoy this guide and that of Super Mario Bros 4: Super Mario World which we'll release both as a dual pack since they are two of the Super Famicom launch games and be on lookout for another Super Famicom game which we'll write a guide before the end of the year since it comes out around that time. The game is called Pilotwings. Gameplay is subject to change come stateside release. ------------------------------------------------------------------------------- INTRODUCTION ------------------------------------------------------------------------------- Before the power of the Super Famicom and it’s Mode 7 graphics, the Ferraris in driving games seemed to move slower than a kid on a tricycle. F-Zero takes total advantage of the new scaling and rotation abilities, pro pelling the futuristic car of your choice across twisted tracks at hyperspeed. Begin by challenging the five tracks of one of three leagues. Memorize the tracks while racing to beat three other drivers. Earn extra continues with every 10,000 points. Finish any League on the Expert set ting to see the programmer’s credits, then beat the King League on the new Master setting to see a cool ending sequence. A cool battery backup saves the best race times for each track. ------------------------------------------------------------------------------- Basic Tips ------------------------------------------------------------------------------- The only way to succeed at F-Zero is to memorize the tracks. After driving over a course several times you’ll expect every curve and obstacle before you reach it. Also watch for straight aways, which are the best places to use the Super Jet (booster). If an opponent is coming up from behind you’ll see the word “check” appear at the bottom. Move your vehicle in front of this sig nal to block the opponents from passing you. If they hit you from behind, they’ll boost your vehicle forward, If you hold the throttle down at the beginning of each race, the opponents’ vehicles will speed forward past you. To prevent this you can veer your vehicle into their path by holding the control pad to the left or right, causing them to boost you forward. To get off to a better start, don’t hold down the throttle until just after you hear the third beep (the race starts on the fourth beep). You’ll be able to speed past the other drivers without taking any damage. When hitting a ramp or jump, push down on the control pad to leap higher and faster into the air. The Pit Zones become more valuable on the tougher leagues. As you make each lap, drive through the Pit Zone to fill up your power, even if it’s not very low. You may run into trouble on a lap later, and even a small amount of ener gy can make all the difference. The L and R buttons on the top of your Super Nintendo controller are essential to making tough turns and good lap times. Learn to press the appropriate button on every turn, even if you don’t need to make a sharp turn. ------------------------------------------------------------------------------- Knight League ------------------------------------------------------------------------------- MUTE CITY 1: Stick to the center of the track during straightaways to avoid being smashed into the walls by aggressive opponents, then move close to the inner wall on the curves to cut seconds off your time. As you hit the ramp be sure to hold down on the control pad to increase your speed in the air. BIG BLUE: It’s even more important to stay on the inside wall to bet ter your time on curves throughout this track. Also stay near the center to avoid rough spots that slow your vehicle down. Watch out for a blue slippery surface before the last tight turn to the finish line. SAND OCEAN: Drive straight through the S-turns after the first turn, then get ready for a very sharp turn. As you reach the final stretch to the lap/finish line, hit the Super Jet. DEATH WIND I: This track is an easy-looking rectangle, but rough spots and an unstoppable wind you’ll find yourself steering left and right all the way through. Hit the Dash Arrows to boost past the opponents, then use your Super Jet after the final turn. SILENCE: The track splits into two lanes, then merges back together. You’ll save time by driving through the shorter mine field, hut risk serious damage to your vehicle. On either path, be sure to hit the jump on the left as the two merge to fly over a long, rough area. Along the last few curves are more mines — stick to the center for safety. ------------------------------------------------------------------------------- Queen League ------------------------------------------------------------------------------- MUTE CITY II: After the second curve you’ll have to veer right or left as the track splits into a loop. Take the less crowded of the two. After two more curves, hit the Super Jet and fly through a long straightaway with rough edges. PORT TOWN I: Hit the ramp and hold down on the control pad to make it over two gaps near the beginning. After the two jumps are quick curves with a narrow path. Cut the corners sharp, using the L and R buttons on each curve. RED CANYON I: Cut the corners on the first few curves, then hit three jumps in a row while holding down on the con trol pad to avoid magnets, rough spots and tough curves Another curvy path is ahead, but you can fly straight down the center if there aren’t any opponents nearby. Hit the Super Jet after these curves, using the R button to turn the final corner to the finish line. WHITE LAND I: On the first left turn is ice surrounded by rough spots. Cut the left corner to hit the rough spot slightly, which slows your vehicle down enough to regain control. Immediately after this turn are plenty of jumps, which you should use to leap over rough strips and magnets Watch for another icy curve before finding the finish line. WHITE LAND II: Get ready for even more ice and an extremely long jump. Let go of the throt tle as you approach the hairpin turns while using the L and R buttons to dig your wings into the ground for better turning power. After the second icy hairpin turn you’ll have one more left turn before facing a huge gap in the track. You must hold down on the control pad to clear this gap, or you’ll end up smashing into oblivion. Use the Super Jet to make the leap easier, then keep your speed up while making two easy turns to the right. ------------------------------------------------------------------------------- King League ------------------------------------------------------------------------------- MUTE CITY III: After the second curve are jagged curves, but you can breeze straight down the center if there aren’t any opponents ready to bump you into the walls. As you enter the mine field, drive straight across from the first right corner to the next left corner, using the rough patches to slow you down for more control. Ease up on the throttle and use the R button to make the last turn with ease, then boost with the Superjet across the lap/finish line. DEATH WIND II: The best place to put the Super Jets to use is right after the starting line, but you’ll have to make a lap first to earn one. After the second turn are plenty of sharp S-turns with Dash Arrows — avoid them or you’ll lose control and slam into the walls. PORT TOWN II: Half of this track is easy straightaways, with two ramps to jump like the original Port Town. The other half of the track is made up of frustrating hairpin turns — one after another! Ease up on the throttle the moment you feel any loss of control. The L and R buttons become extremely important to lean into the turns. Also use the L and R buttons to pull yourself away from the attraction of the magnets. RED CANYON II: You’ll have to make the first lap through a difficult mine field on the back end of the track, but as you come around the second time there’s an easy short cut to get ahead of the other racers. After passing through the zig-zagging curves, hit the Super Jet when you see the ramp, then hold down on the control pad to fly off the ramp and into the air. Aim for a huge flashing blue arrow, which will bounce you back up into the air high enough to reach the rest of the track safely. Drive straight through more jagged curves, then through a mean S turn to reach the finish line, where you can use your last Super Jet to boost for first place. FIRE FIELD: You shouldn’t expect anything but the worst from this track. To beat the other drivers you’ll have to make every turn with precision, slightly releasing the throttle to avoid losing control. Every obstacle is here to throw you into the walls, including magnets, rough spots and ice. The track splits near the end, with magnets pulling towards the center — use the L and R buttons while tapping the con trol pad to avoid their attraction, Immediately after the next turn the track will split again, pro viding a shorter path on the right, but a more necessary Pit Zone to the left. If you have plenty of energy, skip the Pit Zone to shave off a few sec onds from your time. The Dash Arrow at the end of the Pit Zone will likely throw you out of control and into other drivers and the walls, causing you to lose most of the energy you just gained. If you beat this track on the Expert level you’ll be able to challenge the Master level, for an incredible race against even faster opponents. ------------------------------------------------------------------------------- The Master League ------------------------------------------------------------------------------- If you can complete the King’s League on the Expert setting you’ll get list of programmer’s credits, and be able to choose a Master setting where the opponents are even tougher. Beating this mode will reward you with the “real” ending sequence, which includes a cool view of the race from above.