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F-Zero GX

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Episode 134

Lifeguard Opportunity at Bayview Beach


Rastafarian Homer

Pass the Dutchie on the left side, mon.


Episode 131

Dexter & Marley...
Forever borowing stuff that ain't theirs.


Star Whores

Looks like Han is sleeping solo tonight


Episode 128

Dexter takes a cheap shot at Presidential Candidate Mitt Romney


Episode 127

Mary & Dexter discuss the American flag


Episode 126

Dexter & Marley go shopping for female hygiene products


Episode 124

Marley goes Easter shopping


Bill Gates
Goes to Hell

Dexter's rant about
Windows Vista



F-Zero GX: Advanced Strategies

Written by Hutz

Racing Attacking
Strategies Strategies
Advanced Strategies Advanced Strategies

Most of this strategy may seem like something a new player would instantly know how to do. Allow me to dispel that rumor now; this strategy takes tremendous skill and a lot of practice to pull off effectively, even though it sounds simple.
A balanced vehicle is required for this method of racing. You should have either high Max Speed or a good boost rating, or even both. Ignore acceleration though, as it doesn't offer any particular benefits for this strategy. It is essential however, that your vehicle handles well under extremely high speeds. Grip is fairly important, but you should also be sure that your machine doesn't have the tendency to fly all over the place when it tries to turn at over 1500 km/h. Even if you do start fishtailing undesirably though, practice being gentle on the Control Stick, as the cause of the control loss is usually due to being too sudden on the steering. Before you start the race, set your machine's Max Speed to as high as it can go without sacrificing too much cornering ability.

The first lap of the track is crucial for setting up both the short-term victory and long-term point standing. Having lower acceleration can be advantageous right from the start, as the goal for your first lap is to pick off your main rivals with side attacks and make sure they can't keep up to you in point standing. Since you'll come up from behind, you can easily map out a quick strategy to bash your enemies into early retirement. If you eliminate a pilot from the race and rank in first on the track, there's no chance they can catch up if you don't screw up any subsequent races. Only go for the main contenders unless a good chance falls in your lap. When you're nearing completion of the first lap, you want to be near the front of the pack.

Finally, the core of the strategy reveals itself with the announcer yelling, "You got Boost power!". It is crucial to know the track inside and out, in your sleep and possibly even while you're unconscious. While you may be used to boosting occasionally, you'll want to maximize the use of the boost along every stretch, corner, and loop possible. How do you know when you're boosting enough? If your machine is flashing red and crying out in pain by the time you reach a Pit Zone, you're boosting enough. Just don't give up a final bit of energy to boost; you'll need a bit of a 'cushion' in case a jerk pilot gives you a tiny love tap, or in case you accidentally sideswipe a wall.

Don't just boost around areas you're comfortable with; practice boosting while in the middle of a turn and directly after Dash Zones. Make sure you're not holding back boosts for too long. You want to be nearly out of energy reserves by the time you reach a Pit Zone, which should refill your life completely before you make a mad dash to the next Pit Zone. Don't make the mistake of boosting through a Pit Zone, though; the energy you gain is related to the time spent in the refill, so enter them slowly. Usually, it's safe to hit the boost while you're about halfway through the strip, which will essentially give you a free boost if your life drains while you're repairing your machine.

You can attempt to attack enemy machines, but don't go out of your way to do so. If your main rival(s) are out of the race or lagging behind, you'll want to secure your position in the lead of the pack. If you're low on energy and you start being passed, though, make any attempt possible to smash somebody into oblivion. The life increase you'll get will be enough for one more safe boost.
When the race is over, study the score chart carefully and pinpoint your targets for next track. Don't make the mistake of eliminating the same racer(s) every track; twice is enough to screw them over for the whole circuit. What you want to happen is for them to steal points from the actual contenders. The resulting point war will leave you on top as long as you consistently rank high in the standings.


Machines of Choice
Of course, the path to victory is possible with every single machine featured in F-Zero GX. But for these strategies, a few machines tend to do better than others. Here are a few good racers to use for these tips while competing in the F-Zero Grand Prix:
Fire Stingray: This is among the best vehicles for this strategy. It has a solid body for attacking, and it has excellent max speed. Its slow acceleration is an advantage early-race because it allows you to approach any vehicle that could be a rival. Another plus is its tight cornering; it's not the best, but for a machine of its weight it turns like a dream. The only thing the Stingray lacks is a high boost rating, but its high max speed overall helps balance it out.
Body: A | Boost: D | Grip: B
Mighty Hurricane: While not as easy to handle as the Fire Stingray, the Mighty Hurricane makes up for it with a much higher boost rating. The max speed is excellent and, coupled with the boost, will help you fly past the competition and keep a decent lead.
Body: E | Boost: B | Grip: B

Hyper Speeder: The Hyper Speeder has excellent grip, and it's also one of the fastest machines in the game. This racer can easily handle sharp corners at high speeds, and successfully attack other racers with its decent body. As a well rounded machine, the Speeder doesn't have any real weaknesses.
Body: C | Boost: C | Grip: A

Rainbow Phoenix: This machine is basically a mix between the Fire Stingray and Mighty Hurricane. Its speed is somewhere in between the two, and so is its cornering and boost. An excellent vehicle for learning the strategy if you've managed to unlock it.
Body: B | Boost: B | Grip: C







 

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