Episode
131
Dexter
& Marley...
Forever borowing stuff that ain't theirs.
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Episode
128
Dexter
takes a cheap shot at Presidential Candidate Mitt Romney
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Episode 126
Dexter
& Marley go shopping for female hygiene products
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F-Zero
GX: Advanced Strategies
Written by Hutz
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. |
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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.
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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.
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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.
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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. |
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| 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 |
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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
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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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