******************************************************************************
******************************************************************************
                                               ___    ___
                  ___      ___  ___  ___  ___  \  \  /  /
                 | __| __ |_  ||  _|| _ ||   |  \  \/  /
                 | __||__| / /,|  _||  _|| | |   \    /
                 |_|      |___||___||_\_\|___|   /    \
                                                /  /\  \ 
                                               /__/  \__\
          
                                             Created and Written by Karl Jobst

******************************************************************************
******************************************************************************

Version 0.6

Date: 7/22/00

Contact: faq_god@htomail.com

WRITTEN FROM PAL EXPERIENCE! And just in case you don't know about PAL and 
NTSC, it's a very technical area involving the type of TV you use. If you live 
in America or Japan, you are watching an NTSC TV, which can refresh your 
screen 60 times every second A.K.A - 60 different pictures in one second. PAL 
however, which is used in Australia and most parts of Europe, can only refresh 
the TV screen 50 times a second. Because of this, the speed of the game on an 
NTSC TV is much faster than that of a PAL TV. Thus, the cars on the PAL 
version will ultimately drive at a slower speed. Hmmm.......I hope I made 
sense there. I want you to know this because things may be different to NTSC 
users. The walkthroughs are set for PAL users, but are still a great help to 
NTSC users. But please don't blame me if something in this FAQ doesn't work 
because you use the NTSC F-Zero X. 

******************************************************************************
******************************************************************************

CONTENTS
-----------

1.  Intro
2.  Revision History
3.  Controls/Moves
4.  Basic Explanations
5.  Basic Tactics
6.  Main Screen Options
7.  Drivers and Machines
8.  Grand Prix - Course Walkthroughs
9.  Time Attack
10. Death Race
11. VS Battle
12. Practice
13. Options
14. Fast Times - PAL and NTSC
15. David Van Moer's Speed Tactics
16. David Van Moer's Speed Walkthroughs
17. Death Match Tips
18. Codes/Secrets
19. F.A.Q
20. E-mailing me.
21. E-mail Addresses
22. Copyright
23. Final Words, credits, thanks.
24. FIN

******************************************************************************
******************************************************************************

                             *~*~* INTRO *~*~*

Another F-Zero X FAQ? Why? Well, this FAQ is going to be the best there is. 
Plus, being the person I am, I have started a Fast Times area, which is not 
totally complete. Well, I hope you enjoy reading this FAQ. Just remember that 
if you are unsure of anything, and the answer you're looking for isn't 
anywhere to be seen, just e-mail me and I'll see what I can do for you.

                                                          -Karl 

******************************************************************************
******************************************************************************

REVISION HISTORY
-------------------

0.6 - The incomplete FAQ. (7/22/00)

The main walkthroughs are only for the Jack cup so far, but there are more 
walkthroughs to follow. I'm going to add tons more times to the fast times 
section and I have heaps of updating to do. David Van Moer is writing fast 
time walkthroughs so I'll be posting them in the near future as well.

******************************************************************************
******************************************************************************
     
                               ************
                                 CONTROLS
                               ************

       The first part of this section tells you what the buttons do on their 
own. So, don't get upset if you see a move for a button that I haven't listed. 
In the second part of this section, I will list all of the moves you can 
perform in your craft.

Control Stick: The control stick steers the car. By tilting the control stick 
left, your car will turn left. The more you tilt the control stick, the harder 
the car will turn. But be careful, if you turn too fast, you will skid out o 
control! While you are driving on the track, press forward or back with the 
control stick, will either lower or rise the front of your car. If you are 
going at an incredibly high speed, while press back with the control stick 
(raising the front of your car), your car has a very good chance of blowing 
off the track into the city below. However, if you have the nose pointed down, 
there is little to no chance of your car blowing away. While you are driving 
on the track, tilting the nose will not be visible, but it still works.

While you are in the air, you can use the control stick to determine your 
path, your distance, and your speed. While in flight, tilting the control 
stick left or right will steer you in that direction. But while you are in the 
air, it is difficult to steer properly. By pressing back with the control 
stick, you can tilt the nose of your craft up, which enables your craft to 
cover a greater distance. However, this will also cause your craft to slow 
down. If you press forward with the control stick, you can tilt the nose of 
your craft down. This will make your craft accelerate to an incredible speed, 
while at the same time covering a less distance.


A Button: This causes your craft to accelerate. If you don't press this 
button, your craft will never move. If you release this button while moving, 
your craft will slow down, and eventually reach a crawling speed.


B Button: You can only use this button on the second and third lap. It gives 
you craft a temporary boost of speed, which is shown by a green flame that 
erupts from the back of your craft. This speed boost will accelerate your 
speed dramatically, and can determine the outcome of a race. However, the 
amount of boosts you can perform in a race is limited, and has a downside. 
Every time you boost, you decrease the amount of energy that surrounds your 
craft. If you use up all of that energy, you will be unable to boost. Also, if 
you use up all of your energy, there is a very high possibility that you will 
be destroyed by either a rival car, or a hard wall.


R Button: This button will cause your craft to drift to the right. However, 
you will lose speed. 


Z Button: This button will cause your craft to drift to the left. However, you 
will lose speed. 


C-Down: I'm kicking myself as I write this because up until today I thought 
that there wasn't a break in F-Zero X. Well, this is it. It acts as a hand 
brake, and slows the car down, eventually to a compete stop. At high speeds, 
this button is necessary when going around corners, to stop you from going out 
of control.

The same applies while your craft is in the air. This button will slow your 
craft down very quickly while you fly.


C-Up/Right: This button allows you to view the area behind your craft. While 
holding this button, you will see everything behind you, and will have no 
vision of the things in front of you. So, I wouldn't use this when there are 
corners nearby.


C-Left: This button is only useful while playing with 2 or three other 
persons. In the quarter-split screens, there isn't enough room to put both the 
course radar and the lap display on each player's screen at the same time. So, 
this button will switch between the two.


Start: This button pauses, and unpauses the race while it is in progress.


Control Pad: The control pad serves no use in F-Zero X.


                                 *********
                                   MOVES
                                 ********* 

DRIFT TURN --- Right + R / Left + Z

This turn is much sharper than the normal turn using the control stick. It 
lets you tackle the tougher turns, without you craft sliding out of control. 
However, using this turn WILL slow you down.


SLIDE TURN --- Right + Z / Left + R

I never use this turn, it isn't affective, and slows down your craft too much. 
It causes your craft to slide while it turns, but lets you regain control 
whenever you want. This turn allows you to turn very sharp corners. And as I 
have already said, this move slows you down a hell of a lot.


SIDE ATTACK --- Z - Z (tap Z twice) / R - R (tap R twice)

This move is very affective when you want to bash a rival craft out of the 
competition. This move covers you in a red shield, and shoots your craft to 
the left or the right depending on which button you use. If you smash into any 
opposing vehicle(s), there is a very high chance that they will be destroy or 
severally injured. This attack is very accurate, and very fast. However, it 
will slow you down. This move can also be performed in the air.

                 
SPIN ATTACK --- R + Z - Z (hold R and tap Z twice) / Z + R - R (hold Z and tap 
                R twice)

This move will cause your craft to spin around in an attempt to knock out 
opponents around it. In crowded areas, this move can be very affective, and 
can destroy several crafts at a time. As with the other attack, this move will 
slow you down, but not much. This move can be very affective when performed in 
the air.

******************************************************************************
******************************************************************************  

                            **********************
                              BASIC EXPLANATIONS
                            **********************

The Energy Bar: The energy bar serves two purposes ----

1. The energy bar measures the strength of the shield that is surrounding you 
craft. Every time you bump into the side railings, or get hit by another car, 
part of your shield will deteriorate. Once your entire shield has been 
depleted, another blow will totally destroy you.

2. When you gain the power to boost, the energy bar acts as a fuel tank. Every 
time you boost, a portion of your energy gets sucked away. Once you have used 
up all of your energy, you can no longer boost! Plus, you still have to worry 
about being totally destroyed.

To regain your energy, you can do two things. You can drive through pit stops, 
those long strips of pink, and you can destroy other vehicles to gain a slight 
amount of energy. When your energy bar is totally full up, you can't get any 
more energy.


Pit Stops: I just mentioned them while talking about the energy bar. The pit 
stops are the long stretches of pink area that you find on each course. When 
you drive through these areas of pink, your energy bar will gradually refill. 
While you are in a pit area, nothing can harm you, and nothing can deteriorate 
your energy bar. So, boosting in the pit lane won't decrease your energy!


Stars: Every time you destroy a rival craft, you will be awarded with a star 
that will be sown on the right side of the screen. If you get five stars, you 
will be awarded with an extra ship! However, getting 10 stars in a race will 
earn you no extra rewards. :)


Crafts: When you start a Grand Prix, you will own a certain amount of crafts 
depending on what difficulty level you are racing on. When you fall off the 
edge of a course, or are destroyed, you will lose a craft. Once all of you 
crafts have been destroyed, you will be forced to exit the Grand Prix and try 
again from the very beginning.  


Lap Display: This will tell you what lap, out of three, you are currently 
doing.


Speedometer(km/h): The little square on the bottom right-hand side of the 
screen tells you the speed your craft is travelling.


Position Display: This tells you what place your craft is currently at. 30 
being last place, and 1 meaning you are leading the pack.


Course Radar: This gives you a birdseye view of the course. You are 
represented by the flashing light-blue circle. The dark-blue circle represents 
the current leader of the computer-controlled craft. If you are in the lead, 
the dark-blue circle will represent second place.


Top 6 Display: In the Grand Prix mode, you will see 6 pictures of drivers on 
the left side of the screen. These tell you who are currently in the top six 
positions, with the top of the 6 pictures in first place.


Time Display: This tells you how long you have been racing for.


Yellow Arrow Boosts: These are scattered about every course. If you run over 
them, they give you a speed boost similar to the boost caused when you push B. 
There need no energy, and can range in size.


Traps: These things are little pyramids that are placed around only a couple 
of the course in F-Zero X. They throw any machine up in the air, slow them 
down, and take away a tiny little piece of the machine's energy.


Ice and Dirt Sections: These slow your machine down, and course your vehicle 
to slide more often than not. A word of advice, don't drive through these!


Jump Plates: These look like long Traps, but they don't harm you in any way. 
These cause your machine to jump up into the air. These can cause your 
machine's speed to increase dramatically if used correctly. 

******************************************************************************
******************************************************************************

                              *****************
                                BASIC TACTICS
                              ***************** 

DON'T TURN TOO FAST! The biggest mistake you can make in F-Zero X is turning 
too fast into a corner, and sliding out of control. Not only can sliding 
destroy you if you ram into a wall with low energy, but it slows you down 
dramatically, and can sometimes determine the outcome of a race. However, even 
on sharp turns, there are ways to stop sliding:

1. Drift Turn: This turn is very affective, and is 100% slide free. If there 
are any tight corners, with little or no enemies around, this is the turn for 
you.

2. Side Attack Turn(or jumping): This is the best turning technique, and maybe 
not for beginners. While turning, this move will cause you craft to 'jump' 
over to the right or left, and turn very quickly. It stops sliding, and is 
very useful in tight S-bends.

3. Tap The Accelerator (I'll abbreviate it as "TA"): If you are going around a 
fairly sharp corner, and feel no need to use the drift turn or jump turn, but 
there is still some risk of sliding, letting go of the accelerator can grip 
you to course. This almost totally demolishes the risk of sliding, and there 
is an unnoticeable amount of speed loss.

4. I have never used this next technique while racing, as I don't find it 
useful and there are better ways to go around corners. This technique is to 
brake as you turn a corner. Using the brake will keep you from losing control, 
but it slows you down too much to be of use. I suggest using any of the three 
techniques mentioned above.

So, there should never be a time where you slide out of control!


DESTROY YOUR RIVALS! I'm sure you all have times where there is someone who 
always gets in first place, and you're sure you have no way to possibly win. 
Well, there is a simple strategy that can put the fastest of your enemies out 
of the picture. The idea is to destroy your rivals, so that they have no 
chance of getting any points. It can put you into the lead by a long way, and 
can set them back to the bottom of the list. This is a very, very good 
technique, and is very effective. If you are having trouble getting rid of 
your rivals, check out the 'Killing Tips' part of this FAQ.


GET INTO FIRST PLACE AS QUICKLY AS POSSIBLE! It is best if you get into first 
place as soon as possible. It gives you a clear area in front of you where 
there is no chance of running into crafts that are in front of you. It lets 
you turn corners smoothly, and gives you plenty of room to go at your max 
speed without any slow downs.


NO RAILS = EASY KILLS! On some levels you encounter parts of the course that 
have no side rails, these are the ultimate areas to destroy other crafts. 
Simply drive along side them, and give them a little tap off the edge of the 
track. You'll soon hear a little "DING", and will be awarded with a star. 
However, be careful. If you miss your target, there is a pretty good chance 
that you will fall down instead of your rival craft. Obviously, this is a very 
bad thing.


DON'T USE UP ALL OF YOUR ENERGY! Don't boost until you cannot boost any more. 
It will leave you destroy-prone, and a nice target for rival crafts. One nick 
off a wall when your energy is gone, and you're toast. Also, try to preserve 
your energy so that it runs for the entire lap until the pit zone where you 
can refuel. If you run out of juice early in a lap, it will give other crafts 
ample opportunity to gain a higher speed than you, and get a long way in front 
of you.

******************************************************************************
******************************************************************************

                           ***********************
                             MAIN SCREEN OPTIONS
                           ***********************

GP --- Grand Prix: This will lead you to the Grand Prix mode where you will 
race with 30 other cars, in an attempt to score the most points.

TIME ATTACK: This mode will let you race by yourself in an attempt to get the 
fastest time you possibly can on any level. It also lets you view the fastest 
times held for each level.

DEATH MATCH: This mode is designed simply for the purpose of destroy 29 crafts 
as fast as you can. Great fun!

VS MODE: This mode lets you battle it out with up to three friends, and maybe 
a computer-controlled craft.

PRACTICE: A mode that lets you race with 29 other cars on any course you want. 
The idea isn't to win, but to practice your skills.

OPTIONS: This lets you fiddle around with the options of the game. Dealing 
with sound, gameplay, and multiplayer.

******************************************************************************
******************************************************************************

                            ********************
                              DRIVERS AND CARS 
                            ********************

In F-Zero X it is essential that you choose the right driver to race with. 
Some are excellent, some just plain suck. Here's the list of all the drivers. 
Because some of you might have lost your manuals (as I did for a LONG time), 
I'll add everything the manual did.

But first of all, here are the definitions ---

The scale ranges from A to E, A being the best, and E being the worst.

Weight: The weight of the machine tells us (obviously) how heavy the machine 
is. The heavier the machine, the larger the top speed it is able to go. But 
don't be fooled, if a heavy machine has a bad boost, it will never reach the 
speed of a light machine with a good boost.

Body: This tells us how well the machine can withstand damage, either from 
other vehicles, or driving into rails. The better the body, the more damage 
the machine can withstand. It also helps with the demolition of other rival 
machines.

Boost: This tells us how well the machine can boost. This depends on the 
power, and the length of the boost. Having a good boost in most cases is 
essential the winning.

Grip. This tells us how well the machine can turn around corners. A bad grip 
is a sign that the machine will slide often. Good grip tells us that the 
machine can round corners with little chance of sliding. Grip is also very 
important.

IMPORTANT! The pilot in the machine has absolutely nothing to do with the way 
the machine drives. You are the only person controlling the machine, and the 
pilot of the machine does not effect the craft IN-ANY-WAY.

Oh, and one more thing. The pilot is on the left, and the machine is on the 
right. 

------------
FIRST ROW
------------

CAPTION FALCON   ----------------------   BLUE FALCON
-----------------                      -----------------

Age: 36                                Weight: 1260 kg
Story: He's a well known bounty hunter Body:   B
as well as a great F-zero pilot. Many  Boost:  B
mysteries surround Capt. Falcon ---    Grip:   C
the only thing we know is that he's    Number: 7
from Port Town.

Opinion: This is a good machine, but it has nothing that makes it stand out 
from the pack. There are far better alternatives. However, this is a good go 
for beginners because it is an all rounded machine. Third best racer in the 
first row. 

DR. STEWART   -------------------------   GOLDEN FOX
--------------                         ----------------

Age: 41                                Weight: 1420 kg
Story: He's been living in the fast    Body:   D
lane as a doctor. Dr. Stewart became   Boost:  A
interested in the F-Zero X GP after    Grip:   D
the death of his father/ The Golden    Number: 3
Fox belonged to his father.

Opinion: This machine is a bad choice for any driver. It may have good boost, 
but lacks in both other areas. A bad machine indeed.

PICO   --------------------------------   WILD GOOSE
-------                                ----------------

Age: 123 (or so he says)               Weight: 1620 kg
Story: Pico used to work for a special Body:   B
unit of the Poripoto army. He's        Boost:  B
aggressive, but calm. Rumour has it    Grip:   C
that he is also an infamous hit man.   Number: 6

Opinion: This is the second best machine in the first row. Has a decent boost 
and a pretty good body. Excellent for intermediate drivers, but more difficult 
for beginners. 

SAMURAI GOROH   -----------------------   FIRE STINGRAY
----------------                       -------------------

Age: 44                                Weight: 1960 kg
Story: He's one of the best bounty     Body:   A
hunters around and the leader of a     Boost:  D
group of space thieves. Goroh's reason Grip:   B
for joining F-Zero is because of his   Number: 5
hatred for Capt. Falcon, his rival. 

Opinion: An OK machine, but it is by far the machine you should choose to race 
with. Generally, body is the least important feature, and doesn't really serve 
much use if you want to win a face. Not a speed vehicle.

JODY SUMMER   -------------------------   WHITE CAT
--------------                         ---------------

Age: 24                                Weight: 1150 kg
Story: Jody is one the top rookie      Body:   C 
pilots in the circuit. While Jody      Boost:  C
doesn't have much experience, many see Grip:   A
her as a dark horse.                   Number: 2

Opinion: The best machine in the first row. It has excellent grip, which is 
very important in a machine. A very good choice for beginners, and a good 
choice for intermediates. 

MIGHTY GAZELLE   ----------------------   RED GAZELLE
-----------------                      -----------------

Age: 36                                Weight: 1330 kg
Story: Three years ago, he was injured Body:   E
in a freak racing accident and         Boost:  A
miraculously survived. Due to the      Grip:   C
damage his body sustained, he became a Number: 1
cyborg. Others have tried to stop him
from competing, but he is determined
to win.

Opinion: An underestimated machine, because it takes a very good pilot to be 
able to master it. It is the fastest racer in the first row. However, there 
are better alternatives to this machine, such as the Twin Noritta. But if you 
only have the first row accessed, a choice not for the faint hearted.


-------------
SECOND ROW
-------------

BABA   --------------------------------   IRON TIGER
-------                                ----------------

Age:18                                 Weight: 1780 kg
Story: This young rookie has           Body:   B 
incredible intuition and is very       Boost:  D
flexible. After enduring a great deal  Grip:   A
of training, Baba will make his racing Number: 4
debut this season.

Opinion: This machine has very good grip, and a pretty good body, but lacks 
any speed. Boost is crucial if you're going to win the Grand Prix, and this is 
not the best choice.

OCTOMAN   -----------------------------   DEEP CLAW
----------                             ---------------

Age: Unknown                           Weight: 990 kg
Story: He represents the planet takora,Body:   B
an enemy of the Milky Way Federation.  Boost:  B
Takorans are intent on showing their   Grip:   C
advanced intelligence to the universe. Number: 8

Opinion: Once again we have an average machine. There are better machines to 
choose from.

DR. CLASH   ---------------------------   CRAZY BEAR
------------                           ----------------

Age: 54                                Weight: 2220 kg
Story: A former F-Zero engineer, it    Body:   A 
has been Dr. Clash's dream to become a Boost:  B
pilot. He is participating in the race Grip:   E
with a machine he designed and built   Number: 29
himself.

Opinion: This machine just plain sucks. Sure, it has a good body, but the grip 
is one of the worst in the game. Some machines can use their bad grip to an 
advantage, but this machine cannot. A bad choice for anyone. 

MR. EAD   -----------------------------   GREAT STAR
----------                             ----------------

Age: Unknown                           Weight: 1870 kg
Story: This cyborg was developed by    Body:   E 
the mysterious development group EAD.  Boost:  A
His purpose is to test his I.Q. and    Grip:   D
debug his man-made programming.        Number: 9

Opinion: One of the worst machines in the game. Not a good pick indeed. Bad 
grip, and a bad body. The good boost does not balance out the disadvantages. 

BIO REX   -----------------------------   BIG FANG
----------                             --------------

Age: 8                                 Weight: 1520 kg
Story: This dinosaur is a product of   Body:   B
bio-technology. Through this           Boost:  D
technology, his brain has become very  Grip:   A
similar to a human's. If he winds the  Number: 15
Grand Prix, he will prove that he's
superior to humans.

Opinion: I used this machine a lot when I was an intermediate driver, and I 
won the Queen Grand Prix with it on expert, so it must be pretty good. 
However, lack of boost will pose a problem in the harder difficulties and 
courses.

BILLY   -------------------------------   MAD WOLF
--------                               --------------

Age: 6                                 Weight: 1490 kg
Story: Billy is the first monkey to    Body:   B 
participate in F-Zero. He's out to     Boost:  B
prove that monkeys are the superior    Grip:   C
species.                               Number: 11

Opinion: Just like all of the other machines with the same attributes. I give 
the same advice.

------------
THIRD ROW
------------

SILVER NEELSEN   ----------------------   NIGHT THUNDER
-----------------                      -------------------

Age: 97                                Weight: 1530 kg
Story: Neelsen has participated in     Body:   B 
more Grand Prix races than anyone, but Boost:  A
has yet to win. His age has drawn      Grip:   E
criticism. Because he is resentful of  Number: 23
the newer machines, the other racers
are avoiding him.

Opinion: This car is an excellent slider. If you don't know what a slider is, 
check out the fast times section later in this FAQ. The grip is on E for a 
reason, and you can take advantage of this. This car is very good for very 
windy courses; the type you will find in the Joker Cup. However, this car is 
definitely not for beginners. But a must for experts......like me! :)

GOMAR & SHIOH   -----------------------   TWIN NORITTA
----------------                       ------------------

Age: Unknown                           Weight: 780 kg
Story: These Furikake people always    Body:   E
act as one person. They are a very     Boost:  A
strange race. While the rules don't    Grip:   C
allow pilots to use their machines for Number: 22
two rides, they were approved by the
committee. Their machine is the 
lightest in the circuit. 

Opinion: The best machine in the game!!!! This machine rocks! It has the best 
boost in the game, and is the fastest machine in the game. A craft not for 
beginners, but a craft for intermediates. However, this craft is best in time 
attack, and doesn't fair that well in the Grand Prix. So, look through the 
Grand Prix walkthroughs to see which Grand Prix course this is the best for. 
But overall in Time Attack, this is the vehicle of choice.

JOHN TANAKA   -------------------------   WONDER WASP
--------------                         -----------------

Age: 30                                Weight: 900 kg
Story: Tanaka, an engineer, and member Body:   D
of the Milky Way Federation, is        Boost:  A
supposed to be assisting Jody Summer.  Grip:   D
His concern for his colleague          Number: 26
compelled him to join the Grand Prix.
He seems to be more interested in 
protecting Jody Summer than winning
the Grand Prix.

Opinion: Ummm......a really crap machine. Just don't choose it. I SAID DON'T 
CHOOSE IT!!!

MRS. ARROW   --------------------------   QUEEN METEOR
-------------                          ------------------

Age: 26                                Weight: 1140 kg
Story: Mrs. Arrow races with her       Body:   E
husband Super Arrow. She's a good wife Boost:  B
and team member. Actually, her racing  Grip:   B
experience makes her a better pilot    Number: 21
than her husband.

Opinion: An excellent choice for a machine, if you haven't got all of the rows 
accessed. I used this racer when I was an intermediate racer, for the slightly 
harder courses. Don't be fooled by the bad body, it doesn't make much of a 
different. Good grip and boost are a good combination. 

BLOOD FALCON   ------------------------   BLOOD HAWK
---------------                        ----------------

Age: 36                                Weight: 1170 kg
Story: Created by Black Shadow, Blood  Body:   B
Falcon is an exact duplicate of        Boost:  A
Captain Falcon. Well, almost. Blood    Grip:   E
Falcon is evil --- very evil.          Number: 25

Opinion: Another slider. The machine absolutely rocks on levels like Rainbow 
road and big hand. For more info on how to control this beast, read the fast 
times section. 

JACK LEVIN   --------------------------   ASTRO ROBIN
-------------                          -----------------

Age: 18                                Weight: 1050 kg
Story: Jack's a favourite of the       Body:   B 
female fans. Any merchandise with his  Boost:  D
face on it sells out immediately.      Grip:   A
While most people talk about his good  Number: 14
looks and popularity, not too many
people mention his racing skill.

Opinion: An OK choice for a car, but I never use it. This machines standard is 
below average.

-------------
FOURTH ROW
-------------

JAMES McCLOUD   -----------------------  LITTLE WYVERN
----------------                       ------------------

Age: 31                                Weight: 1390 kg
Story: James McCloud is a hired        Body:   E
ranger, and the leader of Galaxy Dog.  Boost:  B
He remodelled his space fighter into   Grip:   B
an F-Zero machine. McCloud is in this  Number: 10
Grand Prix for one reason --- money.

Opinion: Another good choice for a car, on the intermediate circuit. But, you 
don't want to hit too many rails with this baby.

ZODA   --------------------------------   DEATH ANCHOR
-------                                ------------------

Age: Unknown                           Weight: 1620 kg
Story: Zoda is the incarnation of evil Body:   E
and intent on conquering the earth.    Boost:  A
Why he's racing in the Grand Prix is   Grip:   C
still a mystery. His past disputes     Number: 13
against the Arrows and Captain Falcon
are well known.

Opinion: One of the fastest cars in the game. A really good choice for expert 
riders who know how to get around the track at very high speeds without 
banging into side railings.

MICHAEL CHAIN   -----------------------   WILD BOAR
----------------                       ---------------

Age: 38                                Weight: 2110
Story: He's the leader of the bloody   Body:   A 
chain gang. Michael participates in    Boost:  C
the Grand Prix to show off his driving Grip:   C
skills to member of his gang. Since he Number: 24
rarely wins, members are slowly 
leaving the gang.

Opinion: Umm......I have to say that I don't really like this car. It has a 
less than average boost and grip, which are most important. 

SUPER ARROW   -------------------------   KING METEOR
--------------                         -----------------

Age: 34                                Weight: 860 kg
Story: Super Arrow's job is to protect Body:   E
the Earth. When Super Arrow discovered Boost:  B
that Zoda, his sworn enemy, had        Grip:   B
entered the Grand Prix, he entered as  Number: 20
well.

Opinion: The attributes are identical to that of his wife's machine. So, I 
give the same advice.

KATE ALEN   ---------------------------   SUPER PIRANHA
------------                           -------------------

Age: 29                                Weight: 1010 kg
Story: This popular singer and dancer  Body:   B
has decided to try her hand at racing. Boost:  C
She will debut this season.            Grip:   B
                                       Number: 12

Opinion: A good machine for beginners, but not a choice for intermediates or 
experts who live their life in the fast lane.

ROGER BUSTER   ------------------------   MIGHTY HURRICANE
---------------                        ----------------------

Age: 40                                Weight: 1780 kg
Story: Roger, and transportation guru, Body:   E
was supposed to transport a machine to Boost:  B
an unknown participant. His partner    Grip:   B
persuaded him to abandon that idea and Number: 28
race for himself.

Opinion: Another good choice of a machine.

------------
FIFTH ROW
------------

LEON   --------------------------------   SPACE ANGLER
-------                                ------------------

Age: 15                                Weight: 910 kg
Story: Compared to humans, Leon is not Body:   C
very bright. He makes up for it with   Boost:  C
his sharp reflexes and cornering       Grip:   A
ability.                               Number: 19

Opinion: An excellent choice for a machine, but there are better machines you 
can choose with the same attributes.

DRAQ   --------------------------------   MIGHTY TYPHOON
-------                                --------------------

Age: 136                               Weight: 950 kg
Story: Draq works with Roger Buster,   Body:   C
and is a big fan of F-Zero. Driving in Boost:  A
the Grand Prix has been his life-long  Grip:   D
dream.                                 Number: 27

Opinion: I have only used this machine once and I will never use it again. I 
give you the same advice. 

BEASTMAN   ----------------------------   HYPER SPEEDER
-----------                            -------------------

Age: 29                                Weight: 1460 kg
Story: When just a child, Beastman was Body:   C
nearly eaten by a giant alligator.     Boost:  C
Ever since then, he's been a slayer of Grip:   A
beasts. now he hopes to advertise his  Number: 18
services in the Grand Prix.

Opinion: This machine takes the role of the second best machine in the game! 
The best machine for courses with tight corners, and still, has a decent 
boost.

ANTONIO GUSTER   ----------------------   GREEN PANTHER
-----------------                      -------------------

Age: 35                                Weight: 2060 kg
Story: Antonio was once Goroh's        body:   A 
right-hand man, but Goroh betrayed     Boost:  B
him. Now Antonio has joined the Grand  Grip:   D
Prix in hopes of exacting revenge on   Number: 17
his former mentor.

Opinion: Don't use this machine. It just plain sucks.

BLACK SHADOW   ------------------------   BLACK BULL
---------------                        ----------------

Age: Unknown                           Weight: 2340 kg
Story: The King of evil. Black Shadow  Body:   A
strikes fear in the hearts of          Boost:  E
everyone. His goal is to destroy       Grip:   A
Captain Falcon in front of millions of Number: 30
viewers.

Opinion: An awesome racer for people who like to go around and smash other 
machines to a million pieces. It has awesome grip, and the heaviest body, but 
has the worst boost in the game. Seriously, this machine will not win you the 
trophy on the master difficulty. But still, this is one hell of a machine.

THE SKULL   ---------------------------   SONIC PHANTOM
------------                           -------------------

Age: 240                               Weight: 1010 kg
Story: Skull was once a great legend   Body:   C
among drivers. Using science and black Boost:  A
magic, Skull returned from the grave   Grip:   D
to compete one more time.              Number: 16

Opinion: A very fast machine, but has very bad grip. When you're going very 
fast, losing grip (unless you're a slider, but this machine isn't) is the last 
thing you would want to happen. 

------------------------------------------------------------------------------

OK, now that you know about all of the machines, here are the 5 best machines 
in the game. However, if you want to know what machines are best for what 
courses, read the walkthroughs. Well, anyway.....

TOP 5 MACHINES IN F-ZERO X (in my opinion :)
-----------------------------------------------

1. Twin Noritta: Without a doubt the best machine in the game. It is the 
fastest machine you will ever encounter, and speed is the key to winning a 
race. 

2. Hyper Speeder: The second best machine in the game. This baby kicks some 
serious arse when it comes to the harder courses.

3. Blood Hawk: Underestimated because of it's weak grip. Many people don't 
know about sliding, and that is the cause of that - people hate this beautiful 
piece of machinery. 

4. Night Thunder: Almost identical to the Blood Hawk, and another 
underestimated machine. This baby rocks on Rainbow Road!

5. Black Bull: This machine isn't in here because it can win races, this baby 
is here because it kicks some serious butt! It has the best grip, and the best 
body in the game, and can destroy any adversary. A must for anyone who wants 
to race simply to smash up rival cars.   

******************************************************************************
******************************************************************************

                              **************
                                GRAND PRIX
                              **************

The Grand Prix is the main feature of F-Zero X. Here, you battle it out 
against 30 rival machines in order to win the most amount of points in a total 
of six races. 

When you first enter the Grand Prix mode, you will have to select one of 3 
difficulties, Novice, Standard, and Expert. Ranging from very easy, to very 
difficult. The difficulties don't change the courses, but they improve the way 
the computer-controlled cars perform, making it harder for you to win. After 
completing certain tasks, you get to choose a fourth difficulty, Master.

Next you will have to choose between three cups --- JACK, QUEEN, and KING. 
Jack being the easiest, and King being the hardest of the three. However, 
after completing certain tasks, you will be able to choose from two other cups 
--- The JOKER cup, and the X cup. But to find out how to unlock these cups 
you'll have to read on.

After you've selected the desired cup, you'll then have to select the first 
track on which you will be racing. You don't have a choice here, so just press 
A and keep going.

The next thing you must do is select which machine you will be racing with 
through the WHOLE cup. You won't be able to select a different machine for 
each course, so have a think about which machine will fair best through every 
track.

OK, now comes a tricky part. You have to choose whether or not your craft will 
excel in either acceleration, or speed. A lot of people don't exactly know why 
you need this, but it is very important. The graph looks something like this--

                     
                        ACCELERATION <----> MAX SPEED 
                                     
                                     |
                   |  |  |  |  |  |  |  |  |  |  |  |  |  |  
                   ----------------------------------------                 
                                     /\

This is very hard to explain, but it gets easier to do with practice. By 
moving the arrow to the left or right, you can decide if your machine will 
have high acceleration, or a high maximum speed. If your machine has a high 
acceleration, it won't go its fastest. If your machine has a high max speed, 
it will go faster, but it will take longer to reach that higher speed. Here's 
a brief layout ---

Acceleration: This will make your machine reach high speeds quickly. At the 
beginning of a race, it will reach its maximum quickly. However, it won't 
reach its highest possible speed. If the machine hits a wall, or turns 
sharply, slowing down, it will recover more hastily. And also, the machine 
will not lose as much speed when going through ice or dirt traps.

Max Speed: This will make your machine reach a higher speed. It will be able 
to go faster over a long distance. However, to reach its higher speed will 
take longer. A machine with a higher speed will be affected more by its boost, 
making it go faster. It will take longer to recover if it slows down. In the 
long run, max speed is more important than acceleration.

The more you move the arrow to the left or right, the more your machine will 
be affected.

On the same screen that you adjust the acceleration and max speed, you can 
also change the colour of your machine. Just by pressing R and L you can 
choose between 4 different colours for your machine's paint.

OK, once you've finished with the Max speed and acceleration it will be time 
for you to start the first race. Now that you know all of the basic 
information, here's the walkthrough part.

                          **************************
                            DIFFICULTY INFORMATION
                          ************************** 

NOVICE: Very, very easy. This is the first difficulty you should have a go at. 
Even on your first try, you should be able to rank highly, and possibly win. 
The speed of the race is rather slow, and the computer doesn't really try to 
overtake you while you are in first place. Also, the machines are very easy to 
destroy, and they rarely attack you.

STANDARD: Things start to get more difficult. The speed of the machines 
increase, and there is a bigger fight between 1st and 2nd place. Now the 
machines start to hug the back of your machine when you are in first place. 
The machines are slightly harder to destroy to, but there really isn't any 
different in the computer's AI.

DIFFICULT: A really big jump in the difficulty level. The speed of rival 
machines really picks over yours. The machines will overtake you much more 
often, and they will dramatically speed up in an attempt to get into first 
place. In this difficulty it is important to destroy rival machines that are 
ranked above you to give you a better shot at the gold medal.

MASTER: Unbeatable to the average player. This is insanely hard. The way that 
the creators of F-Zero X have made this really does get on your nerves. In the 
first lap it is usually impossible to move up from 30th place, because the 
other machines will ALWAYS be faster than you. If you are coming first to an 
extraordinary degree, the computer will speed up just to get in front of you. 
This difficulty will have you throwing the controller out the window. You will 
go insane trying to win, and most people give up trying before they reach the 
goal of winning all 4 cups on the master difficulty. However, there is always 
a way to win, and hopefully my walkthroughs will help you through the tough 
times.

                                 ***********
                                   SCORING
                                 ***********

When you finish the race you get points depending on where you were ranked. 
Here's a list of how many points you get for each position -

1st  - 100 Points
2nd  - 93  Points
3rd  - 87  Points
4th  - 81  Points
5th  - 76  Points
6th  - 71  Points
7th  - 66  Points
8th  - 62  Points
9th  - 58  Points
10th - 54  Points
11th - 50  Points
12th - 47  Points
13th - 44  Points
14th - 41  Points
15th - 38  Points
16th - 35  Points
17th - 33  Points
18th - 31  Points
19th - 29  Points
20th - 27  Points
21st - 25  Points
22nd - 23  Points
23rd - 22  Points
24th - 21  Points
25th - 20  Points
26th - 19  Points
27th - 18  Points
28th - 17  Points
29th - 16  Points
30th - 15  Points

Ideally, if you destroy a rival machine, this gives you a 0% chance of coming 
30th.

                          **************************
                            THINGS YOU SHOULD KNOW    
                          **************************

The faster YOU go, the faster THEY go --- Yes, it's true. The rival machines 
will ALWAYS go faster just to give you a bit of competition. For instance, I 
played Mute City on novice. First, I sat at starting line and waited until the 
computer finished its three laps, then I finished myself. The fastest computer 
time was 2:07. Then, I went fairly fast, and I came first. The fastest 
computer time then was 1:47. The computer improved by over twenty seconds! 
Just because I went fast, the computer went faster too. The way the creators 
have set up the Grand Prix really does suck, and is more annoying then 
anything. What's the use of going extremely fast if you know the computer will 
always catch up? 

The computer has a very small amount of energy --- The computer-controlled 
machines have a very small amount of shield energy, and are very easily 
destroyed. However, as the difficulty rises, the computer gets more and more 
energy. On novice, a small bump to a rival car will most likely burst it into 
flames. But on master, it will take several average side attacks.

Don't waster time destroying slow machines --- In other words, don't focus all 
of your attention on machines you know won't get a high place. Attack rival 
machines will slow you down, so it's a good idea to get into the lead before 
you do any major destruction. Once you're in the front, you can afford to take 
a bash at anyone who tries to overtake you. This is the best way to take out 
rival machines.

And also, use the basic tactics I have shown you earlier in the FAQ. All of 
them will be very useful to you. Anyway, now on to the course walkthroughs... 

                           *********************** 
                             COURSE WALKTHROUGHS 
                           *********************** 

You don't always have to follow these walkthroughs step-by-step. Try different 
things, and if anything works better for you, do it. I'm just trying to make 
it easier for you to win, but do the course whichever way you want.


                             ------------------
                             ---  JACK CUP  ---
                             ------------------ 

The Jack cup is the easiest cup in the game. It is here to let you get used to 
driving an F-Zero machine, without providing too much of a challenge.

Vehicles for Novice and Standard Difficulty ---

Vehicle of Choice: First row activated ---- White cat
                   Second row activated --- White cat
                   Third row activated ---- Queen Meteor
                   Fourth row activated --- Queen Meteor
                   Fifth row activated ---- Hyper Speeder

Vehicles for Expert Difficulty ---

Vehicle of Choice: First row activated ---- White cat
                   Second row activated --- White cat
                   Third row activated ---- Queen Meteor
                   Fourth row activated --- Mighty Hurricane
                   Fifth row activated ---- Hyper Speeder

Vehicle for Master Difficulty ---

Vehicle of choice --- Hyper Speeder


1. MUTE CITY 
---------------

MACHINE SETTING: For every track I'll tell you what I think the best engine 
setting is (Max speed or acceleration). If I say 3 from right, it means that 
the arrow should be on the line that is three lines from the right hand side. 

I will also tell you how many nudges you should put the arrow to the left or 
the right. A nudge to the left or right is very small. Just tap the control 
stick to the left or right and the arrow should "nudge" over a tiny bit. Each 
nudge effects the performance of the machine in a big way. 

If I said the best setting is 3 from the right, 4 nudges left, you have to 
line the arrow up with the 3rd line from the right, and nudge the arrow 4 
times to the right. If you have trouble understanding this, e-mail me for a 
more in-depth explanation.

Anyway, the best machine setting for Mute City is 2 lines from the right.

                                     ---                                          

A fairly easy track with no sharp turns. It takes the basic shape of an 8, 
with a loop situated near the end. The track also has 4 zippers.

Basic Walkthrough: At the beginning of the race, stick to the right. Breeze 
around the first corner without coming into contact with rival machines. Hit 
the first zipper, and hit the second. In the next corner, use the side attack 
to jump around the inside of the other machines. Once around the corner, make 
a very straight line on the right of the track, and you should be able to pass 
a lot of machines. While going through the pit area, move over to the left 
side of the track.

In the next long turn, try to stick close to the edge of the track. If you 
need to, tap the accelerator to keep your grip. Hit the next boost, and ease 
your way though the second half of the turn. 

Hit the boost just before the loop, and keep to the right side of the track as 
you go around. At the small jump after the loop, dip your nose down slightly 
to pick up a bit of speed.

Once past the finish line, boost once to gain speed. At the first corner, jump 
to the right to prevent you from sliding. Hit both zippers, and jump around 
the next corner into the pit area. Hit the boost as you go through the pit 
area and boost again just as you exit. You don't need to, but if you cannot 
get around the next corner without sliding, tap the accelerator a couple of 
times. Hit the zipper, and boost again before the next zipper.

Hit the next zipper and keep to the right of the loop. Boost a few seconds 
after the zipper, and dip your nose at the small jump. Boost before the finish 
line and keep your speed. Jump around the next corner and hit both zippers. 
Jump around the next corner and boost while going through the pit area. Boost 
once again before the next zipper and tap A if you need to. 

Hit the zipper and boost again before the zipper in the loop. After the final 
zipper, boost continuously up to the finish line.

Master Tips: You need to boost more if you want to win. It is very important 
that you get the most out of your boost power. Stick close to the railing when 
you turn corners, and never slide. By boosting as fast as you can at the end 
you can gain a lot of ground.

2. Silence
-------------

MACHINE SETTING: 2 stripes from right, 2 nudges left.

One of the fastest tracks in the game. In this track you will maintain a 
constant high speed, and sometimes you go so fast you fly off the track!

Basic Walkthrough: This level can be very crowded, and rival machines can get 
in the way. However, all you have to do is go around the main flow of the 
machines, and you'll easily win. It all depends on how many machines you pass 
in the first lap.

At the start of the race, hit the first zipper and move to the left. Keeping 
as much to the left as possible hit the next zipper. Move over to the right 
and hit the next zipper, then move back to the left and hit the fourth zipper. 
At this time you should be going pretty fast, and it is important that you 
don't bump into rival machines.

Hit the next zipper in the centre of the track, and move over to the left 
again. The mainstream of machines will be on the right, and you should breeze 
straight past most of them. Hit the zipper on the left, and try and go for the 
next zipper. If there are too many machines there, ignore it.

Slowly make your way over to the right side of the track, dodging rival 
machines. Drive through the right pit stop, and keep a pretty good speed up to 
the finish line. 

As soon as you pass the finish line boost up to the first zipper. Move to the 
left and boost again up to the next 3 zippers. Hit all three zippers and move 
into the centre of the course. Boost if you can into the next zipper, and then 
hit the zipper on the right. Ignore the next zipper on the left, and hit the 
zipper in the centre. 

Tap B until the finish of the race, you need to constantly travel at a very 
high speed. As you pass the last zipper you will need to hold UP on the 
control stick. If you don't you'll totally fly of the track and into the city 
below. Keep boosting, and boosting, and boosting up to the pit area. 

Go through the right pit area and DON'T MISS AN INCH! You need all the boost 
power you can handle. As you go through the pit stop you will also need to 
hold up on the control stick to save you from flying off. But still, you will 
always fly off for half a second.

Complete the third lap exactly the same as you did the second and you should 
have an easy win.

Master Tips: It is VERY important that you don't get slowed down in the early 
stages of the race. Try to get around 20th position at the second lap, and 
boost continuously until the end of the race. The leading machine is very hard 
to beat, so you need to get into the lead as soon as you can.

3. Sand Ocean
----------------

MACHINE SETTING: 2 stripes from right, 4 nudges left

This track contains two tunnels where you can race along the sides and even 
upside down! 

Basic Walkthrough: This track is pretty easy, but keeping your grip in the 
tunnels can be difficult. Just remember that if you come out of the tunnel 
upside down you will fly off the track!

At the start of the race move to the right side of the track. When you get 
into the tunnel, move over to the left side so that you're on the side of the 
tunnel. When you are driving through the tunnel try not to slide down onto the 
bottom or other machines will most likely slow you down. Once you reach the 
grey portion of the tunnel try to avoid other machines, but try not to spin 
around too much. Make sure your machine is the right way up as you leave the 
tunnel and stick close to the yellow line.

Once out of the tunnel ease your way around the next corner. Hit the zipper 
and ease around the corner after that. In the next tunnel make sure you hit 
the zipper. Try not to loose your grip.

Once past the finish line hit your boost. When you get into the tunnel keep to 
the left side so you don't slide around too much. If you start to slide tap 
the accelerator a bit. Boost a couple of times through the first tunnel and 
keep the high speed all the way through.

When you exit the tunnel you should be going at a high speed. At high speeds 
you will need to jump around the next corner into the zipper. You may also 
need to jump around the corner after the zipper. Boost in the next tunnel and 
make sure to hit the zipper. Don't boost again until you reach the finish 
line. Make sure you go through as much of the pit area as possible.

Complete the third lap similar to how you did the second. Make sure you don't 
slide in any of the tunnel because you'll slow down immensely. After the 
second last zipper, you should have about a quarter of your energy left; you 
need to boost continuously until the end. Again, make sure you don't slide.

Master Tips: Very, very tough race to win on master. Just remember to keep 
very close to the inside railing when going around the corners, and don't 
slide. Make sure you keep up a high speed, and if need be, take out a few 
rival machines.

4. Devil's Forest
--------------------

MACHINE SETTING: 2 stripes from right, 3 nudges left.

A pretty simple course with a couple of tight turns and some dirt areas.

Basic Walkthrough: At the start of the track there is a fairly laid back left 
turn, and then a harsh right turn. Keep to the left on the first turn, and 
then jump a few times when going around the second turn. 

Hit the next zipper and keep as much to the left as possible while going down 
the long straight. At the end off the straight you'll come to another sharp 
turn. Again, you need to jump a few times to stop your machine from going 
through the dirt. 

Hit the next zipper and keep to the right. Next go through the pit stop on the 
right. 

Boost straight after the finish line and ease around the first bend. Jump 
around the hard bend and then boost 2 or 3 times up to the next zipper. Once 
again, keep to the left on that long straight. About halfway along the 
straight boost again.

Jump around the next hard corner and boost towards the next zipper. Hit the 
zipper and boost again while going through the right pit area.

Complete the third lap similar to how you did the second. Near the end, if you 
have extra energy, boost more than once on the long straight to get a higher 
speed.

Master Tips: Make sure you go VERY tight around the two sharpest corners. 
Don't go into the dart zone. Don't miss a zipper, and boost whenever your 
speed is low. This course is pretty easy to win.

5. Big Blue
--------------

MACHINE SETTING: 2 stripes from right, 5 nudges left.

This is the hardest course in the first cup. Throughout the entire course you 
race on the outside of a tube! You can go upside down and all around in every 
direction. You can even just sit there and go round and round and round and 
round forever! Well, at least until you get sick and throw up. But believe me, 
if you throw up, F-Zero X definitely isn't the game for you. Anyway, on with 
the walkthrough.

Basic Walkthrough: This track is quite difficult on your first tries. However, 
with practice this level can become very easy. There are 8 zippers in total on 
the tube. You should try and hit at least 5 zippers every lap. On you first, 
you should try to hit 7 zippers to keep up your speed.

This track will require a lot of TA to keep your grip on the outside of the 
tube. There's a very good chance you will slide, or get totally blown away! 
When you are going fast, don't turn too fast. If you need to turn reasonably 
fast, use some TA. You shouldn't need to jump at any time.

From the start try and get right into the centre of the track. Jump onto the 
tube and sit right on the top, just to the right. Hit the first boost and 
immediately get to the bottom by turning left. Use some TA if necessary. 

On the bottom of the tube you will encounter zipper number 2. Hit the zipper 
and straight ahead is zipper number 3. Straight after zipper number 3 you will 
need to go to the left, you will probably need to use TA. You will now see 
zipper number 4. Once you hit zipper number 4, you will need to give constant 
boosts of TA. The track will start to curve, and you need to keep on the 
inside area. Move to the right and you should be able to catch zipper number 
5.

After zipper number 5 you should be going very fast. Straight after you go 
over zipper number 5 you need to turn left and get to the top of the tube. You 
will need to use a lot of TA or you will slide. At the top of the tube you 
will be able to catch zipper number 6.

After zipper number 6 you will see a long curve in the distance. Using plenty 
of TA, keep JUST to the inside, but still stay on top of the tube as it begins 
to curve. Zipper number 7 is sitting just to the right of the very top of the 
tube. If you go to the left the slightest amount too far, you will probably 
fly off into the city below. Hit zipper number 7 and then get straight onto 
the red line. The red line is on the right side of the tube. If you stay on 
the red line you will be on the inside of the curve, and that is what you 
want.

Just as the curve is beginning to end, there is another zipper on top. This is 
the last zipper, and number 8. Hit the last zipper and keep just to the left 
of the top of the tube. When the tube ends you will fly smoothly into the pit 
area.

Just past the pit area there is a zigzagging section of track. In the first 
lap you can just breeze through with the control stick, no need for the Z or R 
buttons.

Just past the finish line boost two times up to the tube. I won't tell you any 
more, but you will be needing lots of TA. Don't forget to use it or you WILL 
slide. 

Get onto the tube and hit the first zipper. Get onto the bottom of the tube 
and hit the next THREE zippers. You can ignore the fourth zipper on the bottom 
of the tube. After the third zipper on the bottom make your way up to the top 
to hit zipper number 6.

Straight after zipper 5 get onto the red line on the right side of the tube. 
While on the red line boost twice to get plenty of speed. You should be going 
VERY fast. Ignore zipper number 7 but hit the eighth zipper. You need to keep 
low to the left as you jump off the tube so you can land only a short distance 
into the left pit zone.

After the pit zone you will need to jump from left to right as you go through 
the chicane. Once past the curvy area you need to boost twice up to the tube 
again.

Go along the tube as you did on lap 2 until you get past zipper 6. Move onto 
the right red line, and boost continuously. Boost about 2 times and move up to 
hit the last zipper. 

Keep low and get lots out of the pit area; boost as you go through. Now, you 
will need to jump as you go through the chicane. If you hit a wall, boost 
again to get up your speed. Just boost, boost, boost until the finish line and 
you have a 90% chance of winning on any difficulty. Just remember, PRACTICE 
MAKE PERFECT!!!

Master Tips: A very easy level to win on master. Just follow the basic 
walkthrough and you should have gold. Don't jump while on the tube or you will 
have a good chance of flying off.

6. Port Town
---------------

MACHINE SETTING: 2 stripes from right, 3 nudges left.

A fairly laid back course with a HUGE jump at the end that'll send you flying 
at speeds of over 1200km!!!

Basic Walkthrough: At the beginning of the race things will get VERY crowded. 
Try not to get stuck in a machine sandwich. Keep to the sides of the tracks 
and you should be out of harm's way.

At the start you will make a very easy curve left. Stick to the inside of the 
flow of machines. One thing about this track - All of the machines move in 
almost a singular line. Just stay out of their path and nothing can touch you. 
Once past the first bend slowly make you way to the centre of the track; there 
will be machines blocking your path, so you have to barge your way through. 
Hit the zipper up ahead and keep to the left.

Up ahead is a very tight chicane. Some people say you should brake, but that 
is the worst thing you could possibly do. You will be travelling at a fairly 
high speed because of the zipper, so you need to get through pretty quickly. 
The chicane turns quickly left and then right. Just as you enter the bend JUMP 
to the left, and then quickly JUMP to the right. You should have cleared the 
chicane with no loss of speed. You should have left your opponents for dead. 
It should put you into first place in the lower difficulty levels. After the 
bend gently turn around the next curve.

Up ahead you have two sharp turns. The first turn is pretty easy and only 
requires one jump. The second turn is outlined by hazardous ice. Going through 
ice is bad, so the corner gets a lot tighter with the ice included. Just jump 
around and there's nothing to worry about.

After those two turns we get to the highlight of the race. Up ahead is a 
series of 4 zippers going up a steep hill. Catch all zippers and try not to 
bang into the rails of the slim course. At the top of the hit you will be shot 
into the air at max speed. Let your machine fly for a second, and then dip the 
nose down just below the horizontal axis. Your machine will start picking up A 
LOT of speed. Just before your machine hits the ground raise the nose up to 
the horizontal axis to keep the speed when it hits the ground. Now you'll have 
to go around a corner at max speed. Jump, jump, JUMP! Jump around the corner 
as fast as you can to prevent you from sliding into the rail and losing all of 
your hard earned speed.

Once you have taken your speed around the corner let your machine sail 
straight. If you have a tiny bit of energy gone you need to go into the pit 
area for a second and then head into the middle of the two areas. Hit the 
zipper and you should be way ahead of the competition (except on Master).

Boost as soon as you pass the finish line. Use some TA around the corner to 
prevent you from sliding at high speeds. Hit the zipper and go through the 
chicane by jumping to the left and then to the right.

Once around the next corner hit the boost. Jump around the next corner and 
boost again into the corner with ice. Jump around the ice corner and boost 
towards the first of the four zippers. 

Obviously you should hit all 4 zippers as you go up the hill. When you reach 
the top let your machine rise for a second and then lower the nose a little 
bit to gain speed. Just before you hit the ground raise the nose up to 
decrease the amount of speed loss.

Jump around the corner and boost into the pit area. Boost again while going 
through the pit stop without hitting the booster. 

Complete the 3rd lap like you did on the second lap. After the big jump you 
should have at least a quarter of your energy left. Boost while jumping around 
the large corner and boost continuously until you finish.

Master Tips: A VERY easy race to win on the master difficulty. The one thing 
that insures your win is keeping your speed at max after the large jump. You 
will go flying past the other machines leaving them no chance of catching up.

------------------------------------------------------------------------------

The rest of the walkthroughs will be coming soon. I wanted to finish them when 
I released this FAQ, but I wanted to get this out as soon as I can. I'll try 
and write the other levels as quickly as I can but I'm not promising they will 
be done in the next few weeks.

******************************************************************************
******************************************************************************

                               **************
                                 TIME ATTACK
                               **************

After selecting Time Attack you get to choose which track you want to race on. 
You can only select tracks that are available in the Grand Prix mode. Once 
cups are accessed in the Grand Prix mode you get to play them in Time Attack.

After you've selected your course you must choose your desired machine. If you 
want to know the best machine for each track, just read the Fast Times 
section. Once you've selected your machine you then have to choose your 
machine settings.

Now you race against the clock to get the fastest time you can. There are no 
other machines on the course - just you and the open road. The same rules 
apply in the time attack as they do in the Grand Prix. You can't boost on the 
first lap either.

If you choose to race the same course more than once, a ghost of your previous 
attempt will show up on the track. A ghost is an apparition of your previous 
attempts of the course. You can see the your previous attempts at the course 
as you race. You can't touch this ghost, or it could slow you down, you just 
go straight through it. However, a ghost will disappear when you reset the 
game. But, there is a way to keep a ghost forever - 

After finishing a track, you have the option to save the ghost onto your 
memory pack if you own one. The ghost will be on the memory card and will 
always be in that track when you play it. If you race for more than 3 minutes 
on a course however, you cannot save your ghost.

You best times, fastest speeds, and best laps are placed on the record screen. 
Here it tells you your best attempts for each level individually. Here's a 
brief FAQ on the records page.

Best Times: Here you will see your 5 fastest times for a track. If you have 
not completed the track more than 4 times there will be blank spaces left 
over. If you get a faster time than any of the times currently in the records 
your time will get posted. If there were already 5 times on the page, the 
slowest time will be pushed out of the way to make way for the faster one.

MAX Speed: This tells you your fastest speed for the race. Even if you only 
reach your highest speed for a tenth of a second, the game still reads it as 
the highest speed. There is only one slot for the highest speed. To get a 
highest speed you MUST finish the race.

Best Lap: This tells you what your best lap time for the course is. It doesn't 
matter what lap number you get your best time on. The best lap doesn't need to 
be from a race that also qualifies into the best time records. There is only 
one slot for the best lap. And also, you have to finish the race for your best 
lap to qualify. 

When you select time attack you can either race on a track or view your 
current records.

There is also another challenge to fulfil in the time attack arena. If you 
achieve a certain time for each track you will have the option of racing 
against the developer's ghost. This ghost is just like the other ghosts but it 
is extremely hard to beat. The idea here is to beat the ghost. If you beat the 
F-Zero X ghost you get a cross next to the option of racing with the staff 
ghost. I haven't beaten every staff ghost so I don't know if you get a reward.

Well, there's nothing else to say about this. For tips and strategies telling 
you how to get the fastest times read the fast times section.   

******************************************************************************
******************************************************************************

                                **************
                                  DEATH RACE
                                **************

Perhaps the most enjoyable arena of F-Zero X. The Death Race is where people 
come solely for the purpose of smashing up other rival machines. 

For the Death Race you would want to choose a very heavy machine with a good 
body. The best machine for this is the Black Bull. However, if you don't have 
all of the rows accessed you could use either the Fire Stingray, Crazy Boar, 
or Green Panther. If you want extra challenge, choose a vehicle like the Twin 
Noritta or the Red Gazelle. 

Set your Max speed and acceleration to whatever setting you want, it doesn't 
make that much of a different.

In Death Race there is only one course you can race and there is an infinite 
amount of laps you can do. You just go round and round and round and round 
forever.

Now here's the fun part, while going around this endless track, you must 
destroy every machine in your path. You begin the race with 29 other machines. 
You must make your way through the pack of rival machines and smash them into 
oblivion. 

The idea of Death Race is to totally destroy every rival machine in the 
shortest possible time. 

There are a couple ways to destroy rival machines:

1. You can use the side attack or spin attack to destroy other machines with a 
single blow. When using the side attack, drive parallel to the machine you 
want to destroy and ram them into oblivion. When using the side attack it is 
important to use the control stick as well. If the rival machine is to the 
right of your machine, double-tap R and press right on the control stick. This 
will give the rival machine much more damage.

When using the spin attack make sure that there are several machines in 
striking distance. As you spin move from left to right knocking out all 
machines that are to the side of you. You could also use the spin attack at 
the jump plate to knock a few machines off the course.

2. At the pit area you can knock opponents of the edge of the track. The track 
has no sides around this area so destroying rival machines is easy. Drive 
parallel to a machine that is travelling near the edge of the track. Use a 
very easy double-tap to give them a slight push off the edge. But be careful - 
If you miss the rival machine and you double-tap too hard, you will go flying 
off the edge of the track yourself.

OK, now that you know what to do, go and destroy some machines!

******************************************************************************
******************************************************************************

                                *************
                                  VS BATTLE
                                *************

The place you go to play with friends. In the VS mode you get to play with up 
to three other friends up to a total of 4 racers. But first, you must go into 
the options screen. The options screen is covered later in the FAQ.

OK, once you've selected VS battle and chosen how many players you want you 
can select any track that you have achieved through the Grand Prix mode. 

Once you've selected the track you want to race on, you can now select your 
vehicle. Same thing applies - You can only race with machines you have opened 
up already. All players can choose the same machine. Once you've chosen your 
machine choose your machine settings.

Now it's time to race. Depending on how you adjusted the options, the screen 
will either be split into two, or split into four rectangles. Just for a 
little unnecessary information - With only two players, you will only hear 
sound for the second player and the not the first.

With three players you will be able to see the course radar in the black 
square where no one is racing. You'll also be able to switch between lap 
display and course radar by pressing C-left.

If a player is destroyed in anyway in the race, they will not be able to race 
again. Depending on watch you chose on the options screen, they might play a 
little slot machine. I don't know for sure what happens if you match three 
pictures together, but I got one from the manual. Hopefully more will come in 
soon ---

Three X's     = The leading machine will loose all of its energy

More to come soon though.

Once the race is over and everyone has either finished or died you are shown 
the results screen. In the manual (which you all should have) there is a 
little table saying how many points you get for coming certain positions with 
a certain amount of racers. So, being the nice person I am, I'll list the 
table right here in my FAQ:

            __________________________________________________
           |           | 2 MACHINES | 3 MACHINES | 4 MACHINES |    
           |--------------------------------------------------|
           |1st Place  |  5 Points  |  5 Points  |  5 Points  |
           |2nd Place  |  0 Points  |  3 Points  |  3 Points  |
           |3rd Place  |    ----    |  0 Points  |  1 Points  |
           |4th Place  |    ----    |    ----    |  0 Points  |
            --------------------------------------------------

you'll also see a "V" which tells you how won that race. In the next screen 
the number next to the "V" will tell you how many times that person has won.

Oh, and one last thing, the computer controlled machines can win points as 
well.

******************************************************************************
******************************************************************************

                                ************
                                  PRACTICE
                                ************

This is the most boring thing you can do on F-Zero X. Here, there is no point 
in racing besides to "practice" certain levels. Once again, you cannot 
practice levels you haven't opened up yet.

In the practice mode you select your machine and everything just like you did 
for everything else. There is no real "point" to practice mode - all you do is 
race a track forever and ever until you either die or press quit.

You'll be racing with 29 other cars creating an atmosphere of the real thing. 
If you destroy all of the other machine machines you will be left to go around 
the track by yourself.

There is no limit to the amount of laps you do, and the timer will only show 
your fastest lap.

Hmm......Any more to say?............No.

******************************************************************************
******************************************************************************

                                 ***********
                                   OPTIONS 
                                 ***********
The options are very important if you are going to play the VS battle mode.

VS COM (2p,3p): Here you can choose whether or not you want to play with 
computer-controlled machines. This will effect the total amount of players if 
there are only 2 or three people playing.

VS Slot: Using this option you can decide whether or not you want to be able 
to play the slot game if you are destroyed while racing in the VS battle mode.

VS Handicap: This controls the handicap in the VS battle mode. With the 
setting on +1 or +2, boosting will drain less energy from your machine. +2 has 
a greater effect over +1. However, you can't set each machine's handicap 
individually.

Sound Mode: This lets you choose between Monotone and Stereo.

All Data Clear: Just a few words when talking about this option......NEVER, 
EVER, EVER TOUCH THIS BUTTON!!! Only use this if you're a complete moron and 
you want to play a trick on your friend who's been trying to get fast times 
for 6 months. :) Bad idea to use this, it totally deleted every piece of saved 
data on your cart. This includes fast times, Max speeds, and best laps. Oh, 
and I won't use this as an excuse if I ask for proof. :)

******************************************************************************
******************************************************************************

                               **************
                                 FAST TIMES
                               **************

OK, here's a pretty good part of the FAQ. Think you're fast? Well, check out 
some of these times. Of course, I want you to send in your times as well. They 
don't have to qualify or anything, just as long as you give me sufficient 
information. If you're going to send me times can you please tell me these 
things:

Do you use a NTSC or PAL version of F-Zero X?
Your name?
Your times?
Your max speeds?
Your best laps?
What machine you use to achieved these times?
And if you want - Do you like this FAQ?

OK, now we'll get onto the Fast Times. More times will be coming very soon. 
I'm going to e-mail a lot of world-class players and ask for their times. 
Still, I have the pleasure of posting the times of David Van Moer - The best 
PAL player IN THE WORLD! Also, he is very kindly writing strategies for me so 
check out that section as well.

------------------------------------------------------------------------------
                              ****************
                                PAL VERSION!
                              ****************
------------------------------------------------------------------------------

                                ************
                                  JACK CUP
                                ************

1. MUTE CITY:
----------------

BEST TIME: 1:25:994          David Van Moer      MACHINE: Twin Noritta
           1:28:080          Karl Jobst                   Twin Noritta

BEST LAP:  0:24:416          David Van Moer               Twin Noritta
           0:25:693          Karl Jobst                   Twin Noritta

MAX SPEED: 1193km            David Van Moer               Twin Noritta
           1189km            Karl Jobst                   Twin Noritta

2. SILENCE:
--------------

BEST TIME: 1:17:079          David Van Moer      MACHINE: Twin Noritta
           1:17:531          Karl Jobst                   Twin Noritta

BEST LAP:  0:21:738          David Van Moer               Twin Noritta
           0:21:911          Karl Jobst                   Twin Noritta

MAX SPEED: 1241km            David Van Moer               Twin Noritta
           1226km            Karl Jobst                   Twin Noritta

3. SAND OCEAN:
-----------------

BEST TIME: 1:16:101          David Van Moer      MACHINE: Night Thunder
           1:19:353          Karl Jobst                   Twin Noritta

BEST LAP:  0:22:530          David Van Moer               Night Thunder
           0:23:466          Karl Jobst                   Twin Noritta

MAX SPEED: 1185km            David Van Moer               Night Thunder
           1136km            Karl Jobst                   Blood Hawk

4. DEVIL'S FOREST:
---------------------

BEST TIME: 1:20:112          David Van Moer      MACHINE: Blood Hawk
           1:26:629          Karl Jobst                   Twin Noritta

BEST LAP:  0:22:530          David Van Moer               Blood Hawk
           0:26:182          Karl Jobst                   Twin Noritta

MAX SPEED: 1184km            David Van Moer               Blood Hawk
           1108km            Karl Jobst                   Twin Noritta

5. BIG BLUE:
---------------

BEST TIME: 1:31:593          David Van Moer      MACHINE: Twin Noritta
           1:36:498          Karl Jobst                   Hyper Speeder

BEST LAP:  0:28:460          David Van Moer               Twin Noritta
           0:30:225          Karl Jobst                   Hyper Speeder

MAX SPEED: 1185km            David Van Moer               Twin Noritta
           1072km            Karl Jobst                   Hyper Speeder

6. PORT TOWN:
----------------

BEST TIME: 1:25:246          David Van Moer      MACHINE: Blood Hawk
           1:33:517          Karl Jobst                   Blood Hawk

BEST LAP:  0:25:326          David Van Moer               Blood Hawk
           0:28:803          Karl Jobst                   Blood Hawk

MAX SPEED: 1539km            David Van Moer               Blood Hawk
           1430km            Karl Jobst                   Blood Hawk

------------------------------------------------------------------------------

                                *************
                                  QUEEN CUP
                                *************

1. SECTOR ALPHA:
-------------------

BEST TIME: 1:24:153          David Van Moer      MACHINE: Twin Noritta

BEST LAP:  0:24:221          David Van Moer               Twin Noritta

MAX SPEED: 1154km            David Van Moer               Twin Noritta

2. RED CANYON:
-----------------

BEST TIME: 1:14:065          David Van Moer      MACHINE: Night Thunder
           1:18:724          Karl Jobst                   Night Thunder

BEST LAP:  0:22:994          David Van Moer               Night Thunder
           0:24:421          Karl Jobst                   Night Thunder

MAX SPEED: 1332km            David Van Moer               Night Thunder
           1266km            Karl Jobst                   Blood Hawk

3. DEVIL'S FOREST 2:
-----------------------

BEST TIME: 1:23:854          David Van Moer      MACHINE: Twin Noritta

BEST LAP:  0:25:311          David Van Moer               Twin Noritta
 
MAX SPEED: 1335km            David Van Moer               Twin Noritta

4. MUTE CITY 2:
------------------

BEST TIME: 1:15:393          David Van Moer      MACHINE: Blood Hawk
           1:22:484          Karl Jobst                   Blood Hawk

BEST LAP:  0:21:090          David Van Moer               Blood Hawk
           0:23:856          Karl Jobst                   Blood Hawk

MAX SPEED: 1297km            David Van Moer               Blood Hawk
           1156km            Karl Jobst                   Blood Hawk

5. BIG BLUE 2:
-----------------

BEST TIME: 1:02:899          David Van Moer      MACHINE: Blood Hawk
           1:06:759          Karl Jobst                   Blood Hawk

BEST LAP:  0:18:870          David Van Moer               Blood Hawk
           0:19:997          Karl Jobst                   Blood Hawk

MAX SPEED: 1121km            David Van Moer               Blood Hawk
           1029km            Karl Jobst                   Blood Hawk

6. WHITE LAND:
-----------------

BEST TIME: 1:38:097          David Van Moer      MACHINE: Blood Hawk
           1:45:066(4th try) Karl Jobst                   Twin Noritta

BEST LAP:  0:28:466          David Van Moer               Blood Hawk
           0:32:801          Karl Jobst                   Twin Noritta

MAX SPEED: 1399km            David Van Moer               Blood Hawk
           1249km            Karl Jobst                   Twin Noritta

------------------------------------------------------------------------------

                                ************
                                  KING CUP
                                ************

1. FIRE FIELD:
-----------------

BEST TIME: 1:12:771          David Van Moer      MACHINE: Blood Hawk
           1:24:651          Karl Jobst                   White Cat

BEST LAP:  0:22:237          David Van Moer               Blood Hawk
           0:25:025          Karl Jobst                   White Cat

MAX SPEED: 1789km            David Van Moer               Blood Hawk
           1613km            Karl Jobst                   White Cat

2. SILENCE 2:
----------------

BEST TIME: 1:26:324          David Van Moer      MACHINE: Night Thunder
           1:35:541          Karl Jobst                   Blood Hawk
 
BEST LAP:  0:26:284          David Van Moer               Night Thunder
           0:29:588          Karl Jobst                   Blood Hawk

MAX SPEED: 1225km            David van Moer               Night Thunder
           1170km            Karl Jobst                   Blood Hawk

3. SECTOR BETA:
------------------

BEST TIME: 1:40:725          David Van Moer      MACHINE: Red Gazelle

BEST LAP:  0:29:880          David Van Moer               Red Gazelle

MAX SPEED: 2273km            David Van Moer               Red Gazelle

4. RED CANYON 2:
-------------------

BEST TIME: 1:21:438          David Van Moer      MACHINE: Blood Hawk
           1:33:673          Karl Jobst                   Blood Hawk

BEST LAP:  0:24:393          David Van Moer               Blood Hawk
           0:28:974          Karl Jobst                   Blood Hawk

MAX SPEED: 1709km            David Van Moer               Blood Hawk
           1555km            Karl Jobst                   Hyper Speeder 

5. WHITE LAND 2:
-------------------

BEST TIME: 0:58:841          David Van Moer      MACHINE: King Meteor
           1:05:702          Karl Jobst                   King Meteor

BEST LAP:  0:17:972          David Van Moer               King Meteor
           0:19:688          Karl Jobst                   King Meteor

MAX SPEED: 1779km            David Van Moer               King Meteor
           1242km            Karl Jobst                   King Meteor

6. MUTE CITY 3:
------------------

BEST TIME: 1:31:581          David Van Moer      MACHINE: Night Thunder
           1:42:694          Karl Jobst                   Blood Hawk

BEST LAP:  0:27:832          David Van Moer               Night Thunder
           0:32:350          Karl Jobst                   Blood Hawk

MAX SPEED: 1357km            David Van Moer               Night Thunder
           1236km            Karl Jobst                   Blood Hawk

------------------------------------------------------------------------------

                                *************
                                  JOKER CUP 
                                *************

1. RAINBOW ROAD:
-------------------

BEST TIME: 2:02:231          David Van Moer      MACHINE: Blood Hawk
           2:11:957          Karl Jobst                   Night Thunder

BEST LAP:  0:36:725          David Van Moer               Blood Hawk
           0:39:709          Karl Jobst                   Night Thunder

MAX SPEED: 1771km            David Van Moer               Blood Hawk
           1639km            Karl Jobst                   Blood Hawk

2. DEVIL'S FOREST 3:
-----------------------

BEST TIME: 1:14:636          David Van Moer      MACHINE: Blood Hawk
           1:22:269          Karl Jobst                   Night Thunder

BEST LAP:  0:21:993          David Van Moer               Blood Hawk
           0:24:555          Karl Jobst                   Night Thunder

MAX SPEED: 1182km            David Van Moer               Blood Hawk
           1152km            Karl Jobst                   Night Thunder

3. SPACE PLANT:
------------------

BEST TIME: 2:00:063          David Van Moer      MACHINE: Blood Hawk

BEST LAP:  0:36:512          David Van Moer               Blood Hawk

MAX SPEED: 1402km            David Van Moer               Blood Hawk

4. SAND OCEAN 2:
-------------------

BEST TIME: 1:30:405          David Van Moer      MACHINE: Blood Hawk
           1:37:765          Karl Jobst                   Night Thunder

BEST LAP:  0:27:918          David Van Moer               Blood Hawk
           0:29:846          Karl Jobst                   Night Thunder

MAX SPEED: 1194km            David Van Moer               Blood Hawk
           1163km            Karl Jobst                   Night Thunder

5. PORT TOWN 2:
------------------

BEST TIME: 1:44:671          David Van Moer      MACHINE: Blood Hawk
           1:56:368          Karl Jobst                   Night Thunder

BEST LAP:  0:31:425          David Van Moer               Blood Hawk
           0:36:147          Karl Jobst                   Night Thunder

MAX SPEED: 1179km            David Van Moer               Blood Hawk
           1102km            Karl Jobst                   Night Thunder

6. BIG HAND:
---------------

BEST TIME: 2:14:454          David Van Moer      MACHINE: Blood Hawk
           2:31:908          Karl Jobst                   Twin Noritta

BEST LAP:  0:39:782          David Van Moer               Blood Hawk
           0:47:666          Karl Jobst                   Twin Noritta

MAX SPEED: 1172km            David Van Moer               Blood Hawk
           1105km            Karl Jobst                   Blood Hawk

------------------------------------------------------------------------------

                               **************
                                 DEATH RACE
                               **************

BEST TIME: 0:49:583          David Van Moer      MACHINE: Black Bull
           0:56:450          Karl Jobst                   Black Bull

------------------------------------------------------------------------------ 

WELL! This PAL section alone took me over 3 hours (with frequent F-Zero X 
breaks of course!) to create. Most if not ALL of David Van Moer's times are 
WORLD RECORDS. I repeat, they are WORLD RECORDS. They may seem impossible, but 
they are highly possible to someone who's been playing for over 1000 hours.

******************************************************************************
******************************************************************************
------------------------------------------------------------------------------
                              ****************
                                NTSC VERSION
                              ****************
------------------------------------------------------------------------------

                                ************
                                  JACK CUP
                                ************

1. MUTE CITY:
----------------

BEST TIME: 1:12:077          Nathan Stinson      MACHINE: Twin Noritta
           1:18:701          Dan Taber                    ???

BEST LAP:  0:20:886          Nathan Stinson               Twin Noritta
           0:22:488          Dan Taber                    ???

MAX SPEED: 1402km            Nathan Stinson               Twin Noritta
           1334km            Dan Taber                    ???

2. SILENCE:
--------------

BEST TIME: 1:04:533          Nathan Stinson      MACHINE: Mighty Typhoon
           1:09:696          Dan Taber                    ???

BEST LAP:  0:18:368          Nathan Stinson               Mighty Typhoon
           0:19:781          Dan Taber                    ???

MAX SPEED: 1471km            Nathan Stinson               Sonic Phantom
           1425km            Dan Taber                    ???

3. SAND OCEAN:
-----------------

BEST TIME: 1:04:466          Nathan Stinson      MACHINE: Queen Meteor
           1:11:229          Dan Taber                    ???

BEST LAP:  0:19:197          Nathan Stinson               Mighty Hurricane
           0:20:750          Dan Taber                    ???

MAX SPEED: 1364km            Nathan Stinson               Twin Noritta
           1314km            Dan Taber                    ???

4. DEVIL'S FOREST:
---------------------

BEST TIME: 1:11:545          Nathan Stinson      MACHINE: Twin Noritta
           1:23:743          Dan Taber                    ???

BEST LAP:  0:21:520          Nathan Stinson               Twin Noritta
           0:24:380          Dan Taber                    ???

MAX SPEED: 1347km            Nathan Stinson               Twin Noritta
           1274km            Dan Taber                    ???

5. BIG BLUE:
---------------

BEST TIME: 1:20:449          Nathan Stinson      MACHINE: Hyper Speeder
           
BEST LAP:  0:24:940          Nathan Stinson               Hyper Speeder

MAX SPEED: 1318km            Nathan Stinson               Hyper Speeder

6. PORT TOWN:
----------------

BEST TIME: 1:18:805          Nathan Stinson      MACHINE: Hyper Speeder

BEST LAP:  0:24:278          Nathan Stinson               Hyper Speeder

MAX SPEED: 1678km            Nathan Stinson               Hyper Speeder

------------------------------------------------------------------------------

                                *************
                                  QUEEN CUP
                                *************

1. SECTOR ALPHA:
-------------------

BEST TIME: 1:11:544          Nathan Stinson      MACHINE: Queen Meteor

BEST LAP:  0:21:624          Nathan Stinson               Queen Meteor

MAX SPEED: 1260km            Nathan Stinson               Queen Meteor

2. RED CANYON:
-----------------

BEST TIME: 1:15:483          Nathan Stinson      MACHINE: Twin Noritta

BEST LAP:  0:23:153          Nathan Stinson               Twin Noritta

MAX SPEED: 1354km            Nathan Stinson               Twin Noritta

3. DEVIL'S FOREST 2:
-----------------------

BEST TIME: 1:19:677          Nathan Stinson      MACHINE: Twin Noritta

BEST LAP:  0:24:328          Nathan Stinson               Twin Noritta

MAX SPEED: 1445km            Nathan Stinson               Death Anchor

4. MUTE CITY 2:
------------------

BEST TIME: 1:07:907          Nathan Stinson      MACHINE: Twin Noritta
      
BEST LAP:  0:20:171          Nathan Stinson               Twin Noritta

MAX SPEED: 1255km            Nathan Stinson               Twin Noritta

5. BIG BLUE 2:
-----------------

BEST TIME: 0:59:415          Nathan Stinson      MACHINE: Queen Meteor

BEST LAP:  0:18:740          Nathan Stinson               Queen Meteor

MAX SPEED: 1186km            Nathan Stinson               Queen Meteor

6. WHITE LAND:
-----------------

BEST TIME: 1:27:442          Nathan Stinson      MACHINE: Twin Noritta

BEST LAP:  0:26:533          Nathan Stinson               Twin Noritta

MAX SPEED: 1450km            Nathan Stinson               Twin Noritta

------------------------------------------------------------------------------

                                ************
                                  KING CUP
                                ************

1. FIRE FIELD:
-----------------

BEST TIME: 1:12:468          Nathan Stinson      MACHINE: Twin Noritta
           1:29:814          Dan Taber                    ???

BEST LAP:  0:22:042          Nathan Stinson               Twin Noritta
           0:26:048          Dan Taber                    ???

MAX SPEED: 1816km            Nathan Stinson               Twin Noritta 
           1788km            Dan Taber                    ???

2. SILENCE 2:
----------------

BEST TIME: 1:28:246          Nathan Stinson      MACHINE: Hyper Speeder

BEST LAP:  0:27:769          Nathan Stinson               Hyper Speeder

MAX SPEED: 1224km            Nathan Stinson               Hyper Speeder

3. SECTOR BETA:
------------------

BEST TIME: 1:40:224          Nathan Stinson      MACHINE: Twin Noritta

BEST LAP:  0:29:835          Nathan Stinson               Twin Noritta

MAX SPEED: 1925km            Nathan Stinson               Twin Noritta

4. RED CANYON 2:
-------------------

BEST TIME: 1:38:302          Nathan Stinson      MACHINE: White Cat

BEST LAP:  0:31:110          Nathan Stinson               White Cat

MAX SPEED: 1228km            Nathan Stinson               White Cat

5. WHITE LAND 2:
-------------------

BEST TIME: 1:41:821          Nathan Stinson      MACHINE: Hyper Speeder

BEST LAP:  0:23:005          Nathan Stinson               Hyper Speeder

MAX SPEED: 1240km            Nathan Stinson               Hyper Speeder

6. MUTE CITY 3:
------------------

BEST TIME: 1:34:462          Nathan Stinson      MACHINE: Hyper Speeder

BEST LAP:  0:30:085          Nathan Stinson               Hyper Speeder

MAX SPEED: 1320km            Nathan Stinson               Hyper Speeder

------------------------------------------------------------------------------

                                *************
                                  JOKER CUP
                                *************

1. RAINBOW ROAD:
-------------------

BEST TIME: 2:01:353          Nathan Stinson      MACHINE: Twin Noritta
           2:05:606          Dan Taber                    ??? 
           
BEST LAP:  0:39:085          Nathan Stinson               Twin Noritta
           0:39:273          Dan Taber                    ??? 

MAX SPEED: 2016km            Dan Taber                    ???
           1800km            Nathan Stinson               Twin Noritta

2. DEVIL'S FOREST 3:
-----------------------

BEST TIME: 1:16:501          Nathan Stinson      MACHINE: Twin Noritta

BEST LAP:  0:23:946          Nathan Stinson               Twin Noritta

MAX SPEED: 1117km            Nathan Stinson               Twin Noritta

3. SPACE PLANT:
------------------

BEST TIME: 1:55:922          Nathan Stinson      MACHINE: Twin Noritta
           2:05:759          Dan Taber                    ???

BEST LAP:  0:36:383          Nathan Stinson               Twin Noritta
           0:38:369          Dan Taber                    ???

MAX SPEED: 1470km            Nathan Stinson               Twin Noritta
           1430km            Dan Taber                    ??? 

4. SAND OCEAN 2:
-------------------

BEST TIME: 1:35:314          Nathan Stinson      MACHINE: White Cat

BEST LAP:  0:30:687          Nathan Stinson               White Cat

MAX SPEED: 1151km            Nathan Stinson               White Cat

5. PORT TOWN 2:
------------------

BEST TIME: 1:44:966          Nathan Stinson      MACHINE: Hyper Speeder

BEST LAP:  0:34:142          Nathan Stinson               Hyper Speeder

MAX SPEED: 1329km            Nathan Stinson               Hyper Speeder

6. BIG HAND:
---------------

BEST TIME: 2:11:100          Nathan Stinson      MACHINE: Twin Noritta
           2:41:024          Dan Taber                    ???

BEST LAP:  0:41:171          Nathan Stinson               Twin Noritta
           0:50:967          Dan Taber                    ???

MAX SPEED: 1153km            Nathan Stinson               Twin Noritta
           983km             Dan Taber                    ???

------------------------------------------------------------------------------

                               **************
                                 DEATH RACE
                               **************

BEST TIME: 0:50:747          Nathan Stinson      MACHINE: Hyper Speeder
           1:59:???          Croco64                      Wild Goose

------------------------------------------------------------------------------

AAAAAAAAARRRRRRRGGGGGGGGGHHHHHHHH!!!!!!!!! There goes another 4 hours of hard 
updating, and then updating, and then updating again. This is very hard work 
so........APPRECIATE IT!!!! :)

As I said earlier there will be HEAPS more times coming in the near future. I 
just have to e-mail about 8 people and tell them about this FAQ. And of 
course, you can send in your times too. If they are too fast, I will request 
proof.......but that information will be covered in a near future update.

Hmmm.....now on to the best area of the FAQ........

******************************************************************************
******************************************************************************

                     **********************************
                       DAVID VAN MOER'S SPEED TACTICS
                     **********************************

OK, the tactics that follow are from David Van Moer himself. Unless he says 
otherwise, all of these tactics came from his head. Of course, other people in 
the world may know these tactics, but I had no part in the invention of these. 
Oh, and I just want to say that I got all of my information from David, so if 
anyone's sitting backstage it's him.....

Another thing worth pointing out.....David originally wrote strategies for the 
F-Zero X World Records site at www.turokcave.com/fzero/. This version of the 
strategies is part 2; an updated version. However, in some cases I will take 
information from the first walkthrough and put it in these symbols - >> and 
<<.

------------------------------------------------------------------------------
                                                                    
                       F-Zero X  Speed Guide Part II
-	How to be really fast in he world's fastest racing game  -

 
General Stuff -
----------------

1.Staff ghosts:
------------------ 

The times of the staff ghost, driven by the games' programmers,  act  as a  
barrier really.  Once you're under it you can start considering that time as 
being pretty good cos not a lot of people can  beat staff ghosts. Beating them 
all is actually a lot harder then finishing the game on Master. But just 
remember : it's hard to beat them,  but easy to trash them. I think I beat 
them now by an average of almost 10 seconds per track, but that took me many 
months of intensive gaming. Too bad you don't get a  reward for beating them 
all  still it's quite a challenge and something to be proud of once you got 
all the 24 X  beside their name.

2.the right car:
-------------------

>>
So, you're ready to get in on ? Good... but as you can see you're confronted 
with a wealth of vehicles to choose from. So before you jump into some piece 
of junk like the Blue Falcon read these two words: TWIN NORITTA; This beauty's 
your machine of choice, oh yes! Sure, in the hands of a beginner it'll slide 
into the rail at each corner but once you can keep it on the track you'll 
discover there's nothing like it for pure speed and handling. Some tracks 
however are just too twisty and demand something with a bit more grip. In that 
case use the HYPER SPEEDER. It has the best grip of the lot and the boost 
isn't that bad. A good strategy is to master a track first with the Speeder 
and then switch to the Noritta : the faster boost should win you that extra 
second.. O yeah , if you want a slider (see later) the NIGHT THUNDER is your 
craft.
<<

Pretty much the same:  The Twin Noritta is by far the best vehicule for the 
tracks that don't require sliding although the Red Gazelle offers comparible 
performance.  The Noritta is a tough  car to control however so use a vehicule 
with Boost C and Grip A rating  ( White Cat, Hyper Speeder ) if you're just 
starting out or a vehicule with Boost B and Grip B rating  ( King Meteor,   )  
if you're intermediate. Unfortunatelly for slide-haters, there are only 8 
tracks where you get the best result with a non-slider. If you suck at sliding 
just stick to the Noritta anyway as you'll still be able to set good times and 
beat almost all staff ghosts , except the Devil's Forest 3 one. You won't get 
anywhere near the records though

For tracks  where sliding gives you the fastest times ( 16 out of the 24 !! )  
there are only two options: the Night Thunder or Blood Hawk. The combination 
of an A-class boost with E-class grip allows them to generate the most speed 
out of a boost-slide corner.  (I'll explain later ) There's very little 
difference between the performance of these two. The Thunder is the heavier 
one and tends to be a little looser then the Hawk. 

3.The right Setting:
-----------------------

>>
Before every race you must choose the acceleration-speed ratio for your 
vehicle. Simple, always put the gauge at two stripes from max. speed, then 
nudge a few times to the left or right depending on the track. For a slider 
however, a different rule applies: if you wanna slide , put the gauge at two 
stripes from max acceleration. A good strategy here is to race against the 
Staff Ghost and adjust your speed-acceleration ratio till you match it.
<<

For the Noritta nothing changes: most of the time you're around two stripes 
from max. speed with a few nudges to the left or right depending on the track. 
Just race against the staff ghost and keep adjusting till you have the same 
setting as they use the ideal ratio for each track.

For the sliders however you'll have to put the gauge all the way to the right 
at max. acceleration to get the most out of them. The downside will be the low 
top speed in the straights , certainly on the first lap but as always there 
are ways around this   ( see rail-sliding ).  Only in this configuration you 
may ever hope to get near the records 

4. Boost power:
------------------

>>
Always use your boost to the limit. Ideally , you should finish each race with 
an empty energy bar. Try to chain your boost together one after the other on 
the straights to get a high max speed or boost immediately after a slow corner 
to get up to speed again. Never hit the sides : this will eat away your energy 
and leave you with less boost-juice .. and ALWAYS get the most out of every 
refill-zone. Miss even an inch of it and you'll fail at the end."
<<

No change from 1st guide.


5.SLIDING !
--------------

* basic info

I'll put this before jumping cos it's the most important technique.  If you 
master this, you'll soon be trashing all of your previous records and finally 
beating those Staff Ghosts with ease.
 
Not too many players know about sliding, even I played for months untill 
Steven Zwartjes let me in on the technique, so he's the one that ows the 
credit .  By then I had already beaten most of the ghosts apart from the 
Devil's Forest 3 which is basically the only track you really need to slide to 
beat the staff. DF3 is also the best track to develop and practise sliding as 
most of the corners are ideally: long,  sharp and wide.
 
Basically a sliding turn is done by steering left + R or steering right + Z 
although  with low-grip vehicules just turning hard left or hard right will 
cause you to start sliding , certainly at high speed. If you use a car with a 
setting to the right, focusing on a high max speed you'll lose almost all your 
speed so avoid sliding at all costs if you're racing with the Noritta. 
However, if you have a setting to the left , focusing on acceleration your 
craft will start going faster during a sliding turn. This effect will maximise 
if you put the setting-gauge further to the left and with cars with a low-grip 
rating. So theoretically ,  a car with an E- griprating  which is put at max 
accleration will be the best sliding machine. Add to that the importance of a 
good A-class boost in time trialling  and it becomes obvious that only the 
Blood Hawk and the Night Thunder meet with these requirements.

* Boost sliding

The power and thrill of sliding really comes to life once you press the boost 
button when you're sliding through a corner. With the Hawk or  Thunder at max  
acceleration you can launch yourself to speeds over 1000kph with just one 
turbo !  It's pretty hard in the beginning to keep the car under control when 
going through the corner. The most important thing is to get out of a 
boostslide with as much speed as possible so start straigtening up as you're 
getting out of the corner. Short bursts of TA can help you a lot here.  Also 
don't boost too early in the corner, especially on longer corners like in 
Rainbow Road. The effect of the boost should be wearing off just as you exit 
the corner at max speed. If you're still sliding after the boost has worn off 
you'll drop speed fast.

* Rail-sliding.  (first lap - experts only !)

To counter the effect of the low top speed you have with max.accel sliders in 
the first lap ( I think you can't even get over 600kph right ?)  you can 
create yourself an artificial angle on the straights by sliding to the left or 
right and slamming into the rail. You can keep sliding against the rail like 
this and you'll notice  your speed increasing.  You can't do this too much of 
course;  make sure that the refill-zone is long enough to get back at full 
energy before the second lap. With this technique you can shave of  valuable 
time from the first lap . And on Fire Field  even 7 seconds !! ( see later )

Overall there are 16 tracks where sliders give you the best results ! Use 
sliders even on tracks were the staff ghosts don't: Devil's Forest,  Port Town 
, Mute city 3 , ...  I'll go over them one by one.

6. Jumping (or Double Tapping - DT )
---------------------------------------

>>
An absolutely vital technique for Record Hunting and Staff Ghost Trashing , as 
important as mini-turbos are for MK64. When going through a sharp corner at 
high speed, never make a gliding turn by holding Z or R , but 'jump' through 
the corner by double tapping Z or R ( just like a side-attack) . This way , 
you'll be able to get trough corners far quicker and with minimal loss of 
speed. The best way to practise the DT is at Big Hand ; steer to the right or 
left , and just before hitting the side , 'jump' away from it ..notice the 
speed difference with a classical gliding turn ! On Big Hand alone , you'll 
win more than ten seconds ! DT can be used on more than half of the tracks.. 
In a nutshell : DT = steer left + Double Tap Z or steer right + Double Tap R 
when speeding through corners.
<<

Nothing more to add here then in my first guide. 

Note however that for setting a high speed record or a fast lap it can still 
be wise to switch to a slider like on Big Blue or Secor Alfa

Also worth mentionning  is that on most of the 16 slidingtracks  you  don't 
have to slide every corner !  Mostly it's a combination of boostsliding 
through the sharp ones and jumping through the gentle. Just experiment to see 
if it pays of to slide or jump a corner.

You should NEVER use a drift turn , always use a jump instead.

7. Open throttle  ( OT )
---------------------------

<<
Sounds complicated but really isn't. Whenever you take even the lightest 
corner at high speed, your vehicle will slide very easily, certainly the ones 
with a lower grip rating. To prevent this from happening, simply let go of the 
gas for a split second a few times when you make a turn and you'll stick to 
the track like glue. Very handy technique that can be used pretty much 
everywhere, the speed loss is minimal and you can move around the track 
faster. Vital for fast vehicles with low grip (like the Twin Noritta).
>>

I see you got the idea but you call it Tap the Accelerator (TA).
 
A simple technique but so important ! It's the key to keeping the Twin Noritta 
under control and to get out of a boostslide witht minimal speedloss.

A Note To David: The reason I changed the name is because Open throttle sought 
of contradicts the act of taking your finger OFF the accelerator. :)

------------------------------------------------------------------------------

I think that pretty much covers the basic new stuff that wasn't in the old 
guide or not very well explained.  Here's some more tips that come to mind 
right now:

* For winning on Master,  just remember that the first cars will always boost 
away at the beginning of a lap but slow down when nearing the finish line so 
don't suicide yourself trying to keep up. You'll get them in the end.

* I hate racing ghosts. They distract my attention from the track. Personally 
I always race without them to keep a clear vision of the track.

-Karl's Note: You can actually beat staff ghosts even though you're racing 
without them. You don't have to select Staff Ghost if you want to beat the 
ghost. Just as long as you beat the Staff Ghost's time you can race without 
the ghost and still win. I only found this out a couple of days ago and now I 
never race against a Staff Ghost I'm trying to beat.

However, if you're new to the track, it's wise to take a look at the staff 
ghost and maybe pick up some useful strategies. -

* Mess around on a track , experiment with boosting at different places.  Try 
to find out if you're better of sliding a cormer or jumping through it.

* For a fast time on Death Race, completely zoom out so you have a clear view 
of all the cars up ahead.

* Try to stay calm when you mess up a superfast record in the very last corner 
because of the nerves getting to you.

******************************************************************************
******************************************************************************

                   ***************************************
                    DAVID VAN MOER'S SPEED WALKTHROUGHS 
                   *************************************** 

David is writing the walkthroughs as-I-speak, so you'll have to wait until 
David finishes them. You can still see his old walkthrough though at 
www.turokcave.com/fzero/ but they're not up to date. I'll post the 
walkthroughs cup by cup.  

But for now I have a special treat from David. He wrote me a Rainbow Road 
walkthrough so you can all see how it's done.  
                                                                        
           
1. Rainbow Road:
-------------------

Straight from MK64 but at ten times the speed ! and no chain-chomps either to 
mess up your time.

A slider definately works best here in the many long winding corners. Fly off 
the hill at the start on each lap, slide those coners with class and sub 2'10 
times will be yours for the taking.

* Best vehicule:  Blood Hawk / Night Thunder

* Setting: max acceleration. (all the way to the left)

* Right after the start, move over to the left and as soon as the track loses 
its sides at the top of the hill,  drive off the track  but stay close to the 
side.  Push the nose down hard to make a steep fall and use DTs with R to 
increase your speed in midair and guide your craft back on the track.  You 
should land back  on the track at the bottom of the  hill going around 1300 
kph .  Do the same on the second lap . On the third lap,  you will have enough 
speed to fly off at the top automatically. 

* Slide into the next long right corner.  Don't boost too early in lap 2 or 3. 
Hit the boost around halfway through to clear the corner at max speed  ( at 
around +1050kph).  If you're still sliding when the boost has worn off you'll 
drop speed and lose time on the straight after the corner.

* Make your way over to the next long left corner with TA if necessary to keep 
your grip. Same story here: slide close the inside of the corner and boost 
around halfway. The boost should just wear off as you clear the corner at max 
speed.  Coming out of  the corner you might have the use a DT with R to get a 
good line on the short straight that follows

* Now it's up to the very tight left hairpin.  Start sliding well in advance 
and steer VERY hard left to stay away from the sides. It's a short corner so  
hit the boost right at the beginning.

*  After the hairpin you have a small dip again. You can do the same trick as 
at the start but you'll have to DT R very quickly to get back on the track. 
Still , you can win almost a second per lap if you do it right cos you'll 
catch about 100 to 200 extra kphs of speed. 

* after the dip you have a long gentle right corner leading up to the refill-
zones. Use railsliding here on the first lap to increase your sliding angle 
and get more speed. On lap 2and 3 boost around halfway through.

* The 4 short refill-zones have a tricky lay-out being covered with mines. On 
lap 1 and 3 , railslide your way past them right on the inside of the left 
corner.  On lap 2 it's important to get your energybar full again for the last 
lap so you may want to sacrifice some speed to be sure you catch enough 
energy.  Driving over three out of the four zones should be suficient to do 
the job.

*  Staff Ghost does 2'18"5. A jumper will only get you to about 2'14 at best. 
Anything under 2'10 becomes pretty good IMO. For getting under 2'05 you'll 
have to make sure to get out of the hairpin with plenty of speed and fly off 
at the small hill that follows for even more extra speed.           
           
------------------------------------------------------------------------------

More walkthroughs to come in the near future.

******************************************************************************
******************************************************************************

                             *******************
                               DEATH RACE TIPS
                             *******************

Thanks to Croco64 for this section because I didn't know if I'd it. Croco64 
sent me some tips and I said what the hell and here it is.

The following tips were sent in by Croco64:

>>
TIPS 

*Choose a large car (the larger it is the easier it is to hit the other 
racers) that has a good Body Rating and a fairly good Boost Rating. Grip 
doesn't matter much at all. A good Body is essential for maintaining a good 
amount of energy (energy is the last thing you want to worry about), and boost 
is good for catching up to other racers. 

*On the settings screen, don't adjust too much either way. You'll need 
acceleration more than speed in this level, so if anything, move it left. 

*Don't use the spin attack to kill opponents. It slows you down and takes too 
long to execute. Instead, use the side-smash move by Double Tapping R or Z. 
This will quickly and efficiently kill them. 

*You'll slow down after you kill someone, so use a boost to catch back up to 
the next racer. 

*Kill the others in the order they're in; don't skip anyone. If you skip 
someone, you'll have to go all the way around again to reach them (or slow 
down substantially), and that will take some time. *Watch out for debris. If 
you're upside down and you hit a piece of wreckage, there's a chance that you 
might fly off the track and plummet to your doom.
<<

Speaking of the right vehicles, I suggest any of these:

1. Black Bull
2. Crazy Bear 
3. Wild Boar
4. Green Panther
5. Fire Stingray

All machines are in their respective orders.

Here's some other tips -

Most of the time when you are racing you'll encounter several machines that 
are side-by-side. This is a great opportunity to take out several machines in 
one go. Drive along the side of the machine and then side attack very hard 
into the machine and you can knock out several at a time.

When you racing, it is crucially important that you destroy a machine the very 
first time you try to destroy it. Don't go for the same machine twice because 
it will waste time. Also, if you don't properly destroy a machine, it will 
race out in front and might get in the way at a later time.

If you accidentally miss a machine and it's right behind you, don't slow down. 
Instead, side attack very hard to the right and left and it will slow your 
machine down, but not much. You should be able to take out the machine and 
keep going at a pretty good speed.

At the area of the track with no sides, you don't have to a machine to knock 
it off. In other words, don't try so hard. A slight nudge is usually all it 
takes if you are driving a heavy car. If you side attack too hard you might 
fall off. 

When you're driving there should be no need to waste time in the pit area. 
Every time you destroy a machine you will gain energy so there should be no 
time where you are low on energy. If you get low on energy, don't boost and 
take out more machines.

The faster your machine is going, the more chance it has of smashing machines. 
Therefore it is always good to be going at a high speed.

******************************************************************************
******************************************************************************

                              *****************
                                CODES/SECRETS
                              *****************

You're probably wondering, "what's the use of having codes and secrets in your 
FAQ if we can just go to GameSages?". Well, why should you have to go to two 
places when you could find it all here? Well, I'm not going to list all of the 
cheats from GameSages because quite frankly some of them aren't cheats, 
they're just part of the game. I really don't get how the spin attack could 
ever be a cheat. Oh well...........

ALL CARS, TRACKS AND DIFFICULTIES
------------------------------------

At the Mode Select screen, press L, Z, R, C-UP, C-DOWN, C-LEFT, C-RIGHT, 
START. You should hear a chime if you did it correctly.
 
Submitted to GameSages by Eddie Virgilio

SMALLER CARS
---------------

At the car select screen press and hold the L and R buttons. While holding 
those buttons, press C-LEFT and C-DOWN to shrink the cars.
 
Submitted to GameSages by Eddie Virgilio

DIFFERENT TITLE SCREENS
--------------------------

Yes it's true, if you beat the JACK, QUEEN and KING cups on the Expert 
difficulty you get a new title screen.

Beat the JACK, QUEEN, KING and JOKER cups on the master difficulty and you get 
a really cool picture of a machine that seems to have it's outer shell removed 
as the title screen.

This secret was found by me when I beat the game :)

******************************************************************************
******************************************************************************

                                  *********
                                    F.A.Q
                                  *********

Q. Why are your walkthroughs so long even though it's racing game. Shouldn't 
"go around the track" be enough?

A. Well, I think that only experienced players or fellow FAQ writers would ask 
a question such as this. A LOT of people prefer everything to be spelled out 
to them, even if it's a racing game. People love reading things that make it 
as clear as day for them. I myself would rather read a 1000 word in-depth 
walkthrough than a 100 word briefing.

------------------------------------------------------------------------------

Q. So, you say that David Van Moer's times are World Records, how do you know 
that? There could be someone who has heaps faster times.

A. Well, I'm basing the World Records with the old World Record page at 
www.turokcave.com/fzero/. Until I have everyone from that site in this FAQ, I 
can only go by the site. However, that site has been inactive for nearly a 
year, and the times are very dated.

------------------------------------------------------------------------------

Q. What do I do if I want to send times?

A. Just send the times through e-mail and I'll post them. I'm not stupid, so 
I'll understand it even if it's messy. Just do something like this - 

MC1: 1:27:456     0:25:918      1098km        Twin Noritta

That should suffice. Of course, if you use different vehicles for one course, 
you'll need to mention that. 

------------------------------------------------------------------------------

Q. Will I require proof of my times?

A. You will only need proof by my request. If I do not ask for proof then I 
don't want it. If you cannot give me proof when I ask for it, I won't be able 
to post your time.

------------------------------------------------------------------------------

Q. How do I send proof?

A. If I want you to send proof I'll explain how to do it through e-mail.

------------------------------------------------------------------------------

Q. I heard that if you beat every cup on Master with every machine you get a 
reward. Is this true?

A. This is false. David Van Moer found this out the hard way when he beat 
every cup with every machine and got zip for it. Realistically, this gives you 
no reason to try and do it other than complete boredom or you still think 
there's a whisker of hope even though it's been proven nothing happens.

******************************************************************************
******************************************************************************

                              ****************
                                E-MAILING ME
                              ****************

I'm getting stricter about e-mails because I've been getting more and more 
lately. I always enjoy e-mails, but I hate being disappointed by an e-mail 
that asks me a stupid question that's answered in the FAQ or is completely 
obvious. So, here's the do's and don'ts of e-mailing Karl.

I will accept ---

- Questions that aren't in the FAQ.
- Suggestions for the FAQ.
- Your best times.
- Criticism, but not "your FAQ sucks".
- Praise.

I won't accept ---

- Junk mail.
- Questions that are answered in the FAQ.
- Unreadable mumbo jumbo.
- Flame mail.
- People asking me to do work other than writing FAQs. I write FAQ for 
GameFAQs, and I ONLY submit FAQs to GameFAQs! If you want to use my FAQ you're 
gonna have to do it yourself.

OK, there's the main part of the e-mail system.....Now onto the times part. If 
you send in times, you can only send updates ONCE A WEEK! I'd prefer it if you 
sent all of your new times on the weekend because then I could have the whole 
week to update and everyone sends in their times around the same time.

Also, DON'T SEND ME TIMES IF THEY AREN'T UPDATED!!! If you're sending me 
updated times, don't add ANY times that aren't faster. If don't want to have 
to look through the FAQ to find out whether or not I need to update that time.

And just one more thing, please, for the love of the Devil, can you tell me if 
you either use NTSC or PAL.

******************************************************************************
******************************************************************************

                            ********************
                              E-MAIL ADDRESSES 
                            ********************

Here's a list of all the people who appear in this FAQ:-

Karl Jobst(me)...............faq_god@hotmail.com
David Van Moer...............dave.thewave@planetinternet.be
Steven Zwartjes..............szwartjes@hotmail.com
Nathan Stinson...............nathanstinson@hotmail.com
Dan Taber....................dtabers@juno.com
Croco64......................croco64@yahoo.com

******************************************************************************
******************************************************************************

                                *************
                                  COPYRIGHT
                                *************

I couldn't be bothered writing another copyright section so I think I'll take 
one straight from my Killer Instinct FAQ.

------------------------------------------------------------------------------

1. If you own or help run a site, and you think it would be much better 
containing this FAQ, don't go rushing to put it on. Before you even _think_ 
about posting this FAQ, write a nice e-mail to me asking me nicely if you can 
post my FAQ. Then I will probably say yes. But in your nice e-mail you must 
also include:

a) the site address. I want to look at your site to see whether or not you 
give credit. As in, you don't just write FAQ or Walkthrough and that's all. If 
you don't usually give full credit I would see this and probably say yes, 
unless you actually told me you would.

b) a list of what FAQs you actually intend to post. I don't want to get an   
e-mail simply stating, "can I use some of your FAQs on my site?" Make sure you 
list in full what FAQs will and will not be on your site.

If these things are not in the e-mail then I will just have to make you ask me 
again.  

------------------------------------------------------------------------------

2. If you get past regulation No. 1 and I say yes, you can use my FAQ, you may 
not under no circumstances post this FAQ along with a pop up advertisement 
of_any_kind. I really hate this. I hate those stupid advertisements enough 
already, let alone having one along with my FAQs. If you post an advertisement 
with this FAQ, it is classed as using this FAQ for promotion purposes. That is 
automatically against copyright law. For the people who had already done this 
I just simply asked them to take off the advertisement because it wasn't 
listed as a breach of copyright. But from now on, if I catch ANYONE using this 
FAQ for promotional purposes I will take back this FAQ and any other FAQs I 
may write, permanently. 

If someone did this I could easily sue them, and probably get a lot of money. 
Especially if they are a worldwide organisation. 

------------------------------------------------------------------------------

3. You do not alter or change the FAQ in any way. This simply means, post it 
in its original form. Don't split it in half, don't take out a section, don't 
take out this sentence, don't take out the copyright so you can post an 
advertisement, and don't, under any circumstances write your site to the list 
of sites I will allow to post this FAQ. If you do, you know what will happen, 
bye, bye FAQs.

------------------------------------------------------------------------------

4. You do not simply take this FAQ and rewrite it. For example, you take this 
FAQ, use it to write your own FAQ adding a few pieces here and there, and post 
your version. If you did do this I would be seriously pissed. Even if did 
credit me for _helping_ you write it, I would not like it.

------------------------------------------------------------------------------

5. You keep it updated. I don't want to see an old crappy version of this FAQ 
posted. I'm not going to send this FAQ to you, nor remind you to update it. 
The most updated FAQ can always be found at GameFAQs, as it the best gaming 
site on the net. I send my FAQs to GameFAQs and GameFAQs alone. 

There are all the guidelines. If one or more are not met I will kindly ask you 
to take my FAQ away from your site.

******************************************************************************
******************************************************************************

                      ********************************
                        FINAL WORDS, CREDITS, THANKS
                      ********************************

First I want to say a big massive thanks to David Van Moer for agreeing to re-
write walkthroughs and tactics and being so good towards this FAQ. David has 
also increased my playing skill immensely. If you're going to e-mail anyone 
about F-Zero X help let it be him.

I thank everybody who has sent in times to this FAQ.

I thank Steven Zwartjes because he found the sliding technique.

I thank Ian Rogers again for inspiration and friendship. 

I cannot think of anything else to say at this present time. :)

******************************************************************************
******************************************************************************

                                   *******
                                     FIN
                                   *******

Fin. :)

Thanks for readin' the FAQ! 
