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    Index » F-Zero X » David van Moer's F-Zero X guide (written in 1999 - 2000)
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David van Moer's F-Zero X guide (written in 1999 - 2000)
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 A real blast from the past, this is the full David van Moer's F-Zero X guide that was the first online guide for the game back in 1999 - 2000. This guide was first published on "http://www.turokcave.com/fzero" but that site is loooong gone and even the way back machine on archive doesn't appear to have it saved. Luckily, I still had a printout from April 2000 so it isn't lost to time forever. I have scanned the whole thing and luckily these days you can just make an automatic transcript from scanned documents so I reproduce it here for your pleasure Smile. You can find the original scans here: https://goo.gl/photos/f7mDR2qNNQcqoYLp8 It didn't have a description for Joker Cup...

A note for new players reading this. This guide is, not surprisingly, very outdated with the knowledge we have today. Nevertheless, there is some very useful information in here that should be valuable to new players just starting out on a quest to beat the game's staff ghosts. The strategies described are very simple and don't contain any advanced techniques. Perfectly suited to new players. It also introduced some terminology for the game that we still use to this day such as "jumper" if you've ever wondered where that came from.

 

David van Moer’s F-Zero X Guide

Getting a fast time in F-Zero X depends only on one thing: S.K.I.L.LTM. There are no cheap shortcuts, no easy ways out. It's all up to the player: his knowledge of the track, his control over the vehicle. However, there are a few techniques that will help you considerably and will greatly improve your times. They all take a lot of practice to master but hey... no pain no gain right?

1 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...  yeah; if you want a slider (see later) the NIGHT THUNDER is your craft.

2 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 want to 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.

3. NO SLIDING!!

Whenever you slide, you will lose speed... lose speed and you lose time... lose time and die! Plain and simple: completing the three laps without sliding once in the bends is crucial for a nice time... (Unless of course you pick a slider - see later -). Sliding usually happens when you steer too hard into a corner. F-Zero X demands subtlety: always steer in gentle arcs and curves. And if you must steer hard, always use a short burst of OT (see later) at the same time to avoid sliding away...

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.

5. DOUBLE TAPPING. (DT - Also called 'jumping')

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 through corners far quicker and with minimal loss of speed. The best way to practice 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.

6. 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).

7. SLIDING! -Thanks Steven =)-

In contradiction to the third rule, sliding isn't all that bad if you pick a slider... As a matter of fact, you won't get very far on Devil's Forest 3 or Silence 2 without it! Ok, so what's a slider then? Your typical sliders are the Night Thunder and the Blood Falcon. Set these at high acceleration and when you slide in the corners, you won't lose speed but actually gain speed (and quite a lot). Slide and boost at the same time through a sharp corner and you will just blow away! Pretty hard to keep the slide under control but practice, as they say, makes perfect.

8. FLYING

Many tracks include long jumps and will send you flying through the air. It's important to gain as much speed as possible from your little aero-escapades before you land back on the track. Generally... let your vehicle climb for a very short moment, then tilt the nose of the craft so it's just below horizontal for maximum speed and distance. Don't tilt it too much or you'll slam into the track and lose speed. Try to get airborne as much as possible, you're quicker through the air then on the track

Well, that's pretty much all you need to know... now it's up to you to prove your skill. If you still can't beat a Staff Ghost or set a fast time, then I cordially invite you to have a look at my track-to-track detailed guide. And if you don’t succeed then, you're just not any good Wink

- Mute City -

The first track is a simple straightforward course with mostly easy bends, a long refill zone, plenty of zippers and a wide loop at the end. Getting a good time on this track demands accurate, tight steering and plenty of boosting...

* Vehicle of choice: Twin Noritta

* Ideal gauge setting: two stripes from right, two nudges right

* Because it's such a straightforward track, there isn't much room for improvement so stick as close to the sides as possible at all times... There are four zippers, all situated in the middle of the track, be sure not to miss a single one, all are vital for a fast time, use your boost between them to keep your speed high.

* The two bends just past the start is where you have to make the difference. It's quite easy to lose your grip here at high speed. Ease into them with a gentle curve, and try to stick to the right side as much as possible: going wide here will lose you precious tenths...The same goes for the bend after the third zipper: stick to left here and don't go wide.

* In the loop stick to the right and your speed will be slightly higher when you come out of it...

* MASTER TIME (PAL) = 1'26" 5 first lap: 36"7 second lap: 25"9 third lap: 24"9 - NTSC would be 1'12"1

- Silence –

Oval-shaped track where speed and boost is all that matters. A long series of zippers will push you around the track at Mach 1... but go too fast and you'll fly off! Want a fast time? Just keep pressing that boost-button!

* Vehicle of choice: Anything with an A-class boost (The Mighty Typhoon has a real good one!)

* Ideal gauge setting: two stripes from right, one nudge left

* Don't miss a single zipper except the before-last one. The sequence of the zippers is: center, left, center, left, center, right, center. Neglect the before-last one on the left Use your own boost in between the first and the second zipper.

* Once past the zippers, stay as close to the right side of the track as possible and keep using your boost.

There are two places on the track where you will fly off at high speed: just past the last zipper and in the refill-zone. Simply hold 'up' to keep your vehicle on the track.

* MASTER TIME (PAL) = 1'17"4 first lap: 34"4 second lap: 22"1 third lap: 20"9 - NTSC would he 1'04"5

- Sand Ocean -

Short track with two tunnels where the laws of gravity don't apply and you can happily race upside down or downside up.. If you come out the tunnel the wrong side however it's hasta la vista baby. Getting a record here demands supreme vehicle-control and a bit of boosting too.

* Vehicle of choice: Twin Noritta

* Ideal gauge setting: two stripes from right, three nudges left

* Enter the first tunnel on the right and stick to the right side, then, slowly go towards the yellow line and leave the tunnel in the middle.

* Boost four times through the first tunnel on the second and third lap then boost again just past the bend up to the first zipper.

* Take the bend after the first tunnel tight, double tap R a few times when going through it at high speeds. Going wide here will lose you time. Use a few short bursts of OT when taking the sharp corner into the second tunnel just after the zipper to prevent you from sliding.

* Stay in the center of the second tunnel on the yellow lines and boost towards the final zipper.

* MASTER TIME (PAL) =1' 18" 0 first lap: 31"5 second lap: 23"6 third lap: 22"9 - NTSC would be 1'05"0

 - Devil's Forest –

A bit oval-shaped like Silence but with two sharp corners at the end of each straight and a few zippers thrown in as well for that extra bit of speed. Jumpers will have no problem beating this one... The tighter you cut those corners, the faster thy shall be.

* Vehicle of choice: Twin Noritta

* Ideal gauge setting: two stripes from right, two nudges right

*Double tap as tight as possible around the two corners at the end of each straight. At high speeds, multiple taps are required.

* Once past the first bend, boost three times towards the zipper, stick high to the left in the corkscrew: your speed will drop slower there. Boost a fourth time after the zipper.

* Don't miss the zipper in the tunnel past the second corner! Go over it and boost again through the refill-zone.

* On the second and third lap, your vehicle may lose contact with the track just before the finish line: hold "up" for a while, just to make sure...

* MASTER TIME (PAL) = 1'25"0 first lap: 33'7 second lap: 25"9 third lap: 25"4 - NTSC would be 1'10"8

- Big Blue -

Cewl! Racing along the outside of a giant tube that's littered with zippers for the brave and daring.. Boost in the wrong place or slide on the outside and you're airborne! A couple of tight bends at the end make your life even more miserable. If you REALLY want a fast time here, you must hit A LOT of zippers though...

* Vehicle of choice: Hyper Speeder

* Ideal gauge setting: Two from right, four nudges left

* There are a total of nine zippers on the entire tube: first one on top, then four to the left of that, then one on top again, then one on top in the bend, then one on the bottom past the bend and finally one on top just before the end of the tube. In the opening lap, try to hit eight of them: all except the one on top in the bend. Use short burst of OT as you move from zipper to zipper to avoid sliding.

* On the second and third lap, hit seven zippers: neglect the one on the bottom as well. Boost three times past the start line up to the first zipper and boost as well on the inside of the bend on the tube (stick on the red line here and you won’t have to jump or anything)

* Don't boost when you're going through the refill-zone at high speed (1050+ km/h). Ease through the chicane without double tapping (use a few burst of OT if necessary).

* MASTER TIME (PAL) = 1'34"0 first lap: 35"5 second hip: 29"5 third lap: 29"0 - NTSC would be 1'18"4

- Port Town -

High speed track with a very nasty chicane and a huge jump at the end. It also introduces the first ice-sections but they're still easy to avoid. If you haven't learned how to jump through corners, now is a good time to do so! The chicane is a real nightmare and will certainly sort the men from the boys.

* Vehicle of choice: Hyper Speeder

* Ideal gauge setting: Two from right, three nudges left

* Hit the zipper after the start and then speed towards the chicane. On the first lap you can simply ease through it without jumping. On the second and particularly the third you can get through it at high speed with just one double tap R after you've steered into it with some OT. Timing here is absolutely crucial!

* Double tap the other corners into the tunnel and before the ice.

After the jump, double tap Z to get around the corner at max. speed. Hit the zipper on the first lap, miss it and boost trough the refill-zone on the second and third.

* MASTER TIME (PAL) = 1'34"5 first lap: 36"0 second lap: 29"5 third hip: 29"0 - NTSC would be 1'18"8

- Sector Alpha -

The Queen Cup's first track is a bit like Mute City: not too demanding in terms of cornering or carefully timed jumps. It all depends on little details like keeping a good racing line, staying close to the sides and taking the corners tight and fast.

* Vehicle of choice: Twin Noritta (you should get the idea by now)

* Ideal gauge setting: two stripes from right, three nudges right

* Right from the start, stick to the right. Ease into the corner to the right and hit the zipper. As soon as you’ve hit it, hug the corner tight to the left and stick to the left... Even at high speeds you can take this corner tight if you steer very smoothly (some OT can come to the rescue). No need to jump. The zipper is a tricky fella; your vision of the corner is limited so you'll often fly just past it... try to remain calm when this happens and hit retry.

*once past the corner, boost two times towards the tunnel on the second lap; on the third lap boost till you run out of juice...

* As you approach and enter the tunnel, move over to the right side of the track and then come back to the middle for the zipper to catch some extra speed from the hill (it's not much but it will get you that extra tenth per lap).

* Exit the tunnel tight, use a jump if necessary to stay close to the left.

* On the second and third lap, you may fly off the track when you go too fast over the hill just past the start. Not even holding 'up' will save you so be careful not to mistime your boosts.

* MASTER TIME (PAL) = 1'25"0 first lap: 33"5 second lap: 26"0 third lap: 25"5 - NTSC would be 1'21"5

- Red Canyon -

Yes! Now this is one cool track! The rectangular layout looks simple enough but don't let it fool you... Only if you've really mastered the art of precision-timed jumping you might get close to the record. A personal favorite…

* Vehicle of choice: Twin Noritta... once again...

* Ideal gauge setting: two stripes from right, four nudges left

* There are 7 zippers on the track; needless to say you need to hit each one of them on the first lap. Use a light jump to catch the fourth and fifth in the corners. On the second and third lap, neglect the two last zippers and boost through the refill-zone

* Right from lap 2, keep using your boost constantly to get up to speed. DT each corner tight to the left and try to carry as much speed as you can through the corners. It's not easy to hit zipper 4 and 5 in the corners at high velocity. Time your jumps accurately! If you miss these zippers you'll run out of boost-juice way to fast...

* For the two jumps in the middle section, dip the nose down a little to gain speed and pull it back up right before you land back on the track and hit the zipper

* practice, practice and then practice again

 * MASTER TIME (PAL) = 1'18"5 first lap: 29"5 second lap: 25"0 third lap: 24"0 - NTSC would be 1'06"5

- Devil's Forest 2 –

 A nice fast track with a mixture of long straights, fast and slow corners and a rippled section in the middle allowing you to show off your flying skills once again. Not much jumping here ... just look out for the chicane at the end.

* Vehicle of choice: Twin Noritta... surprise surprise!

* Ideal gauge setting: two stripes from right, one nudge left

* Once you've hit the first zipper, stick low to the left. Hit the second zipper in the tunnel and as you fly off the first ripple, aim low and towards the third zipper. Do the same towards the fourth zipper. It's important to gain as much speed as you can from the ripples. Ideally you should land after the second jump at 1200+ km/h (NTSC 1450+).

* Once passed the rippled section, stick tight to the sides in the corners, use lots of OT to get smoothly through the chicane: it's too tight to jump.

* Once past the chicane, keep boosting through the refill-zone, up to the first zipper.

* MASTER TIME (PAL) =1'25"0 first lap: 32"2 second lap: 27"0 third lap: 25"8 - NTSC would be 1'11"5

- Mute City 2 -

Another fast and furious little track where good jumping is a must. The Staff Ghost here just might be the 'easiest' one in the game so try this one first if you're looking for a moral-boost

* Vehicle of choice: guess what? No, it's not the Golden Fox!! djeezes...

* Ideal gauge setting: two stripes from right, one nudge left.

* Take all corners tight and clean; ease into the tunnel on the first lap, jump in the second and third.

* The jump plate is very important: you can gain a lot of speed from it. When it throws you up vertically let your craft climb to its highest point and then dip the nose down gently to Land with max. speed (use this tactic for all the jump plates in the game).

* DT the corner before the refill-zone tight, use multiple taps in lap 2 and 3

* Boost like mad once you're in the tunnel to get up to speed, also time a boost just before hitting the jump plate.

* take the Last corner past the refill-zone easy with some OT

* MASTER TIME (PAL) = 1'20"0 first lap: 32'0 second lap: 24"5 third lap: 23"5 - NTSC would be 1'07"5

- Big Blue 2 -

The shortest track of the game but it's no walk-over! A though ghost and some pretty tight corners that just beg for precision jumping will demand that little bit more... but hey, just one minute of pure concentration and it's all over.

* Vehicle of Choice: Should I keep telling this?

* Ideal gauge setting: three stripes from right, three nudges right

* Most of the corners on this track demand a jump, especially the hairpin in the tunnel just past the first refill: when going throng it at high speed, double tap Z furiously to avoid the sides.

* No need to jump the last corner coming out of the tunnel onto the straight: a shot burst of OT should suffice

* There are two refill-zones which means there's plenty of boost juice. From lap 2 onwards, keep pressing the boost till the finish.

* MASTER TIME (PAL) = 1'08"5 first lap: 26"0 second lap: 21"5 third lap: 21"0 - NTSC would be 57"0

 - White Land –

 Jumps plates galore on this track! The final section is an exciting succession of vertical kicks up the butt. The twisty tunnel at the start and the tight S-bend after the loop kinds spoil the fun... Pretty easy Ghost though (actually the first one I bagged)

* Vehicle of choice: Hyper Speeder (finally!)

* Ideal gauge setting: two stripes from right, three nudges left

* Move smoothly through the tunnel past the start. No jumps required, just some OT in lap 2 and 3.

* On the second and third lap, start boosting just as you come out of the tunnel, up to the zipper in the loop. Speed towards the S-bend and hit it hard with a well-placed jump.

* Once you've cleared the chicane, boost towards the jump plates (remember the jump plate tactic from MC2?) Boost just before hitting the last jump plate so you can fly over the bump and land on the track at max. speed. On the first lap, dive down from the bump and pull the nose back up just before getting back on the track.

* MASTER TIME (PAL) = 1'40"5 - NTSC would be 1'24"5

- Fire Field -

Flying gets a new meaning on this track with its huge jump at the start. Try holding on to that speed after you land and the Ghost will lie dead at your feet in no time.

* Vehicle of choice: Hyper Speeder

* Ideal gauge setting: two stripes from right

* Lap 1: After the big jump, dip the nose gradually down and land in the middle of the last S-bend at max. speed. Hit the lone zipper on the left and then move over to the right. Stick to the right of the dart zone; you can then take the sharp left corner with minimum loss of speed.

* On lap 2 and 3, boost two times just past the finish line; you should fly off the dip and catch a lot of extra speed through the air. Dip the nose down hard to land in front of the zippers but watch out... it's a tight landing zone...

* You should land back on the track at very high speeds. Boost constantly up to the lone zipper and use lots of short bursts of OT to keep your grip. Boost just before the dart zone so you can cross it in a diagonal line from right to left up to the sharp corner. If your line is good, one Z-jump will suffice to carry all that speed with you.

* Hold 'up' when you fly off the final bump to regain contact with the track as quickly as possible and then boost to the finish.

* MASTER TIME (PAL) = 1'21"5 first lap: 26"0 second lap: 21"5 third lap: 21"0 - NTSC would be 1'08"5

- Silence 2 -

Things are heating up a little now! The first track where sliders can show of their skill (All you MK64 players out there... this is the one you've been waiting for). Although a skilled jumper can do the trick just as well. One of the tougher Ghosts...

 * Vehicle of choice: Twin Noritta if you wanna jump ... the Falcon or the Thunder if you wanna slide

* Ideal gauge setting: three from right, 3 nudges right (sliders: three from left)

* Hit all the zippers on the long opening bend and fly through the chicane with a well-placed I-jump. Your lap time will depend greatly on how fast you get through this corner. You can sneak over the left dart zone if your boost is still active to get a good line to jump the chicane.

* DT the other sharp corners or take them tight with some OT

* Use your boost especially in between the zippers on the long opening bend. Steer very smoothly so you won't lose your grip at high speeds.

* A WORD ABOUT SLIDING...

I often wondered why some Ghosts just flew away from me at the start and were able to keep going at high speeds. When I adjusted my vehicle with the same acceleration they would just leave me standing after a few seconds... and if it wasn't for the gaming genius of Steven Zwartjes I would still have no idea how to beat the DF3 ghost (actually sliding is mentioned in the game's manual but who on earth ever reads those huh?). Steven's sliding skills are unmatched!! His records on Rainbow Road and DF3 are way out of reach of mortal men and women... The Staff Ghosts seem to use this technique quite a lot, even on tracks like Red Canyon, Port Town 2 or Big Hand where a jumper is far quicker. When racing a slider there's just one golden rule: boost in the corners!!

* MASTER TIME (PAL) = 1'39"0 first lap: 37"0 second lap: 31"3 third lap: 30"7 - NTSC would be 1'22"5

- Sector Beta -

For a number of reasons this is one of the most interesting tracks in the game... and also the only one with a 'shortcut' ...well, not a glitchy one of course, this isn't MK64 remember? Ever wondered what the airbrake is for? (the what ???)

* Vehicle of choice: Twin Noritta

* Ideal gauge setting: two stripes from right, 2 nudges left

* This is probably the only track in the game where it's wise to use the airbrake (down-C in case you didn't know). When you come speeding out of the tunnel, you'll fly off at the dip on the end of the straight in lap 2 and 3. So just before you would fly off, hit the airbrake for a split second to get your speed under 800 km/h... may take some practice to get the timing right...

* When you've past the dip, the track loses its sides (just after the EAD-sign). Fly briefly off the track here and use DTs to increase your speed in mid-air and guide your craft safely back on the track. Try to land in front of the refill-zone on the right or you'll run out of juice in the third lap. Leave the track on the left side: it's harder to land in the refill but it's almost a second per lap faster than the right side. Phew...

* You should land on the track having reached phenomenal speeds! Now try carrying all that speed through the sharp left at the start with some sublime jumping...

* MASTER TIME (PAL) = 1'43"0 first lap: 39"5 second lap: 32"0 third lap: 31"5 - NTSC would be 1'26"5

- Red Canyon 2 -

Another track where you'll have to get airborne for a while to get a shot at the Ghost (a very tricky one indeed). By now this should have become second nature to you...

* Vehicle of choice: Hyper Speeder

* Ideal gauge setting: two stripes from right, three nudges left

* Some sections of this track are very tight indeed. Just don't hit the sides ok?

* On the second and third lap, boost right after the start towards the first tight bend to the left. Jump this one hard and immediately boost again... you should now fly off at the top of the bump ... Don't try to land on the first piece of track that will appear but aim for the second. Congrats! You've just won about three seconds per lap.

* Try to land back on the track at high speed (not easy!!) and boost towards the long hairpin. It's pretty long so you might need more than one jump to clear it.

* Near the end, the track gets very tight and twisty again. Nevertheless you'll need to boost like mad to get a good time. Jump carefully! There are two refills, so plenty of boost power lying around....

* NIASTER TIME (PAL) = 1'44"0 first lap: 41'0 second lap: 32"0 third lap: 31"0 - NTSC would be 1'27"5

- White Land 2 -

Hey, this is cool: a half pipe! Mmm... maybe not for the newbies who'll fly out of the pipe at each corner. Get this one right however and it's quite a rush, edging along the outsides... racing on the edge!

* Vehicle of Choice: Twin Noritta

* Ideal gauge setting: two stripes front right, three nudges left

* The best tactic in the half pipe is to go high in the corners and then come back to the middle: this way you'll gain some extra speed from the height difference.

* There are plenty of zippers to get you up to speed. As always, hit each and every one of them. Once you're at a decent speed you'll slide very easily coining down from the corners… If there's one track where short bursts of OT can keep you going this one is definitely it!

* Once you've cheered the final corner, boost all the way down the straight up to the first zipper of the next lap.

* MASTER TIME (PAL) = 1'13"5 first lap: 28"5 second lap: 23"O third lap: 22"0 - NTSC would be 1'02"0

- Mute City 3 -

Could this be F-Zero X finest track??? I think so... it's so perfectly balanced: you've got jump-plates to cut corners, plenty of zippers, daunting hairpins begging for some classy DT but best of all ... you can really put the Staff Ghost to shame, beating it with almost 10 seconds! If you’re good…

Vehicle of choice: Hyper Speeder ... and ONLY the Hyper Speeder

* Ideal gauge setting: two stripes from right, three nudges left

* Use the two jump plates at the start to cut the following corner.

* When you come to the straight in the middle section hit the first plate, and aim low towards the second plate. Boost just before hitting the second plate and fly over the S-bend in a diagonal line. You should land just past the chicane going at least 1100 km/h (1300 NTSC)

* DT the final hairpins and the corner coming out of the tunnel.

* As mentioned before, this has got to be the best tracks of the game. To get anywhere near the record, you should get into a good relaxing rhythm, anticipating every move ... just go with the flow.

* MASTER TIME (PAL) =1'43"0 first lap: 38"0 second lap: 33"0 third lap: 32"0 - NTSC would be 1'27"0

yoshifan
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Re: David van Moer's F-Zero X guide (written in 1999 - 2000)
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Oh, I remember this guide from GameFAQs actually. It's still reachable from there as a section of FAQ GOD's walkthrough, but it's a newer version than yours according to this note: "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 <<." The GameFAQs edition also has Rainbow Road, but not the rest of Joker Cup.

Also of interest, that GameFAQs walkthrough has a small leaderboard (with PAL and NTSC times separated) which was last updated on October 2000. Includes times from Jimmy Thai, David Van Moer and others.

WMJ
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Re: David van Moer's F-Zero X guide (written in 1999 - 2000)
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yoshifan wrote:

Oh, I remember this guide from GameFAQs actually. It's still reachable from there as a section of FAQ GOD's walkthrough, but it's a newer version than yours according to this note: "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 <<." The GameFAQs edition also has Rainbow Road, but not the rest of Joker Cup.

Also of interest, that GameFAQs walkthrough has a small leaderboard (with PAL and NTSC times separated) which was last updated on October 2000. Includes times from Jimmy Thai, David Van Moer and others.

Yeah that's true but most of that guide is actually different. By that time they had figured out DTDs and all Slider strats were a lot more developed. That guide would be pretty useful to link here too.

Uchiha Madao
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Re: David van Moer's F-Zero X guide (written in 1999 - 2000)
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 hm, it'd be interesting to write a guide in this style for the EK stuff.

 

looking at the guide. i think this is the first time i've heard about OT. i thought people who did that had accidentally released the gas but now it makes sense. funny how far one can go without something like this.

"Patience is useful in any moment"
WMJ
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Re: David van Moer's F-Zero X guide (written in 1999 - 2000)
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OT or Accelerator Tapping as I like to call it is something you only want to do for very small adjustments when Side Attacks are overkill. So, when you are just about to lose your grip with regular steering a quick tap on the accelerator can save you. It's more useful if you do accidently lose your grip; you can regain it quite quickly with a quick A tap and while losing a lot less speed than if you would use side attacks for it. Funny enough, OT is extremely useful during AGG floating because you can lose your grip in that state and sink down rapidly because of it. It is something heavily used during AGG floating actually and without it, it would be a hell of a lot harder. In my MC1 run you can hear me mashing A a lot during the floating sections. So, we definitely found a new use for this move.

BPA2
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 That was a fun read. Thanks, Wouter, for uploading this. DVM was the reason I got into F-Zero and this makes me reminisce of a simpler time.

Mandalore
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 I remember seeing DVM's times in N64 magazine. Gave me a great sense of achievement managing to beat just 1 of them (White Land 1)! There was a web site which had archives of the old magazines, it'd be interesting to find the rankings again. 

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Mandalore wrote:

 I remember seeing DVM's times in N64 magazine. Gave me a great sense of achievement managing to beat just 1 of them (White Land 1)! There was a web site which had archives of the old magazines, it'd be interesting to find the rankings again. 

Yeah I loved that magazine. I actually own all of them but 4 issues, 7, 8, 11 and 16. They reviewed F-Zero X in 19 so I have all of them from F-Zero X onwards. There is a change in the rankings at some point between issue 31 and 32 they removed a player that had all the records by a large margin but they were obviously NTSC times (like 1'05 on Silence). In later issues I'm quite sure at least a few players got away with submitting NTSC times anyway with some suspiciously fast times. At least I beat them all on PAL nowadays with modern strats so technically they weren't impossible times.

There's a few scans on archive including issue 36 that has the rankings in them: https://archive.org/details/n64magazine

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