F-Zero X FAQ

Mute City (Figure Eight)

The first track in the game, and thus, it isn't too difficult. There isn't a single taxing turn, and there's a pit stop big enough for you to recharge fully from 0 to 100%, even at speeds surpassing 1000km/h. If you can't place first in this track, I'll advise you to quit while you're ahead.

-After the first lap, use your boost constantly, since you can immedaitely recharge about halfway through, unlike most other tracks who have pit stops near the end of the track.

-The Zippers are HUGE here, try to hit every one of them. The only one you may have a slight problem with is the last, but just stay in the middle of the track and you'll hit it.

Silence (High Speed)

As the explanation above it says, this track is all about pure speed. Hit all the zippers, then let loose with your own to reach speeds over 1400km/h.

-The zippers at the start are in the middle, then a short pause(Use your own boost if possible), then left, middle, left, another (shorter) pause, then middle, right, left, middle. I usually ignore the zipper on the right at the last four, since it's nearly impossible to hit all 4 of them at high speeds, which you inevitibly will be at when you reach that part.

-Use your own boosts as soon as you can after the zippers. They should easily last you till the pit stop, then use the zippers again, etc.

-You can easily travel at speeds above 1200 km/h throughout the whole race, save the first lap and the starting of the second lap.

-If you're travelling at speeds of about 1350 km/h, keep the control stick tilted upwards as you travel past the pit stop, as right after it, there's a hardly noticeable bump that can still send you flying into space if you're going extremely fast.

Sand Ocean (Pipe)

Welcome to your first tunnel level. Unlike other games, you're not restricted to the floor, you can travel on the walls or even on the ceiling if you want. This level is basically a tunnel, then a coupla pretty tight turns, a zipper, another tunnel, then the pit stop and the finish.

-There's a zipper right in the middle of the ground at the second tunnel, don't forget to grab it. It could mean the difference between 1st and 2nd in a tight race...

-Try to exit tunnels with your hovercar on the ground. If not, it's quite possible that you'll fly off into space instead of onto the track.

Devil's Forest (Corkscrew)

This'll be your first encounter with sand. Just stay off it, and use double Z/Rs with the control stick to take the turns tightly and avoid the sand. Otherwise, there's not much else of note here.

-Save your boosts for the long straight after the first zipper. It'll be here where you do the most overtaking.

Big Blue (Cylinder)

A large cylinder runs through this level, as you might have guessed. But rather than riding inside of it, you're riding outside. The cylinder is basically the whole level, with the exception of a pit stop and a few sharp turns immediately after departing the cylinder.

-The Cylinder holds 6 Zippers. The first is slightly to the right of the top of the cylinder, the next two are at the bottom, then the next two near the top, then one final one at the top to give you a boost just before the end of the cylinder.

-While on the cylinder, don't make sharp turns, especially at high speeds. There's a fair chance that you'll go flying right off the cylinder if you do.

-If you're low on energy, you might want to consider foregoing the last zipper on the cylinder, as it speeds you through the pit stop faster that one would like.

Port Town (High Jump)

Once again, the explanation above says it all. The main attraction of this track is it's one HUGE jump, which has 4 zippers leading to it to get you a good start on it. Otherwise, there's not much of note except perhaps the first tricky turn in the game - a chicane near the beginning. It also possesses the first strip of ice, but it's generally ineffectual anyway, since the whole stage is covered by walls.

-If your hovercar has bad grip, you might want to consider foregoing the zipper right before the chicane, as it could well send you crashing into a wall.

-The 4 zippers leading up to the big jump offers the best hovercar-destroying circumstances. Just use the Spin while moving towards the pack of cars which will almost certainly be ahead of you, for lots of stars.

-How you want to take the big jump depends on how good your car's grip is. If it's B or better, you might want to chance staying in the air for a fairly long time. However, those with worse grip should immediately head downwards to the track at a steady pace, as you'll almost certainly be taking the next turn at too high a speed if not.

-On the first lap, take the zipper in between the pit stops instead of the pit stops themselves, you probably won't need the energy boost.

Sector Alpha (Inverted Loop)

A pretty bland stage, made up by the huge somersault that starts off the stage. After that, there's not much else of note besides two zippers, as well as a cramped section where Spins are VERY effective...

-As stated before, the cramped section is VERY good for racking up the kills. You might even want to let go of the accelerator a little to let the other hovercars run right into your spinning car.

-The two zippers are at the middle of the stage partially hidden because of the upwards slope, then in the middle at the tunnel, They're easy to spot.

Red Canyon (Multi Jump)

I really like this stage, for some reason. It consists mainly of many platforms which slope upwards, then simply ends and allows you enough height to get to the next platform. There're a lot of zippers too, and this a good place to practice your airborne controls, especially diving, which'll be a big part of this stage.

-There's no way to fall into the gaps between platforms as long as you're not tilting the Analog Stick upwards the whole time, and even then, only the 4th jump will cause a few problems.

-All the zippers are in the middle of the track, so they're easy to hit.

-There are TWO large pit stops in the stage. Similarly, there are also two zippers right in between those two pit stops. Refuel on one of the pit stops, then use the zipper on the other. On the first lap, obviously use both of the zippers.

Devil's Forest 2 (Up And Down)

Not too tough. It basically is a bunch of bumpy roads, then a tunnel, then some mroe bumpy roads, a nice long straight and some VERY narrow roads with a chicane thrown in for good measure.

-Once you're in the tunnel, if you can hit the next three zippers, you'll probably be within the top 10 when the effects wear off.

-The narrow road is great for bullying other cars, as expected.

-The Pit Stop here is rather small, so save your boosts. I recommend one right after the first zipper, then expend the rest after the next three zippers.

Mute City 2 (Technique)

This place tends to get cramped very quickly, especially after the two narrow(and I MEAN narrow, just about enough for one car to get through). Otherwise, it's more of the same, although the road is VERY twisty, and can be pretty worrysome for beginners. This stage does introduce one new thing - The jumper, which springs you up VERY high, and allows you to dive for greater speed. This thing will come into play further into the tracks...

-The two narrow parts are EXTREMELY good for some car-bashing, as once you occupy one part, there's practically no way someone's gonna get through without bumping into you.

-A boost before the jumper works wonders in overtaking your opponents.

Big Blue 2 (Quick Turn)

The highlight of this course isn't really the extremely tight turn, but the sideless straight. It can be VERY nerve-wracking just to keep your vehicle going straight. Besides that and the quick turn, there isn't much else new.

-The lone zipper in the course hides at the right of the sideless straight. If you're daring/brave/stupid, you can try and use it to boost into a crowd of hovercars while spinning.

-Pushing other hovercars off the sides of the sideless straight is for experts only, as most beginners will usually fling themselves around trying to catch a hovercar, and eventually fling themselves totally off the track.

Either use multiple shifts or the power turn to get through the quick turn. You'll probably still scrape the side of a wall, but that's more preferable to crashing into it.

-There are two pit lanes in this track, one before the quick turn and one immediately after, for wound-healing after inevtibly crashing into/scraping the walls.

White Land (Dangerous Steps)

I love this course. It starts pretty innoncently, with a few tight turns and a tunnel. But the tunnel immediately leads into a road with two strips of sand on either side, then into a sideless straight, then into a loop-the-loop, then another sideless straight. Then the "Steps" part of the name comes in, with a few jumpers to access each platform which is higher than the other, then finally a big drop to the pit lane.

-I practically have a boost-timetable on this. I don't boost at all until I'm out of the sandy section, then it's non-stop till the zipper, in which I add an extra boost to carry me past the sideless straight quicker. Then I use my remaining power to boost just before hitting the jumpers, usually allowing you to hit very high speeds.

-Whatever you do, DON'T overdo it. If you're going too fast before hitting the last jumper, you'll sail right over the platform connecting that step and the pit stop, then land into the city below.

Fire Field (Zig-Zag Jump)

As the name suggests, the main attraction of Fire Field is it's huge jump which leads to a series of Zig-Zags, which I'll discuss later. After the jump, there's a sand patch sraight down the middle, and nothing else really out of the ordinary.

-The jump is a double-edged sword of sorts. If you stay in the air for too long, you lose a lot of speed, and if you land quickly, you'll have to negotiate a series of VERY quick turns(Thus, the zig-zag part). My advice would be to right yourself until you're about level, then let it take it's course. You should clear the zig-zag part, yet still garner a fair amount of speed.

-The only zipper on the stage is on the left, shortly after the big jump. Stay left to avoid the strip of sand as well.

-Just before the starting line, there's a upward slope that suddenly goes level, leaving you airborne. Tilt to control stick upwards to counter this and waste the minimum time.

Silence 2 (Wavy Road)

This is one of the toughest courses. The whole of the first part is fairly cramped, and only the left side is fairly clear, but that means you have to forego two zippers, and steering here is incredibly difficult for some reason. Then strips of sand appears on the right, then the left, then the right again, simply to confuse you. It then "mellows" into a couple of 180 degree turns, and then a bumpy straight, and finally the pit stop. And now you get to do it two more times. Joy.

-Save your boosts for the only straight in the game. It'll be waster anywhere else, and your energy bar will likely be waning from all the cramped collisions with other cars, anyway.

-The three zippers are all near the beginning of the stage, two to the right, then one in the middle right before the strips of sand. 1