F-Zero For Gameboy Advance Frequently Asked Questions Version 1.1 (18th June 2001) Contents ======== 1.0 Introduction 1.1 Version History 1.1.1 Outstanding Issues 1.2 Contact 1.3 Legal Stuff 2.0 Starting The Game 2.1 Menus 2.1.1 Game Start 2.1.2 Ranking 2.1.3 Option 2.2 The Controls 2.3 Game Structure 2.3.1 Grand Prix 2.3.2 Training 2.3.3 Multi Cartridge Vs 2.3.4 1 Cartridge Vs 2.3.5 Championship 2.3.6 Nintendo Co. official championship ranking conference 2.4 Techniques 2.4.1 Fast Start 2.4.2 Cornering 2.4.3 Long Jump 3.0 The Craft 3.1 Hot Violet 3.2 Fireball 3.3 J.B. Crystal 3.4 Crazy Horse 3.5 Dirty Joker 3.6 The Stingray 3.7 Falcon MkII 3.8 Fighting Comet 3.9 Silver Thunder 3.A Jet Vermilion 4.0 Tracks 4.1 Pawn 4.1.1 Pawn 1 - Bianca City 4.1.2 Pawn 2 - Stark Farm 4.1.3 Pawn 3 - Laputan Colony 4.1.4 Pawn 4 - Stark Farm 4.1.5 Pawn Final - Clouds Carpet 4.2 Knight 4.2.1 Knight 1 - East Ten Side 4.2.2 Knight 2 - Beacon Port 4.2.3 Knight 3 - Synobazz 4.2.4 Knight 4 - Ancient Mare 4.2.5 Knight Final - Stark Farm 4.3 Bishop 4.3.1 Bishop 1 - Bianca City 4.3.2 Bishop 2 - Ancient Mare 4.3.3 Bishop 3 - Crater Land 4.3.4 Bishop 4 - Clouds Carpet 4.3.5 Bishop Final - Bianca City 4.4 Queen 4.4.1 Queen 1 - Crater Land 4.4.2 Queen 2 - East Ten Side 4.4.3 Queen 3 - Laputan Colony 4.4.4 Queen 4 - Fire Field 4.4.5 Queen Final - Fire Field 4.5 Championship Course - Synobazz 5.0 Easter Eggs 5.1 Unlock Jet Vermilion 6.0 Credits 1.0 Introduction ==================== F-Zero for Gameboy Advance is the latest instalment of Nintendo's F-Zero series. The franchise started life on the 16 bit SNES nearly ten years ago, then made it's way to the N64 as F-Zero X. This handheld version most closely resembles the original SNES game. While not being an exact port (the game is set in the F-Zero world 25 years after the original), it shares and plays the same as the original, albeit with different tracks and craft. The original version of F-Zero made use of the SNES graphics Mode 7, which allowed games to appear 3D. Unlike modern day consoles and graphics cards, the SNES was not a 3D machine (ie. It did not contain a geometry processor and display polygons). The Gameboy Advance possesses this same ability, and can therefore represent the same sort of pseudo 3D gameplay (with the addition of sprite scaling, something the SNES did not originally have). The version of F-Zero used to compile this guide is the Japanese release. Some features may change in the western version (to be called F-Zero: Maximum Velocity). 1.1 Version History ----------------------- Version 1,1 - 18th June 2001 - New info on Jet Vermilion Added Version 1.0 - 28th May 2001 - Corrected unlock conditions for vehicles Added pilot names to unlocked vehicle Added Jet Vermilion craft Added Nintendo ranking competition Correction on SNES mode 7 abilities Corrected description of Queen 4 Fire Field Version 0.4 - 15th April 2001 - Stats added for Silver Thunder, track descriptions added, minor corrections Version 0.3 - 1st April 2001 - Added track new track details for queen and new vehicle details (Fighting Comet, Silver Thunder and Falcon Mk II). Also a few minor corrections (in 2.2 and 2.3.2). Version 0.2 - 28th March 2001 - Added Queen and Master details Version 0.1 - 24th March 2001 - First version of FAQ written 1.1.1 Outstanding Issues -------------------------- I have had various conflicting reports on the exact method to unlock the Falcon MkII and Silver Thunder. Can anyone confirm the exact circumstances, and I will go with the general consensus of opinion! 1.2 Contact --------------- If you spot any in-accuracies in this FAQ, have anything to add or just have a general question, you can email me at darren@everden.com. Contributions will be fully credited within this document. 1.3 Legal Stuff ------------------- GameBoy Advance and F-Zero are Trademarks of Nintendo Corporation. The contents and intellectual property of the F-Zero game are the Copyright of Nintendo Corporation (2001). The contents of this FAQ are the Copyright of Darren Everden (2001). This document or portions of it must not be used or duplicated for profit without the express permission of the copyright holder. This document may be used and duplicated for any non profit reason with the exception of storing and allowing the download of this FAQ from a web or ftp server. Storing and allowing the download of this FAQ from a web or ftp server is prohibited without the express permission of the copyright holder. Official distribution points for this FAQ are; http://www.everden.com http://www.gamefaqs.com If you have downloaded this FAQ from any other site please notify me via email (darren@everden.com). 2.0 Starting The Game ========================= Upon power up, after the GameBoy graphic the F-Zero logo appears on the screen. Press Start to commence the game. Pressing Select or waiting approx 30 seconds at this screen activates a demo which shows the basic craft controls. If you pressed start, the next screen will show you the three name slots available. As it suggests, up to three players may enter their names and have their times tracked in the high scores table. If your name is already there, use up and down on the D-Pad to position the cursor next to the required slot, then press A. If your name is not on the list, use down on the D-Pad to select the left hand menu option (entry), select a spare slot, press A, then enter your name from the on-screen alphabet (pressing A to select each letter). Select OK when done. To delete a name, select the right hand option (clear) on the name slot screen, highlight the slot you wish to delete (by pressing A), then select OK (this will delete ALL records for this user including unlocked tracks and vehicles). Holding the L and R shoulder buttons whilst switching the power on will present the option to clear all game saved data. Select either Yes or No depending upon your choice. Like most Gameboy Advance software titles, the game may be reset at any point by holding down the A, B, Start and Select keys together. 2.1 Menus ------------- After selecting a name, a menu is displayed with the following options; Game Start Ranking Option 2.1.1 Game Start ------------------ The main game has four menu options (five if you have completed all 15 tracks). The options are as follows; Grand Prix Training Multi Cartridge Vs 1 Cartridge Vs Championship 2.1.2 Ranking --------------- Ranking lists the best times for all tracks raced so far, either by individual user (by selecting the relevant user name), or a composite of all users times (by selecting the mix option). 2.1.3 Option -------------- Here you may select the number of continues you get (either 5, 3 or 1), the controller button layout, and the toggling of background music on and off. 2.2 The Controls -------------------- Based upon the layout selected in the options screen, the button assignments are as follows; Type 1 - A=Accel, B=Brake, L+R=Boost Type 2 - A=Brake, B=Accel, L+R=Boost Type 3 - A=Accel, B=Boost, L+R=Brake Type 4 - A=Boost, B=Accel, L+R=Brake Type 5 - A=Accel, B=Brake, Up=Boost Type 6 - A=Brake, B=Accel, Up=Boost In all layout types, pressing the L and R shoulder buttons allows you to drift left and right. The boost function will only work if you have a boost icon available. The completion of each lap earns you an icon. There are three slots available for boost icons. 2.3 Game Structure ---------------------- 2.3.1 Grand Prix ------------------ The game structure in Grand Prix mode consists of three classes of track (Pawn, Knight and Bishop), each of which contains three difficulty levels (Beginner, Standard and Expert). Each class consists of 5 tracks. The player selects a class of track and difficulty level, and attempts to complete all 5 races. Each race is conducted over 5 laps. At the finish of each lap the player has to finish above a certain position. This position increases with each lap (positions required are 15th at the end of lap 1, 10th at the end of lap 2, 7th at the end of lap 3, 5th at the end of lap 4, and 3rd at the end of lap 5). Failure to finish a lap at the required position or higher ends the race. The player may retry the track until all continues have been exhausted. The race can also finish early if the craft power is exhausted before the end of the race. When all tracks within a class have been completed on a given difficulty level, the difficulty level text changes colour to green. When a class has been completed on Expert, a new difficulty level called Master is unlocked for that class. When a class has been completed on all difficulty levels, a gold chess piece indicating that class appears in the lower left of the selection screens. 2.3.2 Training ---------------- Training mode allows the player to practice on any track that has been played on Grand Prix mode. The exception to this is where a class has not been played at all, in which case only the first track of that class is playable. You may select your type of craft, and have the choice of selecting a CPU opponent (both difficulty level and craft type are available should you want an opponent). You may then select the class of track followed by the track itself. Each training race consists of 5 laps. Best times are recorded. 2.3.3 Multi Cartridge Vs -------------------------- Every track and every craft is available in multi cartridge versus mode. During play, the players name is displayed above their vehicle! 2.3.4 1 Cartridge Vs ---------------------- F-Zero is the first Gameboy Advance title to feature this ability. Using only one cartridge, up to four players connected with link cables can download a course (which takes up to 30 seconds) and compete against each other. However, this feature is limited to only one playable course and each player is assigned the same craft (which is a different colour for each player). No music is present. 2.3.5 Championship -------------------- Only available once all 15 tracks have been completed, the Championship track allows you to race against the ghost image of the current course record holder. The second option on the Championship menu allows a replay to be viewed of the current record braking run (this includes the display of button presses during the replay). 2.3.6 Nintendo Co. official championship ranking conference ------------------------------------------------------------- Nintendo of Japan ran a competition via their website (www.nintendo.co.jp) to find the fastest F-Zero player. The competition was open from the 21st April to 31st May 2001. The top 3 players will win a limited edition 'Hot Violet' GBA! The method of participation was as follows; Prospective players must select a team to play for (each team has their own prizes for the top ranking members). Four choices are available, Team Mario, Team Famitsu, Team Dream and Team Dengeki. The player must then register their details on the relevant teams website. Once registered, the player must play the Championship Circuit and try to obtain the best possible time. After completing the race, when the best times are displayed in the ranking screen for this course, hold down the left shoulder button and press Up, Right, Right, B, Left, B, Right, A. The course name on the screen will now change to a password. Make a note of this password and enter it onto your teams website. Your time will then be registered. 2.4 Techniques ------------------ The following techniques must be mastered to advance through the tracks on the harder difficulty levels. They assume that the Type-1 controller setting is in use. 2.4.1 Fast Start ------------------ Getting the best start in F-Zero is not simply a case of holding down the A button. The engine must be revved into the middle band (noticeable by the engine noise, it is the sound immediately before the high pitched engine note if you permanently hold down the A button). Whilst at this stage, release and re-apply the A button to keep the engine at this mid-level. If still at this point when the race starts, your craft will be propelled to the head of the pack. A simpler method is to hold down the accelerator button when the word READY flashes for the third time. 2.4.2 Cornering ----------------- To corner effectively through the tighter turns it is necessary to release and re-apply the A button while turning. It is also possible to use the L and R shoulder buttons to aid in turning, but often the result is too severe leading you to clip the side of the course and lose time. 2.4.3 Long Jump ----------------- When hitting a jump pad it is possible to travel further in the air by holding the D-Pad down button whilst also holding A. 3.0 The Craft ================= 3.1 Hot Violet ------------------ Pilot: Megan Full Speed: 422km/h Boost Speed: 579km/h Boost Operation Time: 6 seconds Body Strength: 69/100 Cornering Efficiency: B Balance Efficiency: C Comment: This craft is an excellent choice for the beginner as it is relatively fast and is easy to handle. 3.2 Fireball ---------------- Pilot: Mickey Marcus Full Speed: 440km/h Boost Speed: 565km/h Boost Operation Time: 6.5 seconds Body Strength: 82/100 Cornering Efficiency: C Balance Efficiency: B Comment: Best choice for strength. 3.3 J.B. Crystal -------------------- Pilot: Jane B. Christie Full Speed: 418km/h Boost Speed: 560km/h Boost Operation Time: 9.5 seconds Body Strength: 63/100 Cornering Efficiency: C Balance Efficiency: A Comment: Best for boost and handles exceptionally well, but is the slowest of the bunch. 3.4 Crazy Horse ------------------- Pilot: Nichi "The Sweep Man" Full Speed: 428km/h Boost Speed: 585km/h Boost Operation Time: 5.3 seconds Body Strength: 50/100 Cornering Efficiency: A Balance Efficiency: D Comment: Very difficult to control although has a very fast boost speed. 3.5 Dirty Joker ------------------- Pilot: Lord Cyber Full Speed: 436km/h Boost Speed: 591km/h Boost Operation Time: 3 seconds Body Strength: 75/100 Cornering Efficiency: C Balance Efficiency: A Comment: Only selectable as a playable craft after completing all tracks at Standard difficulty, this craft has the fastest boost speed. 3.6 The Stingray -------------------- Pilot: Alexander O'Neill Full Speed: 460km/h Boost Speed: 525km/h Boost Operation Time: 12 seconds Body Strength: 85/100 Cornering Efficiency: C Balance Efficiency: C Comment: Only selectable as a playable craft after completing all tracks at Expert difficulty. 3.7 Falcon MkII ------------------- Pilot: Kent Akechi Full Speed: 448km/h Boost Speed: 573km/h Boost Operation Time: 7.2 seconds Body Strength: 66/100 Cornering Efficiency: C Balance Efficiency: B Comment: Unlocked by completing either Pawn, Knight, Bishop or Queen on Master level. 3.8 Fighting Comet ---------------------- Pilot: Kumiko "The Bullet" Full Speed: 412km/h Boost Speed: 593km/h Boost Operation Time: 9 seconds Body Strength: 56/100 Cornering Efficiency: D Balance Efficiency: B Comment: Vehicle unlocked by completing Pawn, Knight, Bishop and Queen on Master level. 3.9 Silver Thunder ---------------------- Pilot: Blitz Wagner Full Speed: 464km/h Boost Speed: 589km/h Boost Operation Time: 3.7 seconds Body Strength: 90/100 Cornering Efficiency: D Balance Efficiency: B Comment: Finish Queen class on Expert level to unlock this vehicle. 3.A Jet Vermilion --------------------- Pilot: Junior Full Speed: 456km/h Boost Speed: 602km/h Boost Operation Time: 4.2 seconds Body Strength: 100/100 Cornering Efficiency: E Balance Efficiency: B Comment: Finish Pawn, Knight, Bishop and Queen on Master level with all 9 other craft. Alternatively, play the Championship course 255 times without retiring and eventually Jet Vermilion will become unlocked. Code is also available (see section 5.1). 4.0 Tracks ============== Each track when presented displays the track name in English followed by Japanese text underneath. The first part of the Japanese text is simply the circuit name repeated, however the second piece of text is a brief description of the track. I have included these descriptions where known. 4.1 Pawn ------------ 4.1.1 Pawn 1 - Bianca City ---------------------------- Description: Straight Circuit This track is an excellent introduction to the game, striking a balance between excitement and ease of use. Nice wide lanes with plenty of overtaking opportunities, none of the bends are too sharp. There is one jump ramp in the course and three speed up markers. The most challenging corner is the gentle 180 degree bend before the start-finish straight. 4.1.2 Pawn 2 - Stark Farm --------------------------- Description: First Circuit As the second track I think it is unreasonably harsh on the beginner. Narrow and very twisty, the course has numerous areas where the surface has broken up, causing your craft to slow down if hit. Several 90 degree bends and one narrow 180 degree turn make this track a difficult nut to crack. 4.1.3 Pawn 3 - Laputan Colony ------------------------------- Description: Dash Circuit A wider track, not too dissimilar from Bianca City poses no real problems. One very wide 180 degree bend is easy to negotiate, the only tricky part comes in tackling the point where the track splits in two, giving you the choice of going left or right. Speed up markers appear on both sides, and hitting them all without slamming into the side of the track requires precise road positioning. 4.1.4 Pawn 4 - Stark Farm --------------------------- Description: Second Circuit Another wide track, narrows in places due to track damage (will slow you down if hit). With one easy 180 degree turn, this track should present you with no real problems. 4.1.5 Pawn Final - Clouds Carpet ---------------------------------- Description: Long Jump Circuit A challenging track, Clouds carpet is wide in places and narrow in others. Three 180 degree turns mean positioning your craft to take the correct line through the corners is essential. A large section of track is missing towards the end of the lap, requiring you to jump across the chasm. The only way to make it is to use one of your boost charges or hit one of the two speed up markers at either side of the track. 4.2 Knight -------------- 4.2.1 Knight 1 - East Ten Side -------------------------------- Description: Snake Circuit A wide track with one 180 degree turn, several 90 degree turns and a challenging chicane (left then right 90 degree turns). Nothing too difficult here with lots of overtaking opportunities, East Ten Side is a gentle introduction to the Knight class. 4.2.2 Knight 2 - Beacon Port ------------------------------ Description: Crossroad Circuit A very twisty track, distinctive by the way the track splits in two and forms a large figure of eight. There are many sharp 90 degree corners and a couple of almost 180 degree bends. While negotiating the figure of eight, be sure to travel straight across the junction to maintain maximum momentum. Avoiding colliding with other vehicle at the crossing is purely down to luck. Hitting the speed up markers on this track requires good anticipation of the following corners, otherwise you will be bouncing off the side of the course in no time. 4.2.3 Knight 3 - Synobazz --------------------------- Description: ? This track contains some devious mines which deplete power from your vehicle if hit. Fortunately the mines can only be hit once, but the craters they leave will slow down your craft if run over. The actual track consists of one tight 180 degree corner, a twisty S bend, and a 270 degree turn containing the mines. A jump ramp is also present, which must be hit to avoid some damaged track. Some of the damaged track appears to be on fire, and will drain power from your vehicle if hit. 4.2.4 Knight 4 - Ancient Mare ------------------------------- Description: Symmetry Circuit Possibly the most difficult track in the whole game, the Ancient Mare is distinctive by it's 'upside down triangular' split in the road. This causes a problem because the back end of the triangle is virtually impossible to turn on due to the icy road (this is identified by the track turning white and your vehicle skidding out of control if attempting to steer). The best way of heading back in the correct direction is to hit the speed up ramp at the base of the triangle. This will ricochet your craft along the right heading, requiring only corrective steering on your part to avoid slamming into the side of the track where the road narrows. A section of track is also missing towards the end of the lap, but fortunately a jump ramp is present to help you across. 4.2.5 Knight Final - Stark Farm --------------------------------- Description: Third Circuit A very easy track with a split in the road that has two very different sections depending upon the choice you make. Going left results in a longer stretch of road and some narrow sections of track, but overall your speed will be maintained. Going right results in a shorter trip and a jump over a missing section of track (a jump ramp is provided and you actually leap over part of the road from the left fork). However, after the jump an un-avoidable section of damaged track appears which severely slows down your vehicle. I would therefore suggest you always turn left, but if you go right mistake it is possible to drop down onto the crossing track at the jump by angling your craft to the right at the jump ramp. 4.3 Bishop -------------- 4.3.1 Bishop 1 - Bianca City ------------------------------ Description: Tightrope Circuit Bianca City is a very straightforward track with no real challenges, just a few 90 degree bends that should present no problems. 4.3.2 Bishop 2 - Ancient Mare ------------------------------- Description: Ice Dance Circuit Also known as the donut track, due to it's large almost circular section with the hole in the middle! Unsurprisingly the road splits at the donut, with the choice of going left or right. Just remember which side you entered, as if you branched off left you must exit left and vice versa. The road surface here is icy and is therefore very slippery. Further on two 180 degree turns loom and both of these are icy too, which make for a very interesting challenge. 4.3.3 Bishop 3 - Crater Land ------------------------------ Description: Skid Dance Circuit Crater land is a very unique track. There are three splits in the road, the first of which gives you the choice of speed up markers (left) or power recharge (right), the second gives you speed up markers each side, and the third gives you the choice of power recharge (left) or speed up markers (right). In between the second and third splits are energy fields on the road which pull your craft to the left and right. This is not a problem on the wider stretches of road, but requires precise counter-steering where the track narrows. 4.3.4 Bishop 4 - Clouds Carpet -------------------------------- Description: Icarus Circuit? A very twisty narrow track makes this course very tricky. Two jump ramps are positioned on the track, the second of which (just after the slippery surface where the track is a bluey white colour) enables you to jump across a section of track avoiding a sharp 180 degree turn. The best method of pulling this shortcut off is to activate a boost whilst still on the slippery surface, and pressing down on the D-Pad when hitting the jump ramp to add distance to the leap. If done correctly, make sure you are lined up for the section of track opposite and voila, you've pulled off an ace manoeuvre! 4.3.5 Bishop Final - Bianca City ---------------------------------- Description: Truth/Truce Circuit Bianca City is twisty and narrow in places, with three wide 180 degree turns and a couple of chicanes (one with sections of damaged track). Overall this is a fairly straightforward track to navigate. 4.4 Queen ------------- When all clases (Pawn, Knight and Bishop) have been completed on Expert level, a new class called Queen is unlocked. 4.4.1 Queen 1 - Crater Land ----------------------------- Description: Right Curve Circuit The first experience of Queen class is very gentle, this course is almost an oval with no tricky corners. Just round and round for a very easy ride. Watch out for damaged areas of track, jump ramps are available to help you over. Remember to press down on the D-Pad while jumping to grab some more air! 4.4.2 Queen 2 - East Ten Side ------------------------------- Description: ? East Ten Side has 5 breaks in the track, each of which does not quite line up straight. Jump ramps help you across, but you must correct direction while in the air, and remember to press down on the D-Pad to add a few extra inches to your jump - you'll need them! 4.4.3 Queen 3 - Laputan Colony -------------------------------- Description: Twist Circuit This course would be pretty straight forward were it not for the spin markers. Hit these little puppies and your craft will spin 180 degrees on the spot, leaving you facing the wrong direction. Things are not made any easier by these appearing immediately after speed up markers, so be careful when hitting them. 4.4.4 Queen 4 - Fire Field ---------------------------- Description: Landmine Circuit This track is peppered with mines that blow up and damgae your craft if hit. The flaming craters they leave behind also damage your vehicle if run over, so avoid if possible. A tricky double hair pin turn needs particular care to avoid mine damage. 4.4.5 Queen Final - Fire Field -------------------------------- Description: ? The mines on this track are positioned in rows making them easier to avoid. Jump ramps appear before each row of mines, so position the vehicle right and you will sail over most of them, hopefuly not landing on one! 4.5 Championship Course - Synobazz -------------------------------------- Description: Championship Circuit This track has everything imaginable! Speed up markers are peppered throughout the course, the first bend leads onto some mines (avoid) and molten areas of damaged track (also avoid). This leads onto more conventional damaged road that narrows the track and slows you down if hit. More mines and molten damage then appear, after which there are a couple of jump ramps. This leads onto an icy patch for three turns (very slippery - don't bump the side of the course) then a some speed up markers onto the start finish straight. Avoid everything bad and hit the speed up markers while trying to beat the record time (the default is set by Megan in the Hot Violet). 5.0 Easter Eggs =================== 5.1 Jet Vermilion Unlock Code --------------------------------- For those not patient enough to complete the Championship course 255 times, or complete every track with every vehicle on Master class, the following code will allow you to unlock this elusive vehicle. Please note, the code is different depending upon the name you have entered into the game. 1. Visit http://www.nintendo.co.jp/n08/afzj/vermil/index.html 2. Input your entry name into the text box at the foot of the page. This must be done using the on-screen keyboard keys. 3. Click on the Send button (buttopn furthest right). 4. You will then be given a code. 5. Start up F-Zero and select the Grand Prix option. 6. At the craft select screen enter L, R, Start, R, L, Select. 7. A password entry screen will appear. Enter the your password. 8. Upon entering the password you will be returned to the craft select screen. Jet Vermilion will now appear above Hot Violet. 6.0 Credits =============== Many thanks to Diablo (thebaldmonk@btinternet.com) who notified me of the Master difficulty level and Queen class tracks. It is thought that a further class of track called King is present, although this has yet to be confirmed. Thanks to StuartX (gamefaqs F-Zero forum) and David Fallows (dfallows@academynet.co.uk) for confirming the availability of Silver Thunder and Falcon MkII as playable vehicles. Thanks to Jason Carter (jasoncarter73@hotmail.com) for the Falcon MkII stats, and Brent Muha [nes_gamer@mail.com] for spotting some errors in the FAQ. Thanks also to M Garrison (MWGarrison@aol.com) for stats on Silver Thunder and various corrections. Japanese translations of track descriptions are courtesy of Paul Connell at Codemasters. SNES Mode 7 details corrected by Daniel Cotter (dacotter@primus.com.au). KK (kai.ma@ucl.ac.uk) provided the simpler fast start method.