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DélioPT said:
If this is the same game as the Embassador game i won`t even bother at buying it... i can only get so far!
Speaking of F-Zero, i hope whatever version comes out for Wii U, they had the controls from the NintendoLand game. It`s really great!


Ambassador game was the GBA F-Zero Maximum Velocity.  This is the SNES version which won't have NintendoLand controls.  It is only 30 cents (plus small tax which probably brings it to around 40 cents) so you might as well pick it up!



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sethnintendo said:
DélioPT said:
If this is the same game as the Embassador game i won`t even bother at buying it... i can only get so far!
Speaking of F-Zero, i hope whatever version comes out for Wii U, they had the controls from the NintendoLand game. It`s really great!


Ambassador game was the GBA F-Zero Maximum Velocity.  This is the SNES version which won't have NintendoLand controls.  It is only 30 cents (plus small tax which probably brings it to around 40 cents) so you might as well pick it up!


 100x better than GBA game.  good catch seth



Glad to see some you having fun with this game. If sells enough, maybe Miyamoto might reconsider greenlighting the franchise again. ;)



 And proud member of the Mega Mario Movement!

It's only 30p, everyone should just download it for the sake of it. I got a right nostalgia buzz from playing this game, I can't believe it's been 20 years since I last played it.T_T



RolStoppable said:
snyps said:

I just finished the Knight cup on standard and got 1st in all races but one. I think once you get the skills you never lose 'em.



Word of advice: choose the pink hovercraft, it has better handling and higher top speed. It accelerates slower but you dont need that unless you bump walls, which you shouldnt do (use the L/R triggers).

Words of advice: A deliberate wall bump slows you down less than clearing the really tight corners without touching the rails. This comes in handy on tracks like Silence (the double 180°), both Red Canyons (first left turn) and especially Fire Field (several spots). It only takes a little practice, drive into the wall at an angle between 60-80° (full frontal would be 90°) and regain control after the bump. It's a loss of about 40kph, so you can basically clear all corners in the game with 430+kph. Except on Fire Field, because it has this damn double hairneedle section where you will always drop below 400kph, no matter what you do. Oh, and White Land 2 is a bitch too; really slow middle section, but instead of wall bumping you are better off by cutting through these strange rail extensions.

In general, it's also better to not use the L/R buttons much, but rather repeatedly tap the acceleration button in corners. The Fire Stingray (a.k.a. the pink hovercraft) understeers at max speed (478kph), but right below it you can still turn excellently. A loss of 3kph is nothing in comparison to the gains you'll make with this technique. I mostly use the L/R buttons on straights to shift my vehicle in front of incoming opponents, if necessary.

The Fire Stingray is by far the best vehicle in the game, although with enough practice you can finish every cup on master difficulty with every vehicle. Well, except for the Knight cup with the Golden Fox. Death Wind 1 is virtually impossible. I don't remember if I ever managed it.



thats good advice yo. im getting back into the swing so i tested ur techniques. For silence, i can usually hold 390kph, more if im lucky, when i hit the double 180. then i hit the triggers, tap the accelerator and cut through the electric curbs which drops velovity to 300 or so. So i tried ur trick. I went through the first 180 by tapping. Then i bumped the wall on the 2nd 180 and my speed only dropped to 340 or so. Thats what i love about this game. A measurable distinction in every choice. i just got to red canyon (port town was a blast from the past) and didnt notice any challenge from the first left turn. I lost all my lives on the jumps but Im thinking i shouldve used my turbos right at the start line, then itd make sense to bump the 2nd left turn. i dont know if i'll get to the point where i can hold 478kph again, but if i do i'll try ur trick to prevent understeering. FZero is a true master piece. So unique and well crafted. Plays perfect on this big portable screen



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No, I already own it. I want a new F-Zero real bad, though. And not by Sega, please.



So we are talking here then (reminder: make thread titles shorter).

Installed it last night after playing the MH3 & Trine demos... First time I've played this and got first places in my first cup (albeit in beginners level :P). I see myself racing more during the weekend.



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"¡Viva la Ñ!"

I downloaded it too. I think I'll get everything they release this year if it's only 30 cents.

Now, just give me F-Zero X!



sethnintendo said:
DélioPT said:
If this is the same game as the Embassador game i won`t even bother at buying it... i can only get so far!
Speaking of F-Zero, i hope whatever version comes out for Wii U, they had the controls from the NintendoLand game. It`s really great!


Ambassador game was the GBA F-Zero Maximum Velocity.  This is the SNES version which won't have NintendoLand controls.  It is only 30 cents (plus small tax which probably brings it to around 40 cents) so you might as well pick it up!


Ahhh, did not know that. Then i`ll probably give it a try soon. Thanks.

The NL controls was for future a F-Zero, not a VC game.



RolStoppable said:

The first left turn on Red Canyon isn't necessarily tricky, it all depends on how you come out of the first right turn. If you do it right, then you can clear the following left turn with the usual tapping method. A wall bump is the better choice, if you already anticipate that you would ride the wall otherwise. Using the turbo at the start line of Red Canyon is a bad idea. You either use it after the second right turn (if you lost a lot of speed at that point, although the jump plates give you free boosts) or near the end. On Red Canyon 1, that would be the straight with the dirt patches. The turbo allows you to cut through dirt and rails without worrying about speed. On Red Canyon 2, you just need to use it early enough to get its full effect in every lap. If you have trouble with the little S near the end, use the turbo afterwards.

As for jump plates in general, they give you a 40kph boost, provided you hold down on the d-pad when you land. Holding down while in the air also greatly extends your jump, allowing you to take shortcuts on certain tracks. The biggest and riskiest opportunity is the first plate on both Port Town tracks. You can cut off quite a big portion of the track by going about 90° to the right as fast as possible. You can practice this in Practice mode on Port Town 2. The use of a turbo makes it easier, but if executed perfectly at regular max speed, it's possible to make the jump and save the turbo. Note that this shortcut is only really useful if you play for time or are desperate to catch up. The game uses cheap AI. No matter how well you play, your opponents will never fall far behind you, so there's no such thing as extending your lead in this game.



I see now, the 1st left in red canyon is a totally different story when ur top speed. And the dirt patches are a deceptively simple turbo point. I used to know this stuff but my memory could use some concentration training. Its fun when it all come back. I remember attempting the port town jump over and over but I cant recall if I ever reached the other side. And holding back the dpad in air is one of my favorite challenges, its tricky if ur steering, but payoff is crucial especially white land 2. About the AI, thats too bad. I was convincing myself I was leaving them in the dust. But doesnt matter, the challenge is more important. What would be nice is if enemys would blow up when you throw them off a jump ^^