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Instruction Manuals for the N64

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    Default F-Zero X Instruction Manual

    F-Zero X



    F-Zero X Instruction Booklet NUS-CFZE-USA


    CONTENTS

    The Nintendo(R) 64 Controller 2
    Prologue 4
    Are you Ready? 6
    Grand Prix Race 7
    Machine Abilities and Settings 8
    Screen Display 10
    Practice Mode 11
    Official Rules of F-Zero X 12
    Time Attack 14
    What is a Ghost? 15
    Death Race 17
    VS Battle 18
    Directory of Pilots & Machines 21
    Warranty & Service Information 32

    ____________________________________________________

    F-ZERO

    The F-zero Grand Prix dates back to the 26th century. This grand
    race featured the most technological racing machines competing in
    several circuits (or cups) of fast-paces floating action. It was well
    known for its wild fans and eccentric competitors. Winners of the
    Grand Prix received large sums of money and a great deal of prestige.

    Due to the large number of injured participants, the Grand Prix was
    canceled several years ago.

    The History of F-ZERO
    It is said that F-Zero derives from the old F-1 Race of the 20th and 21st
    centuries and the F-Max Grand Prix of the 24th century. Over the years, races
    became influenced by wealthy ex-space merchants. They thought that a
    fast and violent race would be a great way to get people to gamble, so
    the ex-merchants established the F-Zero Execution Project.

    *F-Zero Machines
    By using an opposing-gravity system called the "G-Diffuser System," these
    machines can drive at high speeds hovering just inches above ground. Using
    their ultra-compact plasma engines, their maximum speeds can exceed
    the speed of sound.

    *F-Zero Circuits
    Courses for F-Zero are set high above cities. Some cities have multiple
    circuits--circuits not used for the Grand Prix are open to pilots for
    practice.

    *Excerpts taken from the Universal Encyclopedia.
    4
    _________________________________________________________

    F-ZERO X GRAND PRIX
    OPENING NOTIFICATION

    Attention all F-Zero pilots:
    As you know, due to the many
    accidents and dangers involved,
    the Grand Prix was discontinued
    for several years. Thanks to the
    support of many fans, the race will
    continue!

    We have changed the competition's
    name to the F-ZERO X GP and have
    revised the rules and regulations.
    Here's to the return of a great
    competition! We wish you all
    success!

    F-Zero X Execution Project
    5
    ________________________________________________________

    ARE YOU READY?

    Getting Started

    On each select screen, the START or A Button will always confirm your
    selections. Press the B Button to cancel and return to the previous screen.

    Correctly insert the F-Zero X Game Pak into your Nintendo 64 system
    and move the POWER switch to the ON position. When the Title screen
    appears, press START to access the Main Menu.

    Use the Control Stick to select the desired game mode.

    TIME ATTACK
    Race solo and go for the best time (p. 14)!

    DEATH RACE
    Try and put every other machine out of commission (p. 17)!

    VS BATTLE
    Two to four players can race against each other (p. 18).

    GP RACE
    The main game (p. 7)!

    PRACTICE
    Practice racing any of the tracks in Grand Prix mode (p. 11).

    OPTIONS
    Set options for VS mode, sound and clearing saved data. (p. 18).

    6
    _______________________________________________________

    GRAND PRIX RACE

    Twenty-nine other contestants will race against you in this one-player
    circuit.

    Select Class
    Before jumping into the Grand Prix, you'll need to select a difficulty level:
    Novice, Standard or Expert. The higher the difficulty level, the tougher your
    opponents.

    Select Course
    Now you need to select a Cup (or Circuit). There are three Cups to choose
    from, each consisting of six courses. Drivers with little experience might
    want to start with an easier Cup.

    JACK CUP Beginner
    QUEEN CUP Intermediate
    KING CUP Expert

    Select a Cup, and a brief explanation of the first course will appear at the
    bottom of the screen. Press the A Button to advance to the Select Machine
    screen.

    7
    _______________________________________________________

    This page is very important, so please read it thoroughly.
    MACHINE ABILITIES AND SETTINGS

    There are 30 machines in total, but you can only select the top six machines
    at first. Each machine has different abilities. Body, Boost and Grip are
    rated A - E (A being best and E being worst) and appear on the left side of
    the screen.

    BODY
    Body deals with a machine's durability. A machine with a high durability
    rating will take less damage when crashing into other machines or guard
    rails.

    BOOST
    If you select a machine with a high Boost rating, your speed will
    dramatically increase every time you use Boost (p. 10).

    GRIP
    A higher Grip rating means your machine will hug curves (or curved surfaces)
    better.

    MORE MACHINES

    Every time you win a Cup, an "X" mark will appear on the Course Select screen.
    When you get three "X" marks, you will be able to select from the second row
    of machines. The third row of machines will become available when you
    receive six "X" marks and the fourth row when you receive nine.

    ? There are three classes with three Cups. That means you can get a total of
    nine "X" marks. But that only lets you select from 24 machines! Herein lies
    the mystery: Can you find a way to open up the final row of machines?

    8
    _________________________________________________________

    ENGINE SETTINGS
    After selecting a machine, you can adjust the engine settings. Adjusting the
    settings customizes your machine. You can customize it towards acceleration
    or maximum speed. Press LEFT and RIGHT on the Control Stick to move the arrow.

    Press the R or Z Button to change the color of the machine. Press the C
    Buttons to rotate your machines and get a better look.

    ACCELERATION
    It's great for the technical courses that have lots of corners. It's also
    great for quick starts and makes drifting easier. When you drive through the
    dart zone (p. 13), your speed won't decrease as easily. However, your Maximum
    Speed, Boost and Grip power will decrease.

    MAXIMUM SPEED
    Try customizing your machine this way for those high-speed courses with
    straight roads. Maximum Speed, Boost and Grip power increase slightly,
    but you won't get those quick starts, and drifting will be a problem.

    Abilities and You
    Each machine is unique, and its abilities depend on its size and weight.

    +===================================================================== =======+
    | ||Accel.|Max. speed|Boost |Grip |Turning|Crashing into other machines |
    |=====||======|==========|======|=====|=======|======================= =======|
    |Light||Good |Slow |Strong|Good |Quick |Heavy machines will effect you|
    |-----||------|----------|------|-----|-------|------------------------------|
    |Heavy||Bad |Fast |Weak |Bad |Slow |Not a problem |
    +===================================================================== =======+

    9
    _________________________________________________________

    SCREEN DISPLAY

    For controller operation, please see the attached Operation Card.

    Energy Meter
    As your machine takes damage, your energy meter gradually reduces. When the
    meter turns black, your machine will explode, and you'll RETIRE.

    When you are on lap number two, the meter color will change from red
    to green. This means you'll be able to use Boost. You can use Boost as
    often as you want, but every time you use it, your energy will
    decrease. Recover energy in the Pit Area (p. 13).

    [ PICTURE: GP Screen ]

    Time
    Lap time briefly appears each time you pass the finish line.

    Top Six
    The top six driver pictures will appear here. If the order changes, the
    pictures will change as well.

    Number of Rivals You've Retired
    When you retire a rival, you'll get a star. Each star will slightly replenish
    your energy meter. For every five stars, you'll receive an extra machine.

    Rival Check Mark
    When a rival approaches, this mark will appear.

    Spare Machine
    Number of remaining machines (p. 13).

    Course Radar
    Green square = Player,
    Blue square = Leader

    Pause Screen
    [ PICTURE: Pause Screen ]
    *Continue Continue the race
    *Retry Restart the race from the beginning. You will lose one machine.
    *Settings You can readjust machine settings and retry. You will lose one
    spare machine.
    *Quit Quit and return to the Select Mode screen.

    If you do not have a spare machine, RETRY and SETTINGS will not be available.

    10
    ________________________________________________________

    Time Difference
    Each time you complete a lap, the time difference between you and the lead
    machine will appear in the center of the screen. If you are in the lead, the
    time difference between you and the second place machine will appear.

    Press the L Button to make the time difference appear under TIME.

    Rivals
    For the second Cup race, and every race afterwards, a Rival Mark will appear
    on the first place machine (if you are in first place, it will appear on the
    second place machine). A successful cup run means you need to pay attention to
    the score. If your rival has a large point lead, you'll need to figure out a
    way to get him/her to retire.

    PRACTICE

    On the Select Mode screen, select PRACTICE and you can practice the GP (with
    rivals) in the Cup course of your choosing. After selecting the difficulty and
    Cup, choose the desired course by pressing LEFT and RIGHT on the Control
    Stick.

    The same machines that are available in GP will be available in PRACTICE.
    While driving, you can pause the game and try a different machine and/or
    course. This is a good way to see which machines are good for which course.

    *There is no limit to the number of laps. Only the lap time will be displayed.
    *You can use Boost at any time.

    11
    _______________________________________________________

    OFFICIAL RULES OF F-ZERO X

    These are the official rules of the F-Zero X Grand Prix as established by the
    F-Zero X Execution project. Adherence to these rules is mandatory for each
    pilot wishing to participate in the GP.

    1: Standard Rules

    1-1 To complete a Cup, you must finish all six courses.
    1-2 Each course consists of three laps. Rank will be determined at the finish
    of the race.
    1-3 Your start position will depend on your rank from the previous race. The
    closer you finish a race to first place, the further from start you will
    be in the next race. For example, if you finish 1st in the first race,
    you'll start 30th in the second race.
    1-4 A driver who completes a course will receive points. These points will
    depend on where you finish. The driver with the most points at the end of
    the sixth course will be declared the winner.

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

    Total Score and Rank

    The red and blue triangles indicate movement in the overall rankings.

    1-5 After all six courses are completed, if two or more pilots are in first
    place, the driver who placed first more often will be the winner. If
    there's still a problem deciding a winner, whoever has the highest total
    points after the 6 courses are completed will be the winner.

    2: Retire

    2-1 If a machine loses a race badly, falls off the course or if the Energy
    Meter is completely black, the pilot will be forced to RETIRE. Their
    machine will be totaled by the Execution Project.
    2-2 If the pilot decides to RETRY or CHANGE SETTINGS during a race, it will be
    treated as a RETIRE and rule 2-1 will be enforced.

    12
    ______________________________________________________

    3: Spare Machines and Retrying

    3-1 A pilot participating in a Cup will be allowed to have spare machines.
    Only when a pilot has a spare machine will he or she be allowed to RETIRE
    and retry a race.
    3-2 In Novice Mode, a pilot will have five spare machines. Four will be
    available in Standard and three in Expert. One spare machine will be given
    to a pilot each time he or she retires five competitor machines.
    3-3 If a pilot retires and has no spare machine, the game will be over.

    4: Prohibited Action

    4-1 Boost is prohibited during the first lap of every race.
    4-2 If a pilot is driving the wrong way, the Execution Project will issue a
    REVERSE warning. The pilot MUST immediately change directions.

    5: Establishments on the Course

    5-1 Pilots have the right to replenish their Energy Meter in the Pit Area. The
    amount of energy recovered depends on how much time a pilot spends in the
    Pit Area.
    5-2 The following course establishments are necessary for competition.
    Pilots may not dispute or disclaim their existence.

    Dash Plate
    Speed will temporarily increase.

    Trap
    Your machine will jump in the air, and your Energy Meter will decrease.

    Jump Plate
    Your machine will jump in the air.

    Dart Zone
    Speed will decrease in the Dart Zone.
    13
    _______________________________________________________

    TIME ATTACK

    Select a machine and see if you can finish a course in record time. If your
    time is fast enough, you'll be able to race against the developer's ghost
    machine (or STAFF GHOST).

    SELECT COURSE AND MACHINE
    When selecting a course, if you select Without Ghost, the Ghost will not
    appear.

    When on the Select Mode screen, select TIME ATTACK, then choose the desired
    course and machine.

    THE RESULTS ARE IN!
    Race results will appear once you've finished the three-lap race. Press the A
    Button to see the top five times. If your time is better than an existing best
    time, you will be able to register your initials. All records will be saved to
    game memory.

    Courses with differences in altitude will affect your machine's speed. These
    differences do not count towards your final maximum speed.

    14
    _________________________________________________________

    WHAT IS A GHOST?

    After finishing a course, if you re-race the same course, a ghost will appear.

    The Ghost is a translucent machine which mimics your previous performance.
    Drive with the Ghost and try to improve your time. Up to three Ghost machines
    can appear in the same race. If you change courses, the ghosts will disappear.

    *If the course is not finished, or if it takes more than three minutes to
    finish a course, the ghost will not appear.
    *You can update the ghost data even if three ghosts appear in the same
    course.

    SAVING GHOST
    Ghost data will be deleted if you turn the power off and do not save. To save
    ghost data, select GHOST SAVE. While up to three ghosts can appear at
    the same time, you can only save one to memory.

    When a ghost is saved, the course and time will appear. To overwrite saved
    data, select GHOST SAVE. When it asks you if you want to replace the current
    data, select YES and press the A Button.

    *When there are two or more ghosts on one course, the fastest ghost will be
    the new ghost.
    *Be careful when saving over old ghosts. You don't want to accidentally
    delete a favorite!
    15
    _________________________________________________________

    RECORD SCREEN / ERASING TIME ATTACK DATA
    Select RECORDS in Time Attack to view time records for each course. Here, you
    can erase course or ghost data (to erase ALL saved data, go to OPTIONS).

    [ PICTURE: Records Screen ]
    *Press LEFT and RIGHT on the Control Stick to view records for other courses.

    Press the A Button to bring up the menu. To erase time data for a course,
    select CLEAR RECORD. Select GHOST CLEAR to erase ghost data for that course.
    Confirm selections by pressing the A Button.

    16
    ________________________________________________________

    DEATH RACE

    In Death Race, your goal is to take out 29 machines before they take you out!
    Run 'em off the road; make 'em crash; do whatever it takes to win!

    *There is only one course and no difficulty level.
    *Best times will be saved to memory.
    *There is no limit to the number of laps, and Boost can be used right away.

    Remaining Number of Rival Machines
    [ PICTURE: Death Race Screen ]
    When the number of remaining machines is zero, the game is over.

    BEST TIME
    You'll get a star for each machine you actually destroyed. You won't get a
    star if a rival machine crashes into another.

    Tips For a Good Record
    *Attack when the rival machines are crowded. You can destroy several machines
    at once this way.
    *Machines with higher speeds can damage others easier.
    *It's more advantageous to drive a heavier, tougher machine.
    *Be sure to check your rear view often!

    17
    ________________________________________________________

    VS BATTLE

    In VS Battle, two to four players can play simultaneously -- just make sure
    you have enough controllers. Course and machine selection are entered like
    other modes.

    OPTION SETTINGS
    Before starting a VS battle, make sure to set your options. Go to OPTIONS and
    change the desired settings with the Control Stick.

    * VS Computer (2P, 3P)
    Select WITH and four machines will race in all multi-player modes (machines
    not used by players will be operated by the computer).

    * VS Slot
    Select WITH and if you retire, you'll play a slot game that you could provide
    an interesting surprise or two (more info on p. 20).

    * VS Handicap
    Adjust the handicap of other players to make the race more exciting (more info
    on p. 20)!

    * Sound Mode
    Select either STEREO or MONAURAL sound modes.

    * All Data Clear
    Erase all saved data.

    * Exit
    Return to the Select Mode screen.

    18
    ________________________________________________________

    THE VS BATTLE SCREEN
    Player rank will appear in the lower left corner of each player's screen. In a
    three- or four-player game, press the [ C Left ] Button to switch between lap
    display and course radar.

    RANK
    Like GP Race, this is a three-lap race. If two or more players retire, the
    player who retired first will have the lower rank.

    POINTS
    When the race is completed, points will be given according to rank. Point
    distribution differs depending on the number of machines in the race.

    +==================================================+
    | || 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 point |
    |4th place || | | 0 points |
    +==================================================+

    *If you select WITH for VS Computer (2P, 3P) in Options, the computer-
    controlled machine(s) will receive points.
    *If you quit VS Mod and do not turn the Control Deck off, the total points
    will remain if you go back and play VS Mode.

    19
    ________________________________________________________

    SLOT GAME
    Go to Options and select WITH for Vs. Slot. If you end up retiring before the
    other players, the slot machine will appear. Press the A Button to start the
    slots and the A Button to stop them. If you match three pictures, you can make
    another player's machine lose all or half of its energy (depending on which
    pictures you match).

    [ PICTURE: Vs. Mode Screen ]
    If three "X" marks appear, the leading machine will lose all its energy.

    HANDICAP
    Adjusting the HANDICAP option (on the Options screen) will give the slower
    machine an advantage.

    +1 Boost power will not consume as much energy.
    +2 Boost power will consume even less energy.
    20
    _______________________________________________________

    F-ZERO X
    GRAND PRIX

    DIRECTORY OF PARTICIPANTS
    21
    _______________________________________________________

    THE PILOTS & MACHINES

    CAPTAIN FALCON
    AGE: 36
    He's a well known bounty hunter as well as a great F-Zero pilot. Many
    mysteries surround Capt. Falcon--the only thing we know is that he's from
    Port Town.

    BLUE FALCON
    Machine weight: 1260 kg
    Machine number: 7
    BODY BOOST GRIP
    B C B

    Dr. STEWART
    AGE: 41
    He's been living in the fast lane as a doctor. Dr. Stewart became interested
    in the F-Zero X GP after the death of his father. The Golden Fox belonged to
    his father.

    GOLDEN FOX
    Machine weight: 1420 kg
    Machine number: 3
    BODY BOOST GRIP
    D A D

    PICO
    AGE: 123 (or so he says)
    Pico used to work for a special unit of the Poripoto army. He's aggressive,
    but calm. Rumor has it that he is also an infamous hit man.

    WILD GOOSE
    Machine weight: 1620 kg
    Machine number: 6
    BODY BOOST GRIP
    B B C

    22
    __________________________________________________________

    THE PILOTS & MACHINES

    SAMURAI GOROH
    AGE: 44
    He's one of the best bounty hunters around and the leader of a group of space
    thieves. Goroh's reason for joining F-Zero is because of his hatred for Capt.
    Falcon, his rival.

    FIRE STINGRAY
    Machine weight: 1960 kg
    Machine number: 5
    BODY BOOST GRIP
    A D B

    JODY SUMMER
    AGE: 24
    Jody is one of the top rookie pilots in the circuit. While Jody doesn't have
    much experience, many see her as a dark horse.

    WHITE CAT
    Machine weight: 1150 kg
    Machine number: 2
    BODY BOOST GRIP
    C C A

    MIGHTY GAZELLE
    AGE: 36
    Three years ago, he was injured in a freak racing accident and miraculously
    survived. Due to the damage his body sustained, he became a cyborg. Others
    have tried to stop him from competing, but he is determined to win.

    RED GAZELLE
    Machine weight: 1330 kg
    Machine number: 1
    BODY BOOST GRIP
    E A C

    23
    _____________________________________________________

    THE PILOTS & MACHINES

    BABA
    AGE: 18
    This young rookie has incredible intuition and is very flexible. After
    enduring a great deal of training, Baba will make his racing debut this
    season.

    IRON TIGER
    Machine weight: 1780 kg
    Machine number: 4
    BODY BOOST GRIP
    B D A

    OCTOMAN
    AGE: Unknown
    He represents the planet Takora, an enemy of the Milky Way Federation.
    Takorans are intent on showing their advanced intelligence to the universe.

    DEEP CLAW
    Machine weight: 990 kg
    Machine number: 8
    BODY BOOST GRIP
    B B C

    Dr. CLASH
    AGE: 54
    A former F-Zero engineer, it has been Dr. Clash's dream to become a pilot. He
    is participating in the race with a machine he designed and built himself.

    CRAZY BEAR
    Machine weight: 2220 kg
    Machine number: 29
    BODY BOOST GRIP
    A B E
    24
    ____________________________________________________

    THE PILOTS & MACHINES

    Mr. EAD
    AGE: Unknown
    This cyborg was developed by the mysterious development group EAD. His purpose
    for racing is to test his IG and debug his man-made programming.

    GREAT STAR
    Machine weight: 1870 kg
    Machine number: 9
    BODY BOOST GRIP
    E A D

    BIO REX
    AGE: 8
    This dinosaur is a product of bio-technology. Through this technology, his
    brain has become very similar to a human's. If he wins the Grand Prix, he will
    prove that he's superior to humans.

    BIG FANG
    Machine weight: 1520 kg
    Machine number: 15
    BODY BOOST GRIP
    B D A

    BILLY
    AGE: 6
    Billy is the first monkey to participate in F-Zero. He's out to prove that
    monkeys are the superior species.

    MAD WOLF
    Machine weight: 1490 kg
    Machine number: 11
    BODY BOOST GRIP
    B B C

    25
    _______________________________________________________

    THE PILOTS & MACHINES

    SILVER NEELSEN
    AGE: 97
    Neelsen has participated in more Grand Prix races than anyone, but has yet to
    win. His age has drawn criticism. Because he is resentful of the newer
    machines, the other racers are avoiding him.

    NIGHT THUNDER
    Machine weight: 1530 kg
    Machine number: 23
    BODY BOOST GRIP
    B A E

    GOMAR & SHIOH
    AGE: Unknown
    These Furikake people always act as one person. They are a very strange race.
    While the rules don't allow pilots to use machines for two riders, they were
    approved by the committee. Their machine is the lightest in the circuit.

    TWIN NORITA
    Machine weight: 780 kg
    Machine number: 22
    BODY BOOST GRIP
    E A C

    JOHN TANAKA
    AGE: 30
    Tanaka, an engineer, and member of the Milky Way Federation, is supposed to
    be assisting Jody Summer. His concern for his colleague compelled him to join
    the Grand Prix. He seems to be more interested in protecting Jody Summer than
    winning the Grand Prix.

    WONDER WASP
    Machine weight: 900 kg
    Machine number: 26
    BODY BOOST GRIP
    D A D

    26
    ________________________________________________________

    THE PILOTS & MACHINES

    Mrs. ARROW
    AGE: 26
    Mrs. Arrow races with her husband Super Arrow. She's a good wife and team
    member. Actually, her racing experience makes her a better pilot than her
    husband.

    QUEEN METEOR
    Machine weight: 1140 kg
    Machine number: 21
    BODY BOOST GRIP
    E B B

    BLOOD FALCON
    AGE: 36
    Created by Black Shadow, Blood Falcon is an exact duplicate of Captain Falcon.
    Well, almost. Blood Falcon is evil--very evil.

    BLOOD HAWK
    Machine weight: 1170 kg
    Machine number: 25
    BODY BOOST GRIP
    B A E

    JACK LEVIN
    AGE: 18
    Jack's a favorite of the female fans. Any merchandise with his face on it
    sells out immediately. While most people talk about his good looks and
    popularity, not too many people mention his racing skill.

    ASTRO ROBIN
    Machine weight: 1050 kg
    Machine number: 14
    BODY BOOST GRIP
    B D A

    27
    ______________________________________________________

    THE PILOTS & MACHINES

    JAMES McCLOUD
    AGE: 31
    James McCloud is a hired ranger, and the leader of Galaxy Dog. He remodeled
    his space fighter into an F-Zero machine. McCloud is in this Grand Prix for
    one reason--money.

    LITTLE WYVERN
    Machine weight: 1390 kg
    Machine number: 10
    BODY BOOST GRIP
    E B B

    ZODA
    AGE: Unknown
    Zoda is the incarnation of evil and intent on conquering Earth. Why he's
    racing in the Grand Prix is still a mystery. His past disputes against the
    Arrows and Captain Falcon are well known.

    DEATH ANCHOR
    Machine weight: 1620 kg
    Machine number: 13
    BODY BOOST GRIP
    E A C

    MICHAEL CHAIN
    AGE: 38
    He's the leader of the Bloody Chain gang. Michael participates in the Grand
    Prix to show off his driving skills to members of his gang. Since he rarely
    wins, members are slowly leaving the gang.

    WILD BOAR
    Machine weight: 2110 kg
    Machine number: 24
    BODY BOOST GRIP
    A C C
    28
    _______________________________________________________

    THE PILOTS & MACHINES

    SUPER ARROW
    AGE: 34
    Super Arrow's job is to protect the Earth. When Super Arrow discovered that
    Zoda, his sworn enemy, had entered the Grand Prix, he entered as well.

    KING METEOR
    Machine weight: 860 kg
    Machine number: 20
    BODY BOOST GRIP
    E B B

    KATE ALLEN
    AGE: 29
    This popular singer and dancer has decided to try her hand at racing. She
    will debut this season.

    SUPER PIRANHA
    Machine weight: 1010 kg
    Machine number: 12
    BODY BOOST GRIP
    B C B

    ROGER BUSTER
    AGE: 40
    Roger, a transportation guru, was supposed to transport a machine to an
    unknown participant. His partner persuaded him to abandon that idea and race
    for himself.

    MIGHTY HURRICANE
    Machine weight: 1780 kg
    Machine number: 28
    BODY BOOST GRIP
    E B B

    29
    _______________________________________________________

    THE PILOTS & MACHINES

    LEON
    AGE: 15
    Compared to humans, Leon is not very bright. He makes up for it with his sharp
    reflexes and cornering ability.

    SPACE ANGLER
    Machine weight: 910 kg
    Machine number: 19
    BODY BOOST GRIP
    C C A

    DRAQ
    AGE: 136
    Draq works with Roger Buster, and is a big fan of F-ZERO. Driving in the
    Grand Prix has been his life-long dream.

    MIGHTY TYPHOON
    Machine weight: 950 kg
    Machine number: 27
    BODY BOOST GRIP
    C A D

    BEASTMAN
    AGE: 29
    When just a child, Beastman was nearly eaten by a giant alligator. Ever since
    then, he's been a slayer of beasts. Now he hopes to advertise his services in
    the Grand Prix.


    HYPER SPEEDER
    Machine weight: 1460 kg
    Machine number: 18
    BODY BOOST GRIP
    C C A

    30
    ______________________________________________________

    THE PILOTS & MACHINES

    ANTONIO GUSTER
    AGE: 35
    Antonio was once Goroh's right-hand man, but Goroh betrayed him. Now Antonio
    has joined the Grand Prix in hopes of exacting revenge on his former mentor.

    GREEN PANTHER
    Machine weight: 2060 kg
    Machine number: 17
    BODY BOOST GRIP
    A B D

    BLACK SHADOW
    AGE: Unknown
    The King of Evil. Black Shadow strikes fear in the hearts of everyone. His
    goal is to destroy Captain Falcon in front of millions of viewers.

    BLACK BULL
    Machine weight: 2340 kg
    Machine number: 30
    BODY BOOST GRIP
    A E A

    THE SKULL
    AGE: 240
    Skull was once a great legend among drivers. Using science and black magic,
    Skull returned from the grave to compete one more time.

    SONIC PHANTOM
    Machine weight: 1010 kg
    Machine number: 16
    BODY BOOST GRIP
    C A D
    31
    ________________________________________________________

    For further information or assistance, please contact:
    Nintendo Consumer Assistance Hotline
    1-800-255-3700 (U.S. and Canada)
    Or your local authorized Nintendo retailer.
    32

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    Default Re: F-Zero X

    good guide :)

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