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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.
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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).
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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
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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
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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 |
+===================================================================== =======+
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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
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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.
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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.
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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.
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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.
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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!
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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.
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________________________________________________________
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!
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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.
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________________________________________________________
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.
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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.
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_______________________________________________________
F-ZERO X
GRAND PRIX
DIRECTORY OF PARTICIPANTS
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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
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__________________________________________________________
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
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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
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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
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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
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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
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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
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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
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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