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F-Zero Cheats, Hints, Codes and Unlockables for Super NES
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Game Details

F-Zero Cheats for Super NES

F-Zero Super NES
Genre Racing
Platform Super NES
No. of Players 1
ESRB esrb e

 
Master Class
If you complete any league on the Expert Class, you can compete in a special Master Class.


Super Start
When you are starting any race the word READY!!! will pop up on the screen and you will hear three beeps. After the third beep and before it says GO!!! hit the accelerator for an extra speed boost.


Playing Tips
When at the magnet-wall section of Port Town II, hold the L or R buttons according to the side the magnets are on to avoid taking damage. (If the magnet is on the left, hold R, if the magnet is on the right, hold L.)

When going around sharp corners and hairpin turns, let go of the accelerator button, hold L or R depending on the direction of the turn, and hold the direction of the turn on the Control Pad to make it around taking minimum amounts of damage. When the curve is done, resume holding the accelerator button.

Each of the hovercars has its own pace at regaining power on the power-up strips. Heres the chart (1=fastest, 4=slowest).

Golden Fox=1 Fire Stingray=2 Blue Falcon=3 Wild Goose=4
Note:
The fastest recovering hovercars also take the fastest damage.

Hold Down on the Control Pad while in the air after a ramp to jump farther (think of it as Up putting the weight of the car at the front, causing the front end to point down, and vice versa).

Try using a boost just before going off a ramp and holding Down while in the air. You will gain some major altitude. Port Town II is an excellent place to do this.

Do the above trick and try to jump over walls and then back to the pavement as a shortcut. This works good in Red Canyon I. If you watch, some of the computer players do this, too. Be sure not to miss, or else youll... Well, you get the idea, dont you?

Try to hit ramps when they jump over traction and those electric parts of the pavement like in Red Canyon I and White Land I.

While on a power-up strip, a ship will come and refill your life (you all knew that). But what you probably didnt know is that if you let go of the accelerator on the while on the power-up strip, the ships jets will turn off too. No point in doing this; its just a fun trick.

The hovercars acceleration is all different. Heres the chart (1=fastest acceleration, 4=slowest acceleration).

Golden Fox=1 Blue Falcon=2 Wild Goose=3 Fire Stingray=4
Note:
Fire Stingray does have the slowest acceleration, but he also has the highest top speed, so if you can get a boost off of someone (see first tip on page), then he is pretty good. Pretty good? No. Hes the best, and thats all there is to it!

Wild Goose is driven by an alien named Pico. How do I know? Supreme knowledge. You can play a friendly game of "Exterminate the Alien" by ramming him into the sides of the track or something out of pure meanness. Wait a second...Hes an alien, so how can he get a drivers license?! Hey!! Come back here, Pico!!

When going around turns, try to stay on the inside of the curve. This is especially useful when you are neck-to-neck with a computer player, since they dont usually do this. You will usually come out ahead when you do this.

Sometimes it is helpful to ram a computer player from behind. Although this gives him a boost and knocks you back, most of the time he will go out of control and spin out, hitting a wall and putting you ahead of him.

Use a boost right before a zipper arrow (like those in the Death Wind tracks). Once, I reached about 920 km/hour by doing this on Death Wind I. The trick to getting this high is to use a boost on the long stretch of track on the sides of the oval of Death Wind I, and hit a zipper arrow. Talk about a speed demon!


Fly over Port Town
In Practice mode, at the Port Town race track, you can fly over the city if you use an "S" right before the jump over the gap in the track. You must be at the far right of the track, use the "S" just before you hit the jump, hold down, and turn sharp. You must aim at the middle of the bend that bends away from you, and you must hold down until you land. This might take some practice.


White Land 2 Shortcuts
In White Land 2 there are 2 turns where at the tip of the wall there is a aqua-blue end. If you have enough power you can cut through the wall. Dont cut through if you do not have enough power because the wall takes away some power.


Red Canyon 2 Shortcut
When you are at the jumps, hold down while in the air. When you`re finished all four or five jumps head directly straight only if you are at top speeds. There will be a jump. If you are not near top speeds youll crash out! Hold down while you`re in air. While you`re in the air youll see an arrow with jumps. If you hit it youll save some time while the computers are dodging potholes!


Maintain Speed after a Jump
After going over a jump, you will normally hit the track hard and lose about 70 km/h. But, if you hold Down on your jump, you will land and your ship will make a weird noise. You usually reach full speed doing this.


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