My Super Hardcore Very In-Depth Video Game Site My Super Hardcore Very In-Depth Video Game Site Who am I? My name is Jason Zimmerman, although many people call me Zimm (at least in school). (At gamefaqs and smashboards I'm known as Mew2King, stat master of video games... esp. with smash bros.) I am an EXTREMELY HARDCORE video gamer that plays video games A LOT. I practically never lose and I have WAY too much free time on my hands, so I made this little old site from most of the data I accumulated over my research on these games while I was bored. I'm... well..... bored a lot. Like right now for example, I'm bored. <sigh> Life's boring, just like everything else in existence.



Later, as a career (I'm 16 right now) I plan to become a Video Game Designer, and I KNOW that I will be very good at it, because video games are my ENTIRE life.



Instant Message me at ooVideoGameGodoo if you want to ask me any video game(ish) questions, or just if you want to talk or.. um... whatever. My E-mail is zimm11111@yahoo.com, although I hardly ever receive Email anyway. This sentence I am typing right here is just to take up space because I feel like it and I CAN.



Oh and, before you ask, yes I have way too much free time on my hands, so please, don't ask about it. Everyone does. Also, many people say that I'm crazy after seeing my site, and it's true! I'm also as bored as hell.



If anybody would like to challenge me in Super Smash Bros. Melee or Halo (PC version) or Halo 2, then please IM me or... come to New Jersey and then play me.



If anyone is interested in beating me in Halo 2, then my Gamertag is UltraNovaZimm. I got Xbox Live on March 31 2005, although I haven't been playing that much and hardly play matchmaking, I'm not exactly what you'd call a bad player either (so play me someone).



Note: to navigate my site quicker and easier to find the information you are specifically looking for, Press Ctrl and F, and then type in the word you're looking for and keep pressing Enter until you get to where you want.







Video Games Statistics Lists I pretty much have no life but video games, so I made this entire video games statistics list ALL by myself (99.9% of it anyway, or all the hard and important stuff ^_^) because I'm a nerd with a hell of a lotta free time on my hands (I've been on this nerdy stat crap literally over 1000 hours). I hope you are left dumbfounded by the data and knowledge of these games that I have acquired with my little 100 trillion tests that I like to have to no less than 100% PERFECTION (unless otherwise stated, as I like things that way). However, I hope that you will actually make some USE of this stuff as well, because it helps for me at least in my gaming knowing all this statistical crap (really, it does, like conserving ammo in Halo, knowing just how many shots it takes to kill a certain guy, which path is faster, which vehicle or gun is better, etc. etc. etc.)









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Games that have Statistics Lists --SO FAR-- include:



---Halo: Combat Evolved

---Mario Kart: Double Dash!!

---F-Zero GX

---Metroid Prime

---The Legend of Zelda: The Wind Waker

---Super Smash Brothers Melee









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Halo: Combat Evolved



I only have the PC version of Halo so I can't get the values down to the EXACT percent/decimal for this game, so sorry, but I did manage to test the guns' powers on afk people with Tks. Here's what I have right now, and that will probably be all I will ever have since I don't have an Xbox and my Halo game broke. Hope you find this information useful somehow still.



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Weapon Ratings (based on my personal opinion from my 500+ hours experience beating people)



Campaign



10/10 - Shotgun (power + ammo)

9.75/10 - Rocket

9.5/10 - Pistol

9.25/10 - Sniper

8.75/10 - Needler (Elites)

8/10 - Plasma Pistol

7/10 - Assault Rifle

5/10 - Plasma Rifle



Plasma Grenades - 10/10 (stealth + big crowds)

M9 Grenades - 8.75/10



Banshee - 10/10

Scorpion Tank - 9.75/10

Warthog - 8.5/10 (easy to run em over)

Ghost - 8.25/10

SHADE - 8/10



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Weapon Ratings (based on my personal opinion from my ~ 500 hours experience)



Multiplayer



10/10 - Pistol

9.75/10 - Sniper

9.5/10 - Rocket

9.25/10 - FRG

8.5/10 - Flamethrower

8.25/10 - Shotgun

8/10 - Plasma Rifle

7/10 - Assault Rifle

5/10 - Plasma Pistol

3/10 - Needler



M9 Grenades - 9/10

Plasma Grenades - 6.5/10 (great on Banshees though)



Banshee - 10/10

Scorpion Tank - 9.75/10

Ghost - 9.5/10

Warthog - 7/10

Rocket Warthog - 6.75/10

SHADE - 6/10



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Rapidness (shots per second)



---Assault Rifle - 15 per second



---Flamethrower - 10 "flame bursts" per second (20 ammo used per sec, since it goes by twos)

---Needler - 10 per second



---Plasma Pistol ~ 8.5 per second (fastest possible)



---Plasma Rifle - 7.5 per second (exactly 1/2 of the Assault Rifle's rapidness)



---Banshee/Ghost Plasma shots - 6 per second



---SHADE (Stationary Gun) - 5 per second (Campaign)



---SHADE (Stationary Gun) - 3.75 per second (Multiplayer)



---Pistol ~ 3.5 per second



---Sniper ~ 2 per second

---FRG - 2 per second



---Shotgun - 1 per second



---Throwing Grenades ~ 0.75 per second



---Rocket - 0.5 per second (1 shot every 2 seconds)



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Reload Time (for mostly human weapons, I show the approx. time it takes to reload when you press R to reload, instead of auto-reloading, which on average takes around a quarter second or so longer (give or take a bit), so in other words, the Rocket is actually a little tad bit longer than the tank shot around 4.4 sec or so if you hold down the shoot button and auto-reload; note that these second values are rough approximations and may be off by up to 0.1 sec)



Plasma Pistol ~ 1.4 sec



Pistol ~ 2.4 sec



Plasma Rifle ~ 2.8 sec



Assault Rifle ~ 3 sec



Sniper ~ 3.2 sec



Flamethrower ~ 3.5 sec



FRG ~ 3.9 sec



Rockets ~ 4.3 sec



Banshee FRG shot ~ 4.35 sec



Scorpion main cannon ~ 4.4 sec



Shotgun ~ 5 sec (about 0.4 sec per bullet)



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Note: 100% life has 2 parts to it; 50% is the Shield part alone, and the other 50% is made up with the Body when you lose your Shield. That, when the damage to your Shield from certain attacks is the same as the damage to your Body from certain attacks, than that is what "Neutral" means.



*****Neutral*****

---All Explosives (or explosive-related things like the FRG for example)



*****Shield-Strong*****

---All Plasma Weapons



*****Body-Strong (w/out Shield)*****

---All Human Guns



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***Scorpion main cannon ~ 300%? all I know is that it's stronger than the Rocket, because it only takes 2 Scorpion shots to kill the 1-player mode Covalent Tank-like purple tank-vehicles that shoot those FRG-like white energy balls, while it takes 3 Rockets to kill those things. If I had to guess, I would say around 300% or so.

---The accuracy of this weapon isn't exact (it can be proven if you aim at one given spot on a course, and fire over and over then you'll notice that each shot won't hit the exact same mark, so there IS a slight factor of luck in tank fighting long distance). Scorpion can own Banshees if you're a good (and lucky) shooter.

---Campaign - 10/10 (power, range, AND infinite ammo)

---Multiplayer - 9.75/10



***Rocket ~ 53.34 - 220% (varies slightly and it does less damage on the edge of the explosion, so it's sometimes possible to survive 2 Rocket hits if you barely hit the edge of their explosions)

---Point at your opponent's feet and shoot. They will most likely die. That's why everyone hates this gun, because it takes almost no skill to use (at least it has infinite range like the sniper and tank shots). Best use at close range because it's fairly slow moving and easy to dodge at long range if you know that it's coming. (But you all obviously knew that, or I really, really hope you knew that at least >_>)

---The Rocket Warthogs have the same reload time (4 - 4.5 seconds) as normal rockets, but it can shoot 3 at once, and instead of beign 2 seconds apart each, it's approx. 0.9 seconds apart for each of the 3 shots you have before reloading)

---Campaign - 9.75/10 (limited ammo on most courses)

---Multiplayer - 9.5/10



***Grenades ~ 53.34% - 79.9% (can do less if you hit the edge of the explosion while moving away from the Grenade; minimum I've seen is around like 2/3 of your shield or so)

---M9 frag Grenades explodes 1 second after it lands on the ground (when it's still after it stops bouncing)

---Plasma Grenades explodes 2.5 seconds after it lands on the ground (it's only 2 seconds if it hits a vehicle or enemy though)

---M9 frag Grenades are one of the best weapons in the game if used correctly, period. It's best used right after your foe jumps, as it CAN'T be avoided if you time your throw right right after your foe jumps, since they only take a mere second to explode after they hit the ground and land.

***Plasma Grenades STUCK TO YOU kill you in one hit instantly, and if you Plasma Grenade a Banshee enemy that has full life in Multiplayer, then it leaves them with exactly 1 red bar. Also, Plasma Grenades act like a Charged Plasma Pistol shot in that they can INSTANTLY deplete the Shield of your enemy, so it's extra-effective on enemies that have Overshield.

---Plasma Grenades Campaign - 10/10 (use stealth and crowds to your advantage)

---Plasma Grenades Multiplayer - 6.5/10 (9.5/10 on Banshees)

---M9 Grenades Campaign - 8.75/10

---M9 Grenades Multiplayer - 9/10



***Fuel Rod Gun (you can use this in the PC version of Halo in Multiplayer mode, and in Banshees as well) ~ 40% - 59.9% (depending on where it hits you in the explosion)

---Damage done is ONLY from the "explosion" it makes when it hits an object (usually the floor or a nearby wall)

---OVERPOWERED and often when you use this people will call you a noob (when online especially)

---You have 28 shots in each FRG

---If you shoot 5 shots IN A ROW then it will be overheated and you can't shoot for another 3.9 seconds, so wait a split second after you shoot 4 or so shots to shoot again, unless you're planning on switching to Pistol or some other gun after you shoot all 5 shots. Best at middle-close range.

---Multiplayer - 9.25/10 (10/10 at close range)



***Warthog Gunner = 8 hits can kill

---While very strong, if you have no driver than you have no extra "moving-vehicle protection" from shots like those with a Pistol (or grenades for that matter)

---Great for taking down Banshees unless the Banshee guy is good with FRG (experience with knowing how gravity affects the FRG shots and what distance and angle to shoot it at to hit it's designated target can be very useful to have knowledge and skill with in Banshees)

---Campaign - 8/10

---Multiplayer - 8.5/10 (10/10 on Banshees)



***Plasma (any type, it doesn't matter at all) = 9 head shots; 14 leg shots; 15 body shots

***(Charged Plasma Pistol kills in 3 hits, with the first hit ALWAYS doing ONLY your Shield, so that means that the Plasma Pistol is very good against enemies with Overshield)

---Side Effect: stuns enemy/slows them down (good in CTF games when shooting a guy with the flag trying to make a [big] jump, as it makes them fall from the stun)

---You have 501 shots in each Plasma Pistol (charged shots do about 11% of your battery/ammo for each usage, or 1/9 of your Plasma Pistol ammo per charged shot; also, even if you have like just a few ammo left, then you can still shoot one last charged shot [so at like 3 ammo left you can still shoot a full powered charged shot])

---You have 201 shots maximum in each Plasma Rifle.

---After 13 VERY QUICK Plasma Pistol consecutive shots, the Plasma Pistol overheats

---After 24-26 Plasma Rifle consecutive shots, the Plasma Rifle overheats (it varies from 24-26 because when you get a 'new' Plasma Rifle with 100 ammo in it, the 1st set can shoot 26 shots before reloading, but as you use it more, it actually uses up more ammo-per-shot [very slightly, but still there nonetheless] than when it's 'newer' with full ammo)

---You will never reach your maximum possible amount of shots in each of the 2 Plasma guns because when you have around 8 battery ammo or less (especially when it's even lower than that), then some of the phiz shots (a name I made up which is the shots that don't shoot anything) start to occur until you finish off your gun (by that time you should have already picked up a new gun by then anyway)

---Personally, I prefer the Plasma Rifle as an UP CLOSE combat weapon, BECAUSE I found that shooting them up close (the shots of plasma stun your enemy slightly and slows them in turning and therefore attacking you) followed by a Punch from the Plasma Rifle is very effective in killing your enemy or doing BIG damage to them. If you're behind your enemy, you can follow the shots into a back punch for an easy kill (also remember that plasma is effective on Shields, so even better for guys with Overshields). Overall though, Plasma Pistol is better in 1-player mode, and Plasma Rifle is better for Multiplayer.

---Overall, Plasma Pistol has superior range, accuracy, ammo (501 > 201), rapidness POTENTIAL (8.5 > 7.5), the ability to be charged with a slight homing capability in it, a quicker reload time (1.4 sec > 2.4 sec) and the shots lasts longer before disappearing; Plasma Rifle has slightly faster bullets, lasts nearly twice as long while being shot constantly (good for ASSAULTS) easier to shoot quickly while aiming, and a seemingly longer stun time (shoot them to stun them, then, while still shooting, punch them to deal a lot of damage, killing your enemy or dealing MAJOR damage to them)

---Campaign Plasma Pistol - 8/10 (good on Jackals when charged as it destroys their shield)

---Multiplayer Plasma Pistol - 5/10 (far too slow)

---Campaign Plasma Rifle - 5/10

---Multiplayer Plasma Rifle - 8/10



***Needler = 16 shots (anywhere on body) or 7 shots in a row (because it makes an explosion at the 7th-in-a-row shot which has the bonus effect of taking away the shield of anyone nearby [basically anyone very close to or touching the victim] the guy that got Needled)

---Good on newbies; Good on Elites in 1-Player mode; Good to use on characters on places like the Infinity thin long white bridge or climbing up a ladder where you can't dodge the Needles, but other than those 3 situations it sucks ass on anyone semi-good because they are easy to dodge.

---Campaign - 8.75/10 (Elites can't dodge shit, and it can kill em in as little as 7 consecutive shots, which is quite useful on Legendary)

---Multiplayer - 3/10 (useful only on foes in a stationary position or places they can't dodge well, like climbing up stairs, or the thin long white bridge on Infinity, etc., but other than that it sucks ass)



***Pistol = 3 head shots; 5 body shots

---Potentially the best gun in the game. Great range, (just barely enough to reach across the 2 Blood Gulch portals), power (3-5 hits), and accuracy (esp. if you tap the shoot button instead of holding it while sniping long range) make this the weapon of choice for 99% of Halo players, and the Pistol is also a great weapon that best shows the relative skill level of your opponent.

---Even though Pistol Headshots kill in 3-5 hits, and head shots are always stronger than body shots, it mainly depends on what the last shot is in Pistol duels. 2 body shots and then 1 head shots can kill, or 5 consecutive body shots. You see, the Pistol head shot has the special power of delivering a 1-Hit Kill to enemies without a shield, or even to enemies with just a partial shield up. Normal Pistol body shots do EXACTLY 1/3 of your shield per hit, and Pistol head shots do a little bit more than that to your shield. BUT, since 2 body shots = 2/3 of your shield taken down, then the Pistol head shot you would THINK would normally only do slightly more than your shield, taking away the rest of your shield and a little bit of damage to your body as well, BUT since the Pistol Headshot has the special power of instantly killing a opponent without their shield, then the "remaining power" of the Pistol head shot that took away your shield will instantly kill/finish-off your opponent. Understand? (of course you do) Good. Well, if you don't get it yet, then don't fear. All this means is that you're a total moron.

---Campaign - 9.5/10 (weak on Elites)

---Multiplayer - 10/10



***Assault Rifle = 16 shots (anywhere)

---Like the Pistol but much worse, use it when you're reloading your Pistol if you already hit your enemy 3 or 4 times, as the Assault Rifle, while fairly weak, is easy to hit with so it can finish off enemies well. Best at CLOSE range, and slightly more accurate if you keep releasing and repressing the shoot button every second or so.

---Campaign - 7/10

---Multiplayer - 7/10



***Shotgun ~ VARIES GREATLY ON DISTANCE (at very very close range, it CAN kill a full life enemy in just 1 hit)

---Excellent gun to surprise enemies when you get close (take it out when you get close to them and they will be pretty much screwed unless you suck ass at aiming). OWNS Banshees (once, I literally took out 2 or 3 Banshees in a ROW [Death Island 16 player CTF in case you're curious] with a Shotgun. Just dodge their ram attempts and fire as you jump out of the way at close range (since Banshees can't exactly turn on a dime while moving)

---Campaign - 10/10 (good ammo AND power for almost instant kills even on Elites)

---Multiplayer - 8.25/10



***Flamethrower ~ VARIES (kills very quickly at close range; generally it's better than the Shotgun in almost all situations)

---Basically it's like the Shotgun except better (stronger). However, remember not to CHARGE your enemy TOO much because if you kill them with it and walk over their dead bodies, then each step you take over them will BURN you for more damage each time. Also, even more importantly, don't go wildly in so that the flames rhiochet back in your face after it hits your enemy, because that could easily be enough for you to suicide yourself. Tip: Start this a little bit early of when you think you are in range of your opponent, because the flamethrower takes a second or so to reach it's full range and power (take it from my experience)

---Multiplayer - 8.5/10 (limited to close range)



***Sniper = 1 head shot (TOP OF THEIR HEAD); 2 body shots

---Excellent weapon simply put (at least for pro snipers like me =P) especially if you can aim well. Also, sometimes, if your sniping long range like on the 2 bases on Blood Gulch, and you have an enemy in your sights and the cursor is aimed at their head and its red, then sometimes it will go a little to the LEFT of it's actual spot (so the aimer is SLIGHTLY off, but still pretty good overall)

---Campaign - 9.25/10

---Multiplayer - 9.75/10



***Punch = 3 punches stationary; 2 punches while running (it's realistic like that with the momemtum factor into the physics engine of Halo) or 1 back punch kills instantly no matter WHAT life/overshield/etc. your enemy has.

---Use any time you're at close range to your enemy as the damage done is pretty good.



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Pistol Secrets I Discovered that helps to Kick your Foe's Ass (this applies at least to the PC version of Halo when I'm playing online)



1) Rapidly TAP the shoot button instead of holding it down and every one of your Pistol shots will have more range and accuracy.



2) Due to lag (mainly online) you need to LEAD your opponents movements instead of shooting straight at them. So shoot where they are GOING TO BE in like a quarter second or so from your spot. The best way to understand this is to experiment with it, and this is very very very important to know if you want to kick major-ass like I do.



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Your Shield starts to come back after about 5 seconds of not being shot at, and it could take up to about 5 seconds to recharge completely.



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Overshield lasts up to 92 seconds (45 seconds for each of the 2 shield colors if your not shot at during that time, and the first 2 seconds of getting Overshield you are invincible)



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Invisibility (a.k.a. Camoflauge) lasts exactly 45 seconds when you pick it up, and you can see enemies that are cloaked (invisible) by having a Sniper, zooming in on them (or where you think they are if you don't see them), and turning on your Night Scope (the green light you can turn on when you're sniping enemies with your Sniper)



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Less Damage from a Fall or Drop - simply press the Crouch button (or "Duck") as you're landing from the fall and you will receive less damage upon your landing (the better your timing, the less damage you're receive generally, unless it's a HUGE fall that you just can't survive)



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When you press the Crouch button in air, then you will pull your feet up in air, allowing you to jump on top of higher places (mainly useful in Multiplayer mode on certain courses in certain places)









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Mario Kart: Double Dash



Table of Contents

---Miscellaneous Data

---Item Rarity list

---Items Ratings list

---Top Speeds list

---Off-Road Top Speeds list

---Weight Rankings list



________________________________________



Miscellaneous Data



-----The best character combo and car in the game is Koopa (or Paratroopa) and Toad (or Toadette; must unlock) in the Barrel Train car (must unlock it, it belongs to Diddy Kong). If you're REALLY good though, you should probably have Koopa (or Paratroopa) and Diddy, since you get many Giant Bananas in 1st place. This is a FACT: the Barrel Train car is the best car in the game. It has easily the best stats, and holds the most World Records of any car. Even before I found this out it was EVEN THEN my best/favorite car. Barrel Train is also probably the best for straight-a-way powerslides, and the only thing bad about the Barrel Train for newbs is that it has low acceleration (not important in Time Trials if you have a boost start) a slow turning speed (not really very important if you powerslide a lot) and can't change it's powersliding direction from left to right very quickly (Parade Car > Barrel Train on Yoshi's Circuit because of this, but Barrel Train > ALL other cars on almost every course for pros).



-----Other than the Barrel Train, the Toad Kart is pretty good, and holds the World Record for DK Mountain.



-----Bullet Blaster is also a pretty good car. It's almost the exact same as the Barrel Train, except for little differences. It's [very] SLIGHTLY less good but a lot easier to use easily (for beginners at least). Because the Bullet Blaster is the lightest car in the game, it’s not a very good choice for Grand Prix.



-----Parade Car is another good car. It's the same as the Wario Car except for one more * for acceleration and it's a much better powerslider. Parade car is slightly better than average through. If I were to rate it, I'd give it a 4/5. Parade Car is apparently very good for Yoshi Circuit, as it can change the direction it powerslides very quickly. I always use Parade Car on Yoshi's Circuit now.



-----The best car (for beginners at least) for Grand Prix mode is probably the Boo Pipes (which is the 2nd to last car that you can unlock). It has a good weight for Grand Prix mode and the acceleration needed to take a beating with items. The only catch is that it’s the single worst powerslider in the game, but it's still pretty easy to win Grand Prix with. Also, this is a very good car for Battle Mode (on Cookie Land and ESPECIALLY Block City).



-----The best car for most of the Battle Mode stages is Para Wing, since it has the fastest acceleration in the game (along with Toadette Kart) and also it is heavier than most of the other lightweight cars. It’s also small and hard to spot, and because it’s small it can maneuver between obstacles like [Giant] Bananas and Fake Item boxes easier than almost any other car. This car is your best bet for 4/6 of the Battle Mode stages.



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---As I just said, the Barrel Train is the best car in the game, no contest. (To unlock the Barrel Train, you must beat the Star Cup on 150cc, and only light characters can use it since the Barrel Train, while it has 3 ***'s for weight, is still a light weight class car). As you may or may not know, LIGHT cars, or well, cars in the Light Car CLASS (cars that only lightweight characters can ride in), get a LONGER boost from powersliding (a.k.a. mini-turbos). Medium weight cars get a medium sized powerslide boost, and Heavy cars get a very small boost from powerslides. Top speed affects how FAST you go when you do a powerslide. In other words, a car that has a top speed 3mph faster than another car will get a 3mph faster powerslide boost than the other car that powerslided. (With boost starts taken into account [press A after Lakuti's light turns green], in Time Trials mode, acceleration doesn't matter at all, not even the slightest little bit, unless you suck and bump into walls a lot).

---Weight affects how long the mini-turbos lasts.

---Top Speed affects how fast the mini-turbos speed you up.

---Having Light Weight is more important than having a High Top Speed for powersliding.



High Top Speed + Light Weight car Class = Great Powerslider. This is why the Barrel Train and the Bullet Blaster cars are great cars for Time Trials mode. Also, the Parade Car powerslides like light cars, so in other words, it's a good powerslider.



Low Top Speed + Heavy Weight car Class = Terrible Powerslider. This is why cars like Boo Pipes and other slow and heavy cars are terrible powersliders.



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---Big Tip: (especially useful for cars with slow acceleration) if you perform a mini-turbo [a.k.a. powerslide] or a Mushroom boost right after you wipe out from something (such as a shell, banana, etc.) then that will put you back to your car's top speed INSTANTLY no matter how fast you were going when you used it, (as well as the normal mini-turbo boost of speed you'd normally and always get from the mini-turbo/mushroom, obviously). This is a very useful trick I discovered that could really help a lot of you having trouble beating the "cheap"(not really) computers. It helps you catch up very quickly if you're shot with an item.



---Another Big Tip: because the "boost start" puts you to your max top speed for a split second but THEN puts you back down to around 40-something (in the high 40’s) mph before it goes back up again, if you start the race off with a drift turn (or powerslide) then, since drift turning keeps you at your max top speed when you use it, if you do it fast enough at the beginning of the course (must be a boost start) then you won't lose ANY speed. This can be useful for advanced players, as every little bit counts. Therefore, you should almost always start off with a powerslide (if you’re SERIOUS about Time Trials at least).



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---Powersliding is the single most important thing in Mario Kart: Double Dash for advanced players. Use it almost ALL the time, as it speeds you up A LOT (overall), and shaves quite a lot of seconds of your total time, which is almost ALWAYS the difference between 1st and last (assuming that your opponent doesn't suck). The quicker you do a powerslide, the easier it is to do it right, especially on a straight-a-way, and the faster you'll go overall (because you can do it more times in a row by doing them quicker).



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---With powersliding, it's easier to dodge Red Shells and some other homing items (Spiny Shells are REALLY tough to dodge though, and it's like 99.999% luck for dodging Spiny Shells). Just do the powerslide to the left or right JUST before the projectile hits you. It's possible to dodge them SOMETIMES in SOME situations by simply doing a normal turn or drift turn, but it's much better to try to dodge it with powersliding. These projectiles are possible to dodge because they slow down a bit behind you a second or so before they're about to hit you, and you can see when they're coming because a little window pops up telling you that it's about to hit you in about a second or two. When you try to powerslide-dodge Red Shells, release your powerslide JUST AFTER you see it on your screen a few feet behind your car (not just in the little window), and you MUST be turning to dodge it.



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---The best way to cut corners close is actually to do what the Staff Ghost in Baby Park does; to start out FAIRLY wide then close it in so you can cut the corner close (powerslide most of the turns of course). The PERFECT corner cut would be when your EXACLY ½ way through your turn. The reason this is better than turning close to the wall is mainly because you can start the drift turn/powerslide sooner, because if you're right next to the wall and you try to turn, you'll just hit to wall. Starting it wide and cutting it close is the best way to do it.



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---Every ghost you save to Time Trials uses 5 blocks of memory to your memory card. Your 'Mario Kart: Double Dash' game data, like your unlocked things and Top 5 Time Trials times (and your Time Trials best lap time) uses only 3 blocks of memory to save all of that. So if you want to save your game data and one ghost on each of the 16 courses, then you'll need 83 blocks of space in your memory card. That's slightly less than 1/3 of the space on the Memory Card 251.



---After 4'54"833 or longer in Time Trials, then your Ghost for that Time Trials run cannot be saved (if you take that long to complete a race, then your really, really suck, and you shouldn't save something like that anyway, no matter what course it was on).



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---Your speed does NOT 'FURTHER' go up when you're powersliding WHILE using a Mushroom (it does when you're powersliding while using a Star though) as opposed to JUST powersliding 'OR' JUST using a Mushroom, so don't use a Mushroom if you're about to powerslide somewhere (and don't use a Mushroom and Star simultaneously).



---Mushrooms don't have ANY effect when used in air, and you should also NEVER use Mushrooms if you're about to go over a Boost plate (like those from Rainbow Road) as it will pretty much negate the effect and won't help you speed up at all.



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---To get a “boost-land-start” from when Lakuti puts you back on the course if you fall/get knocked off the course (ex: falling off Rainbow Road), then you should press and hold the A button RIGHT BEFORE Lakuti puts you back down on the ground with his fishing pole (well, right before you hit the ground press and hold A). Cars that don't bounce (or at least not much), like Barrel Train, Toad/Toadette Kart, the Baby Bros. Buggys, Piranha/Boo Pipes, etc., will usually get a better boost from this “boost start” than cars that bounce a lot, like Bullet Blaster, Turbo Yoshi/Birdo, Red/Green Fire, etc. If you're using a car like that that bounces a lot, then hold up on the control stick as you 'boost-land' and you won't bounce (or at least not as much) and you'll "recover", or “start-up” much quicker than you normally would (especially with cars with slow acceleration).



---This is for the 1st second of the game in Time Trials. This is a list I made of what the times are shown in the game (left) and what their TRUE conversions SHOULD be (since the game runs at 60 frames per second it will [or ‘should’] go by 0.016-0.017's of a difference for each frame). For anything marked by a ***, if you press the A button on THAT frame/time, then you'll get a BOOST start. For anything marked with a ....., then on any of those frames if you press A then you'll start by the back-seat character pushing the car at the start of the race. For anything after that, you'll start off fairly slow and just hop in your car and start driving normally. Also, anything from between ABOUT 1/2 of a second (or less) before Lakuti tells you to GO will ALSO result in pushing the car at the start. However, if you're holding the A button before then until when the race starts, then you'll get a REALLY slow start like you did in Mario Kart 64 if you were holding the A button too soon. Also, for Time Trials purposes, if you say, get a Perfect boost start (press the A button when the timer is on 0.020), then you’ll start even FASTER than if you say, got a boost start by pressing the A button on 0.036, 0.053, etc. The sooner the better, as every little bit counts, even if it is only 2/15 of a second possible difference. However, Moritz informed me that the game calculates speeds to the thousandth (0.001) when you're racing, and just has weird numbers when you PAUSE the game.

.l

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.....First frame of Green light (0.000)

.....Second frame of Green light (0.000)

***0.020 = 0.016-0.017

***0.036 = 0.033-0.034

***0.053 = 0.050

***0.082 = 0.066-0.067

***0.099 = 0.083-0.084

***0.108 = 0.100

***0.118 = 0.116-0.117

***0.140 = 0.133-0.134

***0.151 = 0.150

.....0.166 = 0.166-0.167

.....0.199 = 0.183-0.184

.....0.214 = 0.200

.....0.217 = 0.216-0.217

.....0.240 = 0.233-0.234

.....0.265 = 0.250

.....0.281 = 0.266-0.267

.....0.283 = 0.283-0.284

.....0.304 = 0.300

.....0.329 = 0.316-0.317

.....0.349 = 0.333-0.334

0.363 = 0.350

0.381 = 0.366-0.367

0.397 = 0.383-0.384

0.410 = 0.400

0.419 = 0.416-0.417

0.434 = 0.433-0.434

0.461 = 0.450

0.473 = 0.466-0.467

0.492 = 0.483-0.484

0.500 = 0.500

0.517 = 0.516-0.517

0.543 = 0.533-0.534

0.559 = 0.550

0.577 = 0.566-0.567

0.587 = 0.583-0.584

0.606 = 0.600

0.632 = 0.616-0.617

0.637 = 0.633-0.634

0.657 = 0.650

0.679 = 0.666-0.667

0.698 = 0.683-0.684

0.712 = 0.700

0.731 = 0.716-0.717

0.741 = 0.733-0.734

0.755 = 0.750

0.772 = 0.766-0.767

0.787 = 0.783-0.784

0.802 = 0.800

0.825 = 0.816-0.817

0.834 = 0.833-0.834

0.853 = 0.850

0.868 = 0.866-0.867

0.885 = 0.883-0.884

0.908 = 0.900

0.925 = 0.916-0.917

0.944 = 0.933-0.934

0.951 = 0.950

0.977 = 0.966-0.967

0.988 = 0.983-0.984

1.014 = 1.000 (the exact moment that the music of the race starts)



--------------------------------------------------



---ENDLESS REVERSE SPINY SHELL: Go to 2-player Vs. Mode and then go to the Mushroom Bridge course. Have the player in 1st either: (1) Go up one of the two bridge paths (with all the boost pads) or (2) Go to that little spot off to the right at the beginning of the course and stay there (the little section with grass and the green pipe) and then have the player in 2nd go get and shoot a Spiny Shell. The Spiny Shell will go forwards at first, then soon it will come backwards and CONTINUE going backwards around the course for the rest of the race (it won’t stop as long as the player in 1st is “hidden”). Spiny Shells are very fast; it can make a lap in just a little over 11 seconds.



---ENDLESS YO-YO SPINY SHELL – Go 2-player Vs. Mode and then go to Yoshi's Circuit. Have the player in 1st hide in the “secret” tunnel and have the player in 2nd go get and shoot a Spiny Shell. The Spiny Shell will go back and forth above the tunnel like a yo-yo "trying to find it's target" (sort of).



--------------------------------------------------



---This is for the speedometer (each change is ACTUALLY 8.98 mph difference to be almost exact-exact):

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no color = 0 mph

light blue = 0-9 mph

green = 9-18 mph

light green = 18-26 mph

light yellow = 26-35 mph

light orange = 35-44 mph

orange-red = 44-53 mph

red = 53+ mph

Rainbow flashing colors = anytime you're using a speed boosting item, like a Mushroom for example.



--------------------------------------------------



---If you're going at LEAST 28 mph then you'll crash (well… spin out, like from a banana peel) if you're going at LEAST that speed when you hit certain 'enemies' or 'obstacles' (like Goomba's for example)



--------------------------------------------------



*****Speeds List*****



-Mario Circuit Goomba ~ 2 mph (on average, since it moves, stops, moves, stops, etc.)

-Sherbet Land Red Shy Guys ~ 5 mph (3-7 mph depending on where it is on the Shy Guy[s])

-Peach Beach 1st Red Cataquack (in/near water to the left) when it hits you = 6 mph

-Spin Turn = 7 mph

-Waluigi Stadium Huge Piranha Plant = 7-8 mph

-Dino Dino Jungle 1st Geyser in Cave when it hits you = 10 mph

-Dino Dino Jungle (all 3) Geysers in Cave when it hits you (Time Trials) = 11 mph

-Dino Dino Jungle Last (3rd) Geyser in Cave when it hits you = 11 mph

-Chain Chomp when it hits you = 11-14 mph

-DK Mountain Boulders when it hits you = 11-14 mph

-Piranha Plants when it hit you = 11-14 mph

-Wiggler Train-Bus when it hits you = 11-14 mph

-Peach Beach Cataquacks (while running at you of course) = 13-14 mph

-Reverse(B) = 14 mph

-Dry Dry Desert Tornado = 14-15 mph

-Mushroom Bridge Cars = 14-15 mph (much much closer to 15 mph)

-Dry Dry Desert Tornado when it hits you = 15 mph

-Shells shot Backwards = 15 mph

-Sherbet Land Blue Shy Guys = 15 mph

-Dino Dino Jungle Big Outside Geysers when it hits you = 17 mph

-Peach Beach Cataquacks when it hits you = 18 mph

-Reverse 'Acceleration' with a Star = 19 mph

-Dino Dino Jungle 2nd [Huge] Geyser in Cave when it hits you = 20 mph

-Bowser's Castle Huge Fireballs that the Bowser Statue shoots at you = 22.5 mph

-Mushroom City Slowest Cars = 26 mph

-Daisy Cruiser 'Moving' Tables = 28 mph (at most)

-Birdo/Yoshi's Egg shot Backwards = 30 mph

-Mushroom City Middle Speed Cars = 30 mph

-Reverse Diagonally Against a Wall = UP TO 30 mph (at max)

-Waluigi Stadium speed in air when you go off the Dash Panel Jumps = 30 mph

-Bowser's Castle speed in air when you go off the Dash Panel Huge Jump = 33 mph

-Fireballs shot Backwards = 33 mph

-Mushroom City Fastest Cars = 34 mph

-Green Warp Pipe = 35 mph

-Rainbow Road 'Elevator' = 38 mph

-DK Mountain Boulders = 51-53 mph (varies slightly depending on where it is when it's rolling down the mountain)

-Chain Chomp = 53 mph

-Chain Chomp (special item) = 60 mph

-Shells = 75 mph

-Birdo/Yoshi's Egg = 82.5 mph

-Fireballs = 82.5 mph

-Daisy Cruiser Orange Tunnel shot = 140 mph

-Spiny Shell = 182.5 mph

-DK Mountain Huge Barrel Cannon shot = 195 mph

***Not Downgraded Version of the Wario Car = 280 mph + (see page 21 of your MK:DD instruction booklet)

***F-Zero GX Cars moving at 1000 km/h ~ 621.371 mph

***F-Zero GX Cars moving at 1609.344 km/h ~ 1000 mph



*** = not really in MK:DD, just put there as a stupid joke (ha ha ...>_>)



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Priority: Player 1 > Player 2 > Player 3 > Player 4 with collecting item boxes. In other words, Player 1 has a very slight advantage over the other players, etc. for the other players. This means that it's possible to go into Battle Mode with some heavy car like Boo Pipes, and stay IN an item box and no matter WHAT, as long as you're there, no other player can get that item box and you can use this unfairness of priority to your advantage to win matches [very slightly] easier. Yes it's unfair, but so is life =P



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Mushroom Bridge (and City) Cars/Trucks' Licence Plates:



1UP = Green Truck that says 'Moo Moo Farm'

POW = Red/Yellow/Blue Cars

SMB3 = Blue Truck that says 'P Express'

STR = Blue Bus that says 'Star Travel'

SUN = Red Bus that says 'Peach Beach'

W1-1 = Yellow-Orange Truck that says 'Super Chocolate'



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Juggle or Stack – shows you which characters juggle 2 or 3 mushrooms/shells and which characters stack them on top of each other (the Bombs in Bob-omb Blast [Battle Mode Setting] are ALWAYS stacked though)



JUGGLE……………STACK

Mario….…………….Luigi

Daisy………………..Peach

Yoshi………………..Birdo

Baby Mario………...Baby Luigi

Paratroopa…………Koopa

DK…………………..Diddy

Baby Bowser………Bowser

Waluigi……………...Wario

Toad………………...King Boo

Toadette……………Petey Piranha



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***Battle Mode Items - this will give you anything you ever wanted to know about the items you can get in Battle Mode (Balloon Battle).



---Banana - When you place it, characters will slip on it and spin out once, losing a balloon. Try being sneaky and planting it in unavoidable or hard-to-notice places, or in the middle of small “hallways”. You can also use Bananas to stop [Red] Shells from hitting you. You can throw them forward, but they're not very good that way. The speed that you’re traveling while you throw these affects how far and fast it’s thrown. Also, only 11 Bananas can be on the screen at once, and after somebody throws a 12th Banana onto the course, the 1st Banana placed on the course will disappear to make room for the newly placed Banana.



---Bob-omb - This item explodes after it's placed. The explosion time seems to be sort of random, so if you're unlucky and you're standing around by one it can even explode in less that a second and even hit YOU! Your best bet is to place it where/when your opponents don't know about it, so that you can greatly increase your chances of hitting your foe. Bob-ombs can also be thrown forward, and when they are they're thrown very fast (about the speed of a Green Shell). The speed that you’re traveling while you throw these affects how far and fast it’s thrown. Try to place these in the MIDDLE of "hallways" so that your opponent can't avoid the explosion.



---Bowser's Shell - This is basically the same as a Green Shell, except bigger, stronger, but only 2/3 the speed of a Green Shell (it’s the same speed as Green Shells in ‘races’ though). This item has great priority and can goes through almost anything/everything. However, Fireballs and Giant Bananas can reflect it (the Fireball and Giant Banana will be destroyed in the process through). Again, place these in the middle of "hallways" so that they're unavoidable. This item breaks the 4th time it hits a wall, and the 2nd time it hits a wall when it’s shot backwards. (In 'races', it breaks the 8th time it hits a wall, and the 4th time it hits a wall if it’s shot backwards). Bowser Shells are one of the rarer items.



---Fake Item Boxes - This looks the same as a normal item box, except (1) the ? is up-side-down, and (2) when you're close to it it turns Red in color. These are like Bananas in almost every right except that they hit a foe like Shells instead of making them slip (meaning that they knock/flip them over like when you get hit by a Shell), they bounce [only] ONCE when they're thrown, they don't stop projectiles, and they're generally harder to notice. The speed that you’re traveling while you throw these affects how far and fast it’s thrown. Plant these with other sets of item boxes to improve your chances of hitting your enemy, and don’t try to make it obvious that it’s not a REAL item box. Fake Item Boxes can ONLY be destroyed by Stars (so don’t try to destroy one, and don’t try to hide behind one). Also, only 6 Fake Item Boxes can be on the screen at once.



---Fireballs - In Battle Mode, you shoot 3 of these at a time and it stops when it hits a wall (in 'races' you shoot 5 at a time and it bounces of walls). This item is put to best use in a crowd, as it can hit several foes at once. The best way to dodge one is to either stay to the 'far' (not really THAT far though) left or right of your foe, or just a TEENY bit off from being STRAIGHT in front of your foe (to go in between the Fireballs). Fireballs can reflect Bowser Shells and Green Shells, so remember this (and don't tell anybody). Fireballs are a little bit worse than getting hit by a Giant Banana, as it spins you out twice AND burns/stuns your foe’s “backseat driver” for a bit, so for a [very] short period of time after your enemy 'recovers' from the 2 spins, it can't use any items for a second or two. Fireballs are one of the rarer items.



---Giant Banana - Giant Bananas are like normal Bananas, but they spin you out TWICE (if you hit the actual BIG banana itself), are bigger and harder to dodge, reflect Bowser Shells (and split into 3 bananas when they get hit by Bowser Shells), and after somebody hits it, it "splits" into 3 small (or ‘normal’) Bananas. Giant Bananas destroys normal Shells when Shells hit it, so yes you CAN hide behind these and be safe from MOST things (not from things like Stars though). For the most part, use the same tactics as you would for a normal Banana. Try planting these in the middle of a thin “hallway” so it’s impossible to drive around. Also, only 3 Giant Bananas can be on the screen at once.



---Green Shell – Green Shells are VERY common, along with Bananas. Green Shells move quickly in a straight line, bouncing off walls, until it breaks or hits something. Believe it or not, this item is actually one of the better items in the game for Balloon Battle. If you're a good aimer (like I am), then you can almost always hit your enemy. Just use the spin turn to aim at your target (Spin Turn: stop moving [or move at a very slow speed] and press A+R+L + left or right, NOT THE 'B' BUTTON!!!). Another way to make a good hit is drift turning while circling an enemy to aim up your shot angle right before shoot your Shell. It's not really that hard. Just remember to shoot where they're GOING to be, and NOT where they were when you shot them. Green Shells (and Red Shells) are slightly bigger than they look in a "hitbox size", so it's sort of like this -> [[SHELL]] with the [[ ]]'s representing the invisible hitbox size sticking out from the actual Shell itself. You can use this almost anywhere, bouncing through tunnels, chasing down 'prey' and other stuff. You can also shoot it backwards to defend yourself against projectiles or to hit an unsuspecting enemy following you. This item breaks the 4th time it hits a wall, and it breaks the 2nd time it hits the wall if you shoot it backwards (Green Shells, like Red Shells and Bowser Shells, move much slower when shot backwards) (In 'races' it breaks the 10th time it hits a wall, and the 5th time it hits a wall if it’s shot backwards).



---Mushroom - A very good item. This item gives you a temporary speed boost (between 1 and 2 seconds) and if you hit or ram into an enemy while the boost is in effect, then you can STEAL your foe's balloons if you don't already have all 3 of your balloons.



---Red Shell - Red Shells are pretty much the same as Green Shells, except that it homes in on foes that are in front of you, but it only has about a 90 degree 'homing range' (straight ahead, and 45 degrees each way from left to right, so in other words between NW and NE), so it's not quite as good as in Mario Kart 64(which is good, since they were just unfair then, but they pretty much still are now). Do NOT shoot these behind you (only as a very very very very VERY last resort to defend yourself) as they're crap that way (since they don't home in that way). This item is very very very good, so use it where there is a lot of space without walls and/or obstacles, or on a long passage with no sharp turns (Red Shells are an almost guaranteed hit on the Nintendo Gamecube course). If you throw a Red Shell OVER the ‘enemy’, then the Red Shell will NOT go backwards to home in on him/her, so don’t do that.



---Star - Stars are arguably the best item in Balloon Battle. They work sort of like Mushrooms, as they give you a speed boost and steal balloons from your opponent, but Stars ALSO make you invincible from everything (except falling off the stage in Tilt-a-Kart), so use them when you're near your foe or just before you're about to get hit by something that you think you can't escape. You can only get Stars if you have 1 or 2 balloons remaining. Stars last approximately 7.5 seconds, but in Shine Thief mode it only lasts for 6 seconds.



---Thunderbolt - This item is THE best in Battle mode (well, THE best item in the game), although you can ONLY get this in Shine Thief mode when you're NOT holding the Shine (and in 6th, 7th, or 8th in Grand Prix mode). This item spins out foes twice (just like hitting a Giant Banana) and then shrinks all foes for 9 seconds. By shrinking your foes, it makes them slower, it makes them "light" (so you can run over them) and it also makes them drop any items they were carrying (even the Shine, if they were holding it, so use this at the very last second so you can grab it).



---Triple Green Shells - Same as Green Shells, except now you have 3. You can use all 3 at once to almost guarantee yourself a hit or use them sparingly to try to get a good hit in each time. You could also try moving slightly to the left or right while quickly shooting all 3 at once to make them practically undodgable in the tunnels/hallways.



---Triple Mushrooms - Same as Mushrooms, except now you have 3. Remember, don't use all 3 at once (that would just be a COMPLETE waste), and don't stupidly charge towards someone with a Shell that’s about to shoot you (Mushrooms boosts obviously do NOT go through shells/bananas/etc.). You can only get Triple Mushrooms when you have 1 or 2 balloons remaining.



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***Pipe Plaza Pipes' Paths (for those of you that are stupid, this shows you where each pipe takes you to in the Pipe Plaza Battle Mode stage).



---Upper Left(1) -> Lower Right(3)

---Upper Right(4) -> Lower Left(2)

---Lower Left(2) -> Upper Left(1)

---Lower Right(3) -> Upper Right(4)



so, from left to right, it's:

1 -> 3 -> 4 -> 2 (which goes back to 1)



--------------------------------------------------



*****My Mario Kart: Double Dash Time Trials Records (mostly really old ones, but still pretty good nonetheless)

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Luigi Circuit.............. 1'20"319 ..... 26"604

Peach Beach............ 1'13"454 ..... 23"999

Baby Park................ 1'07"530 ..... 9"154

Dry Dry Desert......... 1'41"844 ..... 33"415

Mushroom Bridge..... 1'26"910 ..... 28"590

Mario Circuit............ 1'33"775 ..... 30"742

Daisy Cruiser........... 1'49"378 ..... 36"312

Waluigi Stadium....... 1'52"591 ..... 36"957

Sherbet Land........... 1'19"546 ..... 26"022

Mushroom City......... 1'47"154 ..... 35"340

Yoshi Circuit............. 1'51"671 ..... 36"539

DK Mountain............ 2'04"641 ..... 40"593

Wario Colosseum..... 2'16"393 ..... 1'08"068

Dino Dino Jungle...... 1'59"795 ..... 39"121

Bowser's Castle....... 2'33"812 ..... 50"597

Rainbow Road......... 3'03"429 ..... 1'00"996***



***for that race, my Rainbow Road best lap time (on lap 2), not a single Mushroom boost was used o_O BTW my real RR best lap time with 1 Mushroom is 1'00"924 which yes I know sucks ass



for better records go here -> http://www.mariokart64.com/mkdd/vids.php



--------------------------------------------------



Rainbow Road Strategy Guide (made by me)



Note: You should be using the Barrel Train car for this.



1) At the beginning, try to get a perfect boost start, by pressing and holding A the 3rd frame of Lakuti's light being Green. If you pause the game at the right time and the timer reads 0.020, then if you press and hold the A button when you unpause it then you'll get a "perfect start".



2) From the start, drive a little tiny bit to the right, and right as you're going off the tip of the boost pad, press and hold up on the control stick to fastfall to the ground quicker. This will help VERY little, but every little tiny bit counts I guess.



3) Before you land, hold R and 'right' (on the control stick of course) to prepare your powerslide. When you land QUICKLY do a straight-a-way powerslide near the right side edge of the stage.



4) After that powerslide, do another powerslide, staying near the right side of the course.



5) Start another powerslide, but this time to the left. Start it wide (start it near the right side wall), change the powerslide color to blue, and then cut the corner as close as you can.



6) Prepare another powerslide to the right ASAP after you're done that other powerslide. This time the turn is slightly sharper (or it seems to be slightly harder to turn it PERFECTLY at least), so try to change the smoke (not essential this time) to orange and cut the corner as close as you can. If you're not cutting it perfectly, then HIT THE BRAKES (with B). Yes, HIT THE BRAKES. It slows you down just enough to cut the corner really close, and it is actually quicker than cutting the corner wide without using the brakes. You don't always need to make this a powerslide and hit the brakes though. Anyway, after you cut the corner, change the powerslide color to blue, then release the powerslide.



7) Now you should be done the last turn and be coming towards the boost-pad-jump. Do a straight-a-way powerslide to the right quickly and then go off the boost pad.



8) As you're in going off the boost pad into air, hold UP on the control stick to fast fall, and then before you land hold DOWN on the control stick. The reason for this is so you don't bounce when you land and so you can get the full effect of the boost pad and so you don't lose any speed.



***9) Between the 2 long boost pads, you can do a powerslide to speed up right before you reach the 2nd boost pad. Start the powerslide about 1/2 way between the 2 boost pads.



10) Hold up on the control stick to fastfall the jump, and prepare a straight-a-way powerslide to the left (hold R and left as you're about to land to start the powerslide right away) and do this very quickly.



11) Hit the first boost pad (there are 12 in all BTW), and after that hit all the boost pads on or near the LEFT side. I usually go for about 9 or so of the boost pads, but if you at LEAST hit every other boost pad, then you should be going pretty fast overall.



***12) Start a powerslide to the left as you go over the last boost pad, and release it a few fractions of a second later. Either do that or just stay on the left side of the course after the last boost pad. If you manage to hit the last boost pad on a powerslide AND cut the corner close towards the left side of the course, then that would be even better, but that's risky.



13) After that powerslide to the right, do 2 more powerslides to the left, then prepare a powerslide to the right to start off the zigzag path. At the zigzag path, start your 'sort-of-straight-a-way' powerslides a little early so you can get them all in. Cut the corner close to the left side as you powerslide it. You can even SLIGHTLY go off the course and back on, but if it's too much, then you'll bounce and lose a lot of speed. Cut it pretty close though.



14) Stay near the middle-left side as you drive straight into the "elevator".



15) As you're going up the "elevator", do nothing(catch your breath if you need to ot whatever I guess). However, JUST before (and I mean JUST before) you reach the apex of the "elevator jump", press and hold up on the control stick. It's quite tricky to do this perfectly, but if done perfectly then you won't bounce when you hit the boost pads. I normally recommend landing ON the long boost pad, but if it's done 100% absolutely perfectly (EXTREMELY difficult; needs precise timing) then you'll land right on the back 'line' between the long boost pad and the ground. This way you won't have ANY bounce, and you'd save a teeny tiny bit of time, but do NOT press and hold UP on the control stick TOO early, because if you land on the ground before the boost pad then there's a 99% chance that you'll lose more speed than you'd normally gain by playing it safe.



16) Hit the 3 in a row boost pads that move up and a bit to the right, skip the one on the far left, and hit the last one on the right. You'll usually hit it if you just go in a straight long from the 3rd boost pad, so try doing that and staying in control of your car so you don't miss it.



17) Prepare a powerslide to the right and release it right when you land. Begin another powerslide, change the smoke to blue, then use a Mushroom when you're up against the right side wall. After or right before the Mushroom ends, HIT THE BRAKES and you should come out right up against the right side ("inner lane") of the spiral path. Release your powerslide when you're coming towards the end. On lap 3, when you normally wouldn't have a Mushroom (if you used your 2 Mushrooms on laps 1 and 2) then after you start your 2nd powerslide and change the powerslide color to blue, then hit the brakes until right near the end, where you should release your powerslide. If you want to be REALLY risky (since if it's not done close to the wall and very quickly it won't help) then you can do 2 powerslides when you land and set up for a 3rd powerslide. I did 2 powerslides in my best overall race though.



***18) OPTIONAL. At the end of laps 1 and 2, do another powerslide after the spiral and just before the "boost ramp" between laps 1-2 and 2-3.



Time - 3'03"429*

Lap 1 - 1'01"224 (boooooooooo!!!)

Lap 2 - 1'00"996 (superb!!!)**

Lap 3 - 1'01"209 (boooooooooo!!!)



World Record Time - 2'57"901



*Not only is this 1/5-1/4 of a second faster than the other 2 laps, BUT it's the only lap I didn't use a Mushroom on. o_O If done around the last spiral, then Mushrooms will speed you up approximately 0.3 seconds, so that means that not only did Laps 1 and 3 suck, but Lap 2 was excellent and it's what basically MADE my race.



**Potentially I could probably increase my total time by up to about 1 second (based on my best laps ever for each lap, it's almost exactly 1 second faster in potential if I lapped my best of all my laps together)



Car I Used - Barrel Train



Video for doing a 2'59"865 Rainbow Road -> http://timetrial.mkdd.free.fr/index_e.htm (scroll down to the Rainbow Road record, Open it and then it should load in like a mere 5 seconds or so)



________________________________________



Item Rarity List (for Grand Prix Mode) (Note that my Item Rarity List just shows you WHAT items you CAN get in each place, NOT how often they occur in each place)



Banana - 1st-3rd

Fake Item Box - 1st-3rd

Green Shell - 1st-3rd

Mushroom - 2nd-6th

Red Shell - 1st-8th (very rare in 1st and 8th, and anything even close to 8th)

Spiny Shell - 3rd-8th (extremely rare in 3rd)

Star - 4th-8th

Thunderbolt - 6th-8th

Triple Mushrooms - 3rd-8th (esp. in 7th and 8th)



Birdo/Yoshi's Egg - 1st-8th

Bob-omb - 1st-7th

Bowser's Shell - 1st-7th

Chain Chomp - 3rd-8th (rare in 3rd and 4th)

Fireball(s) - 1st-7th

Giant Banana - 1st-5th

Golden Mushroom - 2nd-8th

Heart(s) - 2nd-8th (very rare in 2nd and 3rd)

'Random' - 1st-8th (of course)

Triple [Green] Shells - 1st-7th

Triple [Red] Shells - 2nd-7th



--------------------------------------------------



Item Rarity List (for Balloon Battle)

Note: the RARITY of items when you're losing is much greater for the "better" items (you get better items if you're losing, just like you do in races)



---Banana

---Bob-omb

---Bowser's Shell

---Fake Item Box

---Fireball

---Giant Banana

---Green Shell

---Mushroom

---Red Shell

---Star (only when you have 1 or 2 balloons left)

---Triple Green Shells

---Triple Mushrooms (only when you have 1 or 2 balloons left)



--------------------------------------------------



Item Rarity List (for Shine Thief mode)



WITH THE SHINE

.l

V

Bob-omb

Bowser's Shell

Fireball(s)

Red Shell

Star

Thunderbolt (a.k.a. Lightning)

Triple Mushrooms

Triple Green Shells



WITHOUT THE SHINE

.l

V

Banana

Bob-omb

Bowser's Shell

Fake Item Box

Fireball(s)

Giant Banana

Green Shell

Mushroom

Red Shell

Triple Green Shells



________________________________________



Items Ratings list - gives an relative rating of each Item's overall usefulness, to let you know in general ABOUT how overall useful/good each Item is. (Mainly to let you know which ones generally suck and which ones are good and worth really using)



Banana - 3/10

Fake Item Box - 5/10

Green Shell - 4/10

Mushroom - 6/10

Red Shell - 7/10

Spiny Shell - 8/10

Star - 9/10

Thunderbolt - 10/10

Triple Mushroom - 8/10



Fireballs - 7/10

Heart - 5/10

Yoshi's Egg / Birdo's Egg - 9/10

Chain Chomp - 9/10

Triple Green Shells - 8/10

Triple Red Shells - 10/10

Giant Banana - 6/10

Bowser's Shell - 8/10

Bob-omb - 6/10

Golden Mushroom - 10/10

'Random' - 9/10 (varies though, only 9/10 because of lack of reliability)



Note: Random refers to Petey Piranha and King Boo's Special Item, which is, at random (sort of), any character's Special Item. So you could get a Giant Banana, Fireballs, a Bob-omb, etc., but what you get is all luck since it's random what you get.



________________________________________



Top Speeds list (for 150cc/Mirror Mode/Time Trials) This ranks the speeds to EXACT values. For example, Koopa King is slightly faster than BT/BB/DKJ/PP, and they are slightly faster than GF/PC/WC, but they're still less than 1 mph off in top speed.



***57 mph

---Koopa King

---Barrel Train / Bullet Blaster / DK Jumbo / Piranha Pipes

---Green Fire / Parade Car / Wario Car



***56 mph

---Bloom Coach / Turbo Birdo

---Red Fire / Waluigi Racer



***55 mph

---Heart Coach / Turbo Yoshi

---Toad Kart

---Boo Pipes / Koopa Dasher / Rattle Buggy



***54 mph

---Goo-Goo Buggy / Para Wing / Toadette Kart



________________________________________



Off-Road Top Speeds list (top speed when on grass and most stuff like that that slows you down) (for 150cc/Mirror Mode/Time Trials) Note: this is not in ranking order like the Top Speeds list is. In other words, Boo Pipes isn't necessarily faster than Goo-Goo Buggy, etc. etc. etc.



***37 mph

Boo Pipes

Goo-Goo Buggy

Rattle Buggy

Toad Kart

Toadette Kart

Waluigi Racer



.



***35 mph

Koopa Dasher

Para Wing



***34 mph

Barrel Train

Piranha Pipes



***33 mph

Heart Coach



***32 mph

Red Fire

Turbo Yoshi



***31 mph

Bloom Coach

Green Fire

Turbo Birdo



.



***29 mph

Parade Car

Wario Car



***28 mph

DK Jumbo



***27 mph

Bullet Blaster

Koopa King



________________________________________



Weight Rankings list - this shows "who can push who around"



1-3) Boo Pipes / Koopa King / Piranha Pipes

4) DK Jumbo

5-7) Parade Car / Turbo Birdo / Wario Car

8-9) Turbo Yoshi / Waluigi Racer

10-12) Barrel Train / Heart Coach / Red Fire

13) Green Fire

14-16) Bloom Coach / Koopa Dasher / Para Wing

17-20) Goo-Goo Buggy / Rattle Buggy / Toad Kart / Toadette Kart

21) Bullet Blaster









--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------









F-Zero GX



Table of Contents

---Miscellaneous Data

---Top Speeds List

---Body Ratings List

---Booster Size List



________________________________________



MISCELLANEOUS DATA



----------



HOW TO SNAKE - with HEAVY cars like Black Bull or Fat Shark(and some other cars and certain custom cars, but Black Bull and Fat Shark are good examples of good snakers, as well as Fire Stingray and Dark Schneider and some others), when set to MAX ACCELERATION, you can go OVER 2,000 km/h by simply driving while L/R turning back and forth the whole race. In other words, to snake, just drive while constantly pressing L+left then R+right then L+left then R+right, etc. WAY to many people ask this question, and it only takes like a 1/2 hour to master(actually, if you understand it and are doing it right from the start, you'd get it in just a few minutes).



--------------------------------------------------



HOW TO SLIDE - Pick a good heavy car like Black Bull (or Far Shark) or a good custom car like the Pretty Lynx-G4, and then do the following QUICKLY:



---Left Sliding Turn - Press and hold left and R, tap the L button, and release the A button



---Right Sliding Turn - Press and hold right and L, tap the R button, and release the A button



Note: the faster you are going while doing this, the easier it is to perform, and the better it will be when performed (when you attempt to master the sliding technique [which I already mastered after lots of practice], go at least around 1500 km/h [the faster the better] and try practicing on Mute City)



--------------------------------------------------



HOW TO FLY - To "fly", pick a car like Super Piranha or Death Anchor (Death Anchor's harder to do it with, as you have to do a "super sharp turn" to do it [which is explained in the Miscellanous section here somewhere]), or some light and fast turning custom cars(NOT Twin Noritta, as Twin Noritta can NOT fly, contradictory to what F-Zero World says). Anyway, to fly, the settings must be at MAX ACCELERATION, and you go off the course while holding L+left OR R+right, and eventually you'll gain altitude and go upwards in little circles. You can do a HUGE shortcut in Green Plant: Spiral by flying.



--------------------------------------------------



Tips:



1) Hit the EDGE of the yellow boost pads to gain ADDITIONAL speed.



2) To do a sharp right turn, press L then R+right; to do a sharp left turn, press R then L+left.



3) On most jumps, it's best to hold up (points ship's nose DOWN and makes you fall faster) and then land PERFECTLY FLAT (by pressing down on the control stick right before you land) so you don't lose any speed and so you can actually GAIN speed from the momemtum of falling fast transferred into landing. It's better in the long run doing this.



--------------------------------------------------



Body - affects turning/drifting ability, and GENERALLY rates how many hits you can take from crashes, mines, little red lasers (like from the end of the Lightning course on Emerald Cup), etc.



Boost - high letter grade = boosts faster, and GENERALLY uses more boost energy per use (letter grade isn't all that affects it, as Fat Shark clearly shows with his HUGE B-grade boost, doing a whopping 20% per boost) Generally this is VERY important, and you should be using cars with a good boost rating (Usually cars with A or B boost are the only good ones, for the exception of a few such as Hyper Speeder [C] and Black Bull [E], because they are pretty good cars when brought to their full potential)



Grip - affects how much speed is lost while turning and how much speed you lose when you go on uneven terrain [roads].

--Grade A = little speed loss

--Grade E = big speed loss (like with Fat Shark)



Weight - heavier cars GENERALLY...

+++ are good snakers

+++ have a high top speed

+++ push lighter cars far / doesn't get pushed far

--- have low acceleration

--- turn bad

xxx falls fast



--------------------------------------------------



Blue Falcon Top Speeds List (for each graph setting, with 0% being max acceleration on the graph, and 100% being max top speed)



0% - 951 km/h

5% - 957 km/h

10% - 962 km/h

15% - 967 km/h

20% - 972 km/h

25% - 978 km/h

30% - 983 km/h

35% - 988 km/h

40% - 993 km/h

45% - 997 km/h

50% - 1002 km/h

55% - 1006 km/h

60% - 1010 km/h

65% - 1013 km/h

70% - 1017 km/h

75% - 1021 km/h

80% - 1024 km/h

85% - 1027 km/h

90% - 1030 km/h

95% - 1032 km/h

100% - 1034 km/h



--------------------------------------------------



Cosmo Terminal: Trident - What's on each path?



---L = left path

---M = middle path

---R = right path

---PIT ZONE = Reddish-Pinkish spot where you gain back Boost energy



1st Split Path

L - booster / booster

M - booster / PIT ZONE (Best on Lap 2-3)

R - booster / booster (Staff takes on Lap 1)



2nd Split Path

L - booster / PIT ZONE (Staff takes on Lap 1)

M - PIT ZONE / booster

R - PIT ZONE / booster



3rd Split Path

L - booster

M - booster (Staff takes on Lap 1)

R - booster



Paths you can land on from big jump

L - PIT ZONE (closest distance)

M - PIT ZONE (middle distance) (Staff takes on Lap 1)

R - PIT ZONE (farthest distance)



4th Split Path

L - booster / PIT ZONE

M - booster / PIT ZONE

R - booster / PIT ZONE (Staff takes on Lap 1)



--------------------------------------------------



Good Custom Boosters



1) Titan-G4 (B) - Best top speed when set towards or at max top speed settings. Good boost that uses 17% boost energy per boost.



2) Triple-Z (A) - 2nd best top speed when set towards or at max top speed settings. Slightly better(longer) boost than Titan-G4, best booster for "SHIFT-BOOSTS" (go off the course and VERY quickly go back on the course with R or L to gain more speed [there are other ways of doing it, but that's the most common way, ESPECIALLY on Sand Ocean: Lateral Shifts, where it's possible to do up to around 40 or so Shift Boosts, but it's a life risking very advanced move that requires almost perfect timing to excute constantly throughout the entire race). Good boost that uses 19% boost energy per boost.



3) Thunderbolt-V2 (and Devilfish-RX I guess) (A) - Best when set to max or 30% max acceleration settings. Fastest boost of all, but not that great when set to max top speed. Best for snaking(max acceleration) and courses with a lot of boosters like Split Oval and Sonic Oval. Great boost that uses 19% boost energy per boost.



---Punisher-4X (B) is an okay booster, but nothing that Titan-G4 can't do, so you can use that if you have that and not Titan-G4 or Triple-Z boosters (once you get the Titan-G4 or Triple-Z boosters, don't ever go back to Punisher-4X)



---I hear that there's an booster that gives you a great boost (not quite as good as Thunderbolt-V2 / Devilfish-RX) AND a good top speed, but this can only be obtained/unlocked in Japan or with an Action Replay (it's like GameShark).



--------------------------------------------------



Awesome Mine Glitch



---Go to 2-player mode or Practice Mode.

---Go to a course with mines on it, like Aeropolis: Multiplex, or Mute City: Serial Gaps.

---Pick a car with low acceleration, like Fire Stingray, and set it to Max Top Speed settings to make this even easier top do.

---As Player 1, go up to THE EDGE of one of the mines (bombs) on the course very very slowly ('tap' A when you're right next to it, and it might help to tap B as well right after you tap A).

---If done right, you will hit the mine, disappear and then the view will go far back as the game appears to respawn you on the starting spot of the race, but it puts you back near the mines.



---If you're on Vertical split screen (in 2-player mode) and you do this with Player 1, you can see that the game's speed goes up to 2,147,483,648 km/h! You will die from this though so you can't use this in Time Attack mode for "max top speeds". This is the terminal speed that the game goes up to (I tested this with Fire Stingray, Fat Shark, Magic Seagull, Blue Falcon, and some of my custom cars and they all went up to 2,147,483,648 km/h).



---This works in Practice Mode as well but then you will only see the speed go up to 21,474 km/h, and the "74" part of it will literally be through the "km/h" part so it's kinda weird.



---If you used certain cars (like Fire Stingray or Fat Shark for example) then at the same time as this happens, something like this will pop up (it flashes on the screen for only a small split second so I'm not sure if all of this is right): "NaN cam-ing". It says something like that in the upper-middle of the screen in small white letters, and I think the same or almost the same thing appears on 3 lines (one on top of each other). If someone could video tape this (or something like that) so we can see exactly what it says that would be great.



---If you did this trick on Mute City: Serial Gaps (it's by far most noticeable here) then whenever you go off of any of the jumps from platform to platform, the view will change about 180 degrees and the camera will face the front of the car and gives you a really cool yet really hard to control view when you're in the air. When one car does this mine trick, it effects the "air-view" of both Player 1 AND Player 2 (and obviously Player 3 and Player 4 as well).



---Sometimes, when you do this, you're normal view will be very awkward. For example, if done with Magic Seagull, your car will appear more tall and thin than it was, while if you used say, Fat Shark or Fire Stingray, it will appear more short and wide. If you're on 2-player mode however, than if you use the car that DIDN'T use this mine trick, than you can clearly see (if you put the 2 cars next to each other facing each other) than it just APPEARS this way, and doesn't affect any of your cars stats at all.



--------------------------------------------------



Credits for this part: ShedarKiller



Top Speeds for each Custom Booster Parts (max top speed settings, and with the "very well known and used" body and cockpit parts, which is the Lynx cockpit and the you-know-what body part, and if you don't then ask gamefaqs.com and then you'll find out)



Euros -01: 1021 (E)

Sunrise 140: 1021 (E)

Saturn -SG: 1010 (D)

Bazooka -YS: 1011 (D)

Impulse 220: 1014 (D)

Jupiter -Q: 1016 (D)

Bluster -X: 1011 (C)

Boxer -2C: 1018 (C)

Triangle -GT: 1038 (C)

Scorpion -R: 1038 (C)

Tiger -RZ: 1038 (C)

Comet -V: 1038 (C)

Extreme -ZZ: 1054 (B)

Raiden -88: 1061 (B)

Meteor -RR: 1063 (B)

Punisher -4X: 1110 (B)

Titan -G4: 1126 (B)

Devilfish -RX: 1113 (A)

Thunderbolt -V2: 1114 (A)

Triple -Z: 1124 (A)



Some things of note:

- The Bluster -X is the worst engine in the game. For a C engine, it provides less speed than the E engines, and with far less acceleration.

- The Titan -G4 has the highest top speed without boosting, which explains why it's used so extensively

- If one states that only machines with a top speed over 1100 are usable, then only the Punisher -4X, Titan -G4, Thunderbolt -V2, Devilfish -RX and Triple -Z engines are worth using



Summary of "my" (ShedarKiller's) research:



1. Weight accounts for a relatively small difference in speed compared to the engine.



2. Weight and engine are the only two variables in determining speed. (However, the Cockpit, which determines "Grip" or how much speed you lose when you TURN or go on uneven terrain, also affects your speed when you go on any uneven terrain)



(To give you an idea of about how much weight affects top speed, as an APPROXIMATION, every about 80-100 kg heavier = approximately 1 km/h faster, though it DOES slightly vary with the parts used for the car, the difference between the weights, etc.)



--------------------------------------------------



Big Blue: Drift Highway Strategy Guide (made by me, very very old strategy guide though)



Lap 1



---Cut 1st corner close by SLIGHTLY holding R.



---I do not know the right way to approach this booster, but I usually hit the left side edge with a sharp turn(which is regular L/R turning but pressing the opposite shoulder button JUST before you do the L/R turn, like to sharp turn left you just press R then INSTANTLY afterwards press L+left simultaneously to do a much sharper turn, which I'm sure you all know about since it's ESSENTIAL to getting good records) and then cut the left side corner near the wall pretty close.



---Drive right and, this part is kinda hard to explain on this turn for doing it the fastest OVERALL way, but you should press L+left then R+right then L+left then R+right and you'll move sorta back and forth cutting the wall sorta close(not really though) and what's good about this is you'll go faster in top speed for the short straight-a-way that follows this turn. If you don't believe me then either (1) you're not doing it right or (2) you're not racing your ghost show it'll show that you gain more speed over it.



---Drive straight then and hit the RIGHT side of the booster



---Go over the jump while cutting fairly close the right side wall in the beginning of the small "tunnel".



---Ah, the S-turn. All you have to do is press R then INSTANTLY afterwards press L+left to sharp turn left. After that just press R and right to straighten yourself out. For a REALLY good corner cut, do as small of a "S-turn" as you can so you'll cut the corner close, but don't be TOO risky with this.



---Uh, this part is sorta luck on whether or not you hit the EDGE of these 3 boosters here, but it'll REALLY help your record if you do. Anyway, just sharp turn right of course, and try to make it so that you hit the left or right side EDGE of the 3-in-a-row boosters there. Try to straighten yourself out so that you hit all 3 booster edged in a row.



---When you go into the air, hold UP on the control stick(to fall faster/point the car's nose down) and right before you land press DOWN on the control stick to land FLAT, so you just GAIN speed instead of LOSING speed on the landing.



______________________



Lap 2



---Boost right when you pass the lap, and boost twice before the 1st boost pad, while cutting the corner close with sorta the same "back-forth" turn thing that I mentioned in the 3rd "---" for lap 1, by doing L-left/R-right/L-left/R-right and MAKE SURE YOU DON'T SKID/DRIFT(if you skid/drift you'll probably see some red come from the back of the car, and you'll slow down.



---Try to hit the left side edge of the 1st booster.



---BOOST(so you go faster AND don't drift/skid/lose speed while timing your turn so that you cut the right side corner close(the closer the better, but do it at your own risk)



---Boost again right before you hit the EDGE(doesn't really matter much what side, though TECHNICALLY the right side would be SLIGHTLY quicker) of that booster.



---Boost right after the S-turn



---Sharp turn right while getting ONLY to the (usually I get the left side one)Red Recovery Zone to regain your boost energy. The ONLY reason to hit the boosters there is if you're ONLY going for a "Best Lap" record, since lap 2 is ALWAYS at LEAST a second better than Lap 3 it seems. Other than that, go to the Recovery Zone. Boost right before you leave the Recovery Zone.



---Like always, hold up to fall fast then down right before you land to land flat and not lose and speed.



______________________



Lap 3



---Boost twice while cutting the right side corner close withOUT skidding/drifting right before the 1st booster.



---Do everything else just like in lap 2, but I think it MIGHT be faster to, since you have a little less boost(assuming you don't have much then), DON'T boost before the 2nd booster pad(right before the 2nd of the two tunnels) and instead just boost right after he S-turn. Usually I don't do it that way though, because it's riskier and helps barely at all, IF at all. Also, on the last part with the Red Recovery Zones and 3-in-a-row booster pads, then either: (1) Hit the edge(or try to) of the 3 boosters while holding down to fall fast, then finish with a death kill(I think it helps just a bit, not 100% sure though) or (2) Go to the right side Red Recovery Zone and get a bit of boost power, then you can either hit the RIGHT-SIDE edge of the 2 booster pads while boosting to finish, or if you're REALLY good(and lucky on your position) you can hit just a little bit of the right side Red Recovery Zone, then hit ALL 3 BOOST PADS(press L+left the instant after you touch the Red Recovery Zone, then hit all 3 boost pads, while at least TRYING to hit the edge of as many as you can) to go even faster(slightly, and I THINK this helps VERY slightly) and then of course finish the race while boosting by fast falling the jump, landing flat, and boosting to the finish.



At that Time...

My Time - 1'01"064

Best Lap - 17"482

Car I Used - Strong Phantom-G4



Later with a different strategy with Sliding and Suicide Self-Killing at end...

My Time - 59"032

Best Lap - 17"098

Car I Used - Pretty Phantom-G4



________________________________________



TOP SPEEDS



***for Dark Schneider, you go only 1062 km/h at Max Top Speed settings, BUT with EXACTLY 85% Top Speed settings you go 1065 km/h.



***for Space Angler, you go a fraction of a km/h faster(still 1052 though) when set to 97% max top speed then at max top speed, though Space Angler absolutely SUCKS when set to a high max speed setting because of the way it's graph is(VERY low acceleration and boost power, because Space Angler sucks).



***for Great Star, Max Acceleration settings = normal settings (50% in middle of graph) and vice-versa.



***for Astro Robin, Max Acceleration settings = normal settings (50% in middle of graph) and vice-versa,(though the top speed difference is less than 1 whole km/h).



***for Night Thunder, at normal settings (50% in middle graph) you have higher top speed AND better acceleration than when it's set to Max Acceleration, BUT at Max Acceleration settings it's easier to drift and snake fast.



Measures exact top speed for each car when set to:

Max Acceleration / Middle of Graph / Max Top Speed



00. Dark Schneider - 1004 / 1040 / 1062 (1065)

01. Red Gazelle - 970 / 1026 / 1038

02. White Cat - 960 / 1012 / 1043

03. Golden Fox - 943 / 989 / 1017

04. Iron Tiger - 967-68 / 1021 / 1052

05. Fire Stingray - 990 / 1034 / 1098

06. Wild Goose - 958 / 1009 / 1049

07. Blue Falcon - 951 / 1002 / 1034

08. Deep Claw - 952 / 1001 / 1035

09. Great Star - 1001 / 989 / 1018

10. Little Wyvern - 961 / 1013 / 1045

11. Mad Wolf - 966 / 1018 / 1055

12. Super Piranha - 956 / 1009 / 1024

13. Death Anchor - 975 / 1027 / 1118

14. Astro Robin - 998 / 998 / 1026

15. Big Fang - 1002 / 1052 / 1109

16. Sonic Phantom - 965 / 1016 / 1106

17. Green Panther - 983 / 989 / 1021

18. Hyper Speeder - 994 / 1046 / 1113

19. Space Angler - 967 / 1001 / 1052

20. King Meteor - 957 / 1010 / 1022

21. Queen Meteor - 970 / 1026 / 1038

22. Twin Noritta - 945 / 994 / 1017

23. Night Thunder - 979 / 985 / 1016

24. Wild Boar - 970 / 1019 / 1113

25. Blood Hawk - 939 / 986 / 1008

26. Wonder Wasp - 946 / 995 / 1035

27. Mighty Typhoon - 956 / 1006-07 / 1039

28. Mighty Hurricane - 970 / 1023 / 1057-58

29. Crazy Bear - 974 / 978 / 1015

30. Black Bull - 987 / 1042 / 1130

31. Fat Shark - 1026 / 1091 / 1109

32. Cosmic Dolphin - 938 / 984 / 1013

33. Pink Spider - 946 / 996 / 1034

34. Magic Seagull - 946 / 995 / 1012

35. Silver Rat - 937 / 985 / 1001

36. Spark Moon - 955 / 1005 / 1025

37. Bunny Flash - 949 / 998 / 1021

38. Groovy Taxi - 948 / 995 / 1025

39. Rolling Turtle - 956 / 1006-07 / 1039

40. Rainbow Phoenix - 962 / 1014 / 1050



--------------------------------------------------



MAX ACCELERATION



Fat Shark - 1026

Dark Schneider - 1004

Big Fang - 1002

Great Star - 1001

Astro Robin - 998

Hyper Speeder - 994

Fire Stingray - 990

Black Bull - 987

Green Panther - 983

Night Thunder - 979

Death Anchor - 975

Crazy Bear - 974

Mighty Hurricane / Queen Meteor / Red Gazelle / Wild Boar - 970

Iron Tiger - 967-68

Space Angler - 967

Mad Wolf - 966

Sonic Phantom - 965

Rainbow Phoenix - 962

Little Wyvern - 961

White Cat - 960

Wild Goose - 958

King Meteor - 957

Mighty Typhoon / Rolling Turtle / Super Piranha - 956

Spark Moon - 955

Deep Claw - 952

Blue Falcon - 951

Bunny Flash - 949

Groovy Taxi - 948

Magic Seagull / Pink Spider / Wonder Wasp - 946

Twin Noritta - 945

Golden Fox - 943

Blood Hawk - 939

Cosmic Dolphin - 938

Silver Rat - 937



--------------------------------------------------



[EXACT] MIDDLE OF GRAPH



Fat Shark - 1091

Big Fang - 1052

Hyper Speeder - 1046

Black Bull - 1042

Dark Schneider - 1040

Fire Stingray - 1034

Death Anchor - 1027

Queen Meteor / Red Gazelle - 1026

Mighty Hurricane - 1023

Iron Tiger - 1021

Wild Boar - 1019

Mad Wolf - 1018

Sonic Phantom - 1016

Rainbow Phoenix - 1014

Little Wyvern - 1013

White Cat - 1012

King Meteor - 1010

Super Piranha / Wild Goose - 1009

Mighty Typhoon / Rolling Turtle - 1006-07

Spark Moon - 1005

Blue Falcon - 1002

Deep Claw / Space Angler - 1001

Astro Robin / Bunny Flash - 998

Pink Spider - 996

Groovy Taxi / Magic Seagull / Wonder Wasp - 995

Twin Noritta - 994

Golden Fox / Great Star / Green Panther - 989

Blood Hawk - 986

Night Thunder / Silver Rat - 985

Cosmic Dolphin - 984

Crazy Bear - 978



--------------------------------------------------



MAX TOP SPEED



Black Bull - 1130

Death Anchor - 1118

Hyper Speeder / Wild Boar - 1113

Big Fang / Fat Shark - 1109

Sonic Phantom - 1106

Fire Stingray - 1098

Dark Schneider - 1062(1065)

Mighty Hurricane - 1057-58

Mad Wolf - 1055

Iron Tiger / Space Angler - 1052

Rainbow Phoenix - 1050

Wild Goose - 1049

Little Wyvern - 1045

White Cat - 1043

Mighty Typhoon / Rolling Turtle - 1039

Queen Meteor / Red Gazelle - 1038

Deep Claw / Wonder Wasp - 1035

Blue Falcon / Pink Spider - 1034

Astro Robin - 1026

Groovy Taxi / Spark Moon - 1025

Super Piranha - 1024

King Meteor - 1022

Bunny Flash / Green Panther - 1021

Great Star - 1018

Golden Fox / Twin Noritta - 1017

Night Thunder - 1016

Crazy Bear - 1015

Cosmic Dolphin - 1013

Magic Seagull - 1012

Blood Hawk - 1008

Silver Rat - 1001



________________________________________



BODY RATINGS



(All the decimals are rounded to whole numbers)



---The slow red flashes come at 15-24.999%

---The fast red flashes come at 0-14.999%

---You can't boost again when you have approx. 0.5% of your energy remaining.

---Weight ONLY affects how "quickly" the damage is dealt, NOT how much is done in comparison to yourself. In other words, it will take less time for 2 Blue Falcons to kill each other than it will for 2 Rainbow Phoenixs to kill each other, because Blue Falcon weighs more than Rainbow Phoenix so each os his rams and Side Attacks and Spin Attacks will do a bit more damage than Rainbow Phoenix will do (Blue Falcon weighs 1260 kg and Rainbow Phoenix weights 1080 kg)

---The "Body" rating for custom cars are NOT the only factor that affects it. In general, for custom cars, the heavier parts are generally tougher that lighter parts.

---On this scale, with Fat Shark being 100%, mines do a little over 7% per hit, and the red lasers and exploded mines (the red stuff that damages you when you run over it and comes after you destroy a mine) does a little over 7% per second that you're in them.



***125% - Jewel Bruiser-V2(A)



100% - Fat Shark(A)



86% - Wild Goose(A)



***71% - Strong Cannon-G4(A)



70% - Green Panther(A)



54% - Crazy Bear(A) / Rolling Turtle(A)



***53% - Garnet Horse-Z(B)



50% - Black Bull(A) / Dark Schneider(A)



45% - Wild Boar(A)



43% - Fire Stingray(A) / Iron Tiger(B) / Mad Wolf(B) / Magic Seagull(B)



41% - Blue Falcon(B) / Rainbow Phoenix(B)



39% - Astro Robin(B) / Big Fang(B) / Blood Hawk(B) / Deep Claw(B) / Groovy Taxi(B) / Hyper Speeder(C) / Spark Moon(B) / Super Piranha(B)



35% - King Meteor(E) / Little Wyvern(E) / Mighty Hurricane(E) / Mighty Typhoon(C) / Night Thunder(B) / Pink Spider(C) / Sonic Phantom(C) / White Cat(C)



***34% - Pretty Lynx-G4(D)



32% - Golden Fox(D) / Space Angler(C)



29% - Bunny Flash(D) / Death Anchor(E) / Queen Meteor(E) / Sliver Rat(D) / Wonder Wasp(D)



27% - Cosmic Dolphin(E) / Great Star(E) / Red Gazelle(E) / Twin Noritta(E)



________________________________________



BOOSTER SIZE - how long (how "good") each boost lasts; also, the cars with longer boosts also get longer boosts from the yellow boost pads as well!

---Every time you kill an enemy (computer or human, doesn't matter) then you get 6.66666% or 1/15 of your booster energy back.



20% of booster energy used per boost / 5 boosts

Fat Shark



***19% / 5-6 boosts

***Thunderbolt-V2

***Triple-Z



18.5% / 5-6 boosts

Black Bull



18% / 5-6 boosts

Crazy Bear

Green Panther

Golden Fox

King Meteor

Queen Meteor

Red Gazelle

Wild Boar



17.5% / 5-6 boosts

Night Thunder



17% / 5-6 boosts

Blood Hawk

Fire Stingray

Hyper Speeder

Sonic Phantom

White Cat

***Titan-G4



16.66666% / 6 boosts

Death Anchor



16.5% / 6-7 boosts

Big Fang

Cosmic Dolphin

Pink Spider

Wonder Wasp



16% / 6-7 boosts

Deep Claw

Groovy Taxi

Magic Seagull

Space Angler

Spark Moon



15.5% / 6-7 boosts

Bunny Flash

Great Star

Rolling Turtle



15% / 6-7 boosts

Astro Robin

Blue Falcon

Dark Schneider

Iron Tiger

Mighty Hurricane

Mighty Typhoon

Rainbow Phoenix

Twin Noritta



13% / 7-8 boosts

Little Wyvern

Silver Rat



12.5% / 8 boosts

Super Piranha



12% / 8-9 boosts

Mad Wolf



11% / 9-10 boosts

Wild Goose









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Metroid Prime



Table of Contents

---Miscellaneous Data

---Power Beam

---Wave Beam

---Ice Beam

---Plasma Beam

---Phazon Beam

---Grapple Beam

---Missiles

---Super Missiles

---Wavebuster

---Ice Spreader

---Flamethrower

---Bombs

---Power Bombs

---Boost Ball



--------------------------------------------------



Miscellaneous Data



Differences between Normal and Hard Mode:

1) Enemies have twice the life energy (you need to shoot them twice as many times to kill them)

2) Enemies' attacks do 1.5 times normal damage (your defensive strength is only 2/3 of it's normal strength)



--------------------------------------------------



Attack Power



---Normal Missiles and all other Charged Beams Explosion Power is exactly ½ it's normal power; Super Missiles and Ice Spreader is the exception, with it's explosion power being 2/3 of it's max normal power

---Burning (from Plasma and Flamethrower) does 15% per second for 6 seconds (90% total power)



---Power Beam - 1%, 14-25% charged

---Wave Beam - 3%, 11-20% charged

---Ice Beam - 10%, 17-30% charged

---Plasma Beam - 6%, 28-50% charged

---Phazon Beam - Approx. 4-5 or so sets (8-10 sets on Hard) of Phazon shooting at Metroid Prime Form 2 (if you're really, really fast and consistent) or about 23 seconds of shooting it to kill Metroid Prime Form 2

---Missiles - 15% (explosion alone does 7.5%)

---Super Missiles - 90% (explosion alone does 60%)

---Ice Spreader - 75% (explosion alone does 50%)

---Wavebuster - 22% or less for the first second (closer = better) but exactly 24% every second after that

---Flamethrower - 70% or less (depending on how much hits enemy, and distance from enemy)

---Boost Ball - can kill SOME enemies with AROUND 5 HP or less (difficulty level doesn't matter, but I was mainly talking about certain enemies on Normal Mode) but you must be at right angle and timed right and fast enough and stuff for some of the bigger enemies (like Beetles, which ARE possible to kill with Boost Ball, although it may take a few tries to do so)

---Bombs - 10%

---Power Bombs - like Phazon, it generally has no set power; it either kills instantly or doesn't affect at all (Sheegoth, [125 or 200] can die from Power Bombs in one hit, but to Omega Pirate [when he can be damaged when he's invisible, WITHOUT his armor on] it can do up to 125% of his 300 HP [600 HP on Hard] as long as you plant the Power Bomb right next to Omega Pirate at the peak of your Bomb Jump)



--------------------------------------------------



Range



(Note: for "Range" I measured how many times each beam/missile shot bounced back and forth between the 2 Wave Beam doors in Control Tower [in Phendrana Drifts])



1) 8.5 - Ice Beam

2) 8 - Missile

3) 5.1 - Power Beam

4) 3 - Charged Power

5) 2.7 - Charged Plasma

6) 2.3 - Charged Wave, Charged Ice, Super Missile, Ice Spreader

10) 2.1 - Wave Beam

11) ??? - Phazon Beam

12) 1.15 - Plasma Beam

13) 0.5 - Grapple Beam, Flamethrower, Wavebuster (to activate)

16) 0.25 - Power Bombs

17) 0.05 - Bombs



--------------------------------------------------



Enemy HP list (all damages are for Normal Mode; on Hard Mode all HP values are exactly doubled, except for certain cases, like for example, if Zoomer has 3 HP on Normal, and 5 HP on Hard, then it REALLY has 2.5 HP on Normal but that will probably confuse you so I won't write that, I'll just round it up for you so it's more useful to you; only cases that it even COULD matter is something like Aqua Sac which has 7.5 HP on Normal where the explosion of a Missile can kill it, but stuff like that nobody will even care about so I rounded all decimal numbers up)



***Note, thanks to SolidSnake X for some of the HP values.



1) Mega Turret - 45

2) Grizby - (only Missiles work)

3) Zoomer - 3 (5 HP on Hard)

4) Plated Parasite - (only Bombs work)

5) Pulse Bombu - 9 (only Wave attacks works) ("Void Bombu" is the same as Pulse Bombu except invisible, and it's found somewhere in Phazon Mines at the bottom level)

6) Ice Shriekbat - 1 (1 HP on Hard also)

7) Parasite Queen - 200 - APPROXIMATE AVERAGE (varies greatly on where you hit it; shooting it's tail does the least damage, many other spots like the stomach do normal damage, while shooting it DIRECTLY into it's mouth while it's shooting at you with that green beam does the most damage)

8) Scarab - 1 (1 HP on Hard also)

9) Aqua Reaper - (only Charged Plasma blasts can kill it; shooting it with other guns just makes it hide temporarily)

10) Triclops - (only Bombs work)

11) Puffer - 1

12) Glider - invincible (can grapple onto it with the Grapple Beam, which freezes it during that time)

13) Auto Turret - 15 or 30 (weaker ones with 15 HP are near the beginning of the game; Ice PERMANENTLY freezes it [Ice doesn't freeze MEGA Turrets for very long though])

14) Jelzap - 15 (Ice freezes it; Ice + Missile = easy kill)

15) Beetle - 5 (10 HP on Hard, BUT Plasma [6%] = instant kill; Power Beam shots stun it for a split second)

16) Tangle Weed - invincible (can only make it hide temporarily by shooting at it)

17) Flying Pirate - 45 (Missiles stun it, Plasma stuns it and burns it, Charged Plasma = Instant Kill, Charged Wave temporarily paralyzes it, Ice freezes and Ice + Missile breaks it for an easy kill)

18) Hive Mecha - 18 (3 sections of 6 HP each)

19) War Wasp - 2 (the lone War Wasp in Chozo Ruins Main Plaza has only 1 HP though)

20) Bloodflower - 18 HP (only Plasma and Flamethrower [Burns, Charged Plasma kills instantaneously]; [Ice freezes temporarily] Ice + Missile, Super Missiles, Power Bombs, Sap Sac explosions, and shooting the green acid ball that it shoots at you to send a fireball straight toward Bloodflower which kills it work on Bloodflower)

21) Ice Beetle - 15 (Plasma kills instantly; shoot with Power Beam and it will instantly burrow back under ground)

22) Reaper Vine - (only Charged Plasma blasts can kill it; shooting it with other guns just makes it hide temporarily)

23) Aqua Drone - 20 (Plasma and Missiles stuns it for a split second; Charged Plasma = Instant Kill; Charged Wave temporarily paralyzes it)

24) Ice Trooper - 75 (Charged Ice freezes; only Ice and Ice Spreader or [slightly] Charged Ice Beam + Missile works)

25) Sap Sac - 3

26) Flickerbat - 2 (need X-ray visor to see it and Lock on to it, although you can still damage it with any visor on)

27) Wave Trooper - 50 (only Wave and Wavebuster works; [slightly] Charged Wave temporarily paralyzes enemy)

28) Sentry Drone - 20 (Plasma and Missiles stuns it for a split second; Charged Plasma = Instant Kill; Charged Wave temporarily paralyzes it; the Invisible Drone that guards the Power Bombs/Save Point in Phazon Mines has 60 HP, but Wave and especially Wavebuster can literally OWN that robot)

29) Burrower - 1 (unaffected by Plasma)

30) Plazmite - 2

31) Barbed War Wasp - 2

32) Flaahgra - 28 (28% to stun it; shots doesn't affect for the short time right after he "recovers" from the stun; 4 bombs (40 HP) to kill him when he's vulnerable; about 4 quick shots (4%) to the "sunflowers" that "powers him" to make it go up)

33) Scatter Bombu - 9 (only Wave attacks works)

34) Space Pirate - 30 (Missiles stun it, Plasma stuns it and burns it, Charged Plasma = Instant Kill, Charged Wave temporarily paralyzes it, Ice freezes and Ice + Missile breaks it for an easy kill)

35) Parasite - 1

36) Tallon Crab - 1

37) Blastcap - 3 (5 HP on Hard)

38) Aqua Sac - 8 (15 HP on Hard)

39) Lumigek - 1

40) Incinerator Drone - 24 (4 sections of 6 HP each)

41) Eyon - (only charged shots, Ice + Missile, and Power Bombs work)

42) Fission Metroid - 45 to make it split (Tip: use Power Bombs)

-----Yellow (Power) Fission Metroids - 45 or 50 HP (varies)

-----Purple (Wave) Fission Metroids - 45 or 50 HP (varies)

-----White (Ice) Fission Metroids - 20 or 75 HP (varies)

-----Red (Plasma) Fission Metroids - 1 or 96 HP (varies)

43) Oculus - only dies if the platform it's on gets destroyed

44) Meta Ridley - 1305 total / 1000 (in air) / 180 (on ground when slow) / 125 (on ground when fast)

45) Plasma Trooper - 125 (only Plasma and Flamethrower works; Plasma [and Flamethrower] burns enemy as well)

46) Aqua Pirate - 60 (Missiles stun it, Plasma stuns it and burns it, Charged Plasma = Instant Kill, Charged Wave temporarily paralyzes it, Ice freezes and Ice + Missile breaks it for an easy kill)

47) Baby Sheegoth - 28 total / with shell - 25 / without shell - 3 / (uncharged Ice Beam doesn't affect it; uncharged Plasma makes it phase back each hit; Charged Wave temporarily paralyzes it; Charged Plasma = Instant Kill [even on Hard Mode])

48) Seedling - 3 (5 HP on Hard)

49) Plated Beetle - 20 (Missiles stun it, Plasma stuns it and burns it, Charged Plasma = Instant Kill, Charged Wave temporarily paralyzes it, Ice freezes and Ice + Missile breaks it for an easy kill)

50) Sheegoth - 250/200/125 (Missiles work when it's hyperventilating, but Plasma doesn't get absorbed, so you can kill it quicker without having to wait for it to hyperventilate if you have that weapon; however, this doesn't mean it's WEAK against Plasma, you can just hurt it any time with it)

-----Chapel of the Elders - 250 (boss for Wave Beam)

-----Quarantine Cave - 200 (after you beat Thardus)

-----Ice Ruins East - 125

-----Ruins Entryway - 125

51) Stone Toad - (only Bombs work in his mouth when he swallows Samus in Morph Ball form)

52) Metroid - 50 (Ice + Missile = easy kill; Fully Charged Plasma blast = easy kill) ("Alpha" Metroids have 120 HP, which is 2.4 times more HP on normal Metroids have, but that's the only difference between them)

53) Venom Weed - invincible (can only make it hide temporarily by shooting at it)

54) Phazon Elite - 350

55) Metroid Prime Form 2 - about 23 seconds of shooting the Phazon Beam, so if you're really fast and get to the Phazon quickly, about 4 or 5 Phazon shootings can kill him

56) Ice Burrower - 1

57) Flaahgra Tentacle - invincible

58) Elite Pirate - 150

59) Omega Pirate - 300 (when it's vulnerable to attack) (75 HP for each of it's