F-Zero GX: Guide to beat all Staff Ghosts

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  • Опубліковано 24 жов 2024
  • TRACK BY TRACK EXPLANATION WILL BE IN THE DESCRIPTION
    This is a video where I show you (in my opinion) the best and safest strategies to beat the Staff Ghosts
    GENERAL TIPS:
    -Play in practice mode to master a track
    -For the speed settings, putting the cursor closer to acceleration also changes the turning rate (more) and grip (less) of the vehicle
    -Holding L + R while turning does a drift turn, which is useful on big turns (I decided not to use it to challenge myself)
    -Be gentle with the control stick, gradually push it all the way to prevent loss of grip
    -You can hit mines during lap 1 to get a good boost, hitting 2-3 mines gets you to around 2000 speed if done well
    -In cylinder stages, it's faster to navigate a certain way due to the shape of the cylinders.
    Ruby Cup
    00:20 Mute City: Twist Road
    Difficulty: 5/5
    -One of the hardest staff ghosts in the game
    -Try to chain your boosts as close together as possible to save time
    01:49 Casino Palace: Split Oval
    Difficulty: 4.5/5
    -Another hard staff ghost
    -Stay on the right side of the last turn before the end and use the breaks a tiny bit to prevent going off the track
    03:15 Sand Ocean: Surface Slide
    Difficulty: 2.5/5
    -Not much to say. Just follow the boost pattern I'm using
    05:38 Lightning: Loop Cross
    Difficulty: 3/5
    -Practice the big turn until you master it
    08:07 Aeropolis: Multiplex
    Difficulty: 2/5
    -The big dive saves a lot of time.
    -You can be more aggressive with the boosting, especially after the dive
    -You can use the breaks to make the 2nd to last turn easier
    Emerald Cup
    10:49 Big Blue: Drift Highway
    Difficulty: 3.5/5
    -Pretty difficult track, but my strategy makes it a bit easier
    12:22 Port Town: Aero Dive
    Difficulty: 1.5/5
    -There are many ways to use boost power on this stage
    15:12 Green Plant: Mobius Ring
    Difficulty: 1/5
    -You have lots of time to align yourself on the pit areas (the healing strips)
    17:14 Port Town: Long Pipe
    Difficulty: 2.5/5
    -Just master the first part and you're good to go
    -At the end of the 2nd lap, delay the last boost just like I do in the video for a bit more health
    20:03 Mute City: Serial Gaps
    Difficulty: 4/5
    -Maneuvering the ship in the air requires practice
    -Most of the boost power will be used before dash plates
    Emerald Cup
    21:57 Fire Field: Cylinder Knot
    Difficulty: 2.5/5
    -You can get some strange speed shenanigans (called shift boosts) on this track. Some of them can be helpful
    25:03 Green Plant: Intersection
    Difficulty: 1/5
    -In the beginning of the cylinder part, you can save 1 second just by trying to stay on the opposite side like in my video
    27:48 Casino Palace: Double Branches
    Difficulty: 1.5/5
    -You can obviously use more boosts and hit more dash plates. My strategy takes it safe
    31:12 Lightning: Half Pipe
    Difficulty: 3/5
    -Just like Long Pipe, delay the boost at the end of the 2nd lap like in the video for more health
    34:26 Big Blue: Ordeal
    Difficulty: 4/5
    -At the big dive during lap 1, it's important to land after the slope to prevent loss of speed
    -Also, take off from the right side of the big dive to jump higher
    Diamond Cup
    37:41 Cosmo Terminal: Trident
    Difficulty: 2/5
    -The right path at the end is shorter, but the pit area is shorter, which is why I only go for it on lap 1.
    41:06 Sand Ocean: Lateral Shift
    Difficulty: 3/5
    -The staff ghost uses shift boosts, if you want to try it out it's pretty difficult with the vehicle I'm using since its strafing is slow.
    43:42 Fire Field: Undulation
    Difficulty: 2/5
    -You can boost more aggressively.
    46:12 Aeropolis: Dragon Slope
    Difficulty: 0/5
    -During the dive, boosting before landing every time saves a massive amount of time.
    49:17 Phantom Road: Slim-Line Slits
    Difficulty: 4/5
    -You can lift off in the first part of the stage if you go fast enough.
    AX Cup
    51:44 Aeropolis: Screw Drive
    Difficulty: 4/5
    -Break before the last turn.
    -L+R would be very useful here.
    53:18 Outer Space: Meteor Stream
    Difficulty: 2.5/5
    -You can be more aggressive with the boosting.
    55:20 Port Town: Cylinder Wave
    Difficulty: 2/5
    -You can boost more here as well.
    57:52 Lightning: Thunder Road
    Difficulty: 4/5
    -At the first dive, slow down slightly to prevent a wall hit.
    1:01:39 Green Plant: Spiral
    Difficulty: 4.5/5
    -L+R would be very useful here as well.
    1:05:57 Mute City: Sonic Oval
    Difficulty: 4.5/5
    -The Staff Ghost here uses Fat Shark, which has the best boost in the game. He also uses quick turns, which is (arguably) an advanced technique. So far, I have found no known ways to beat this Staff Ghost without using advanced techniques, so you will have to use Fat Shark (you must beat chapter 4 on very hard to unlock it) as well as quick turns (tutorial for quick turns: • Quick Turns ).
    -There are other vehicles that can beat this Staff Ghost, but none of them are able to beat him with quick turns alone.

КОМЕНТАРІ • 11

  • @danielruizarjona8823
    @danielruizarjona8823 2 роки тому

    An awesome video. I don't understand how this video has so few likes. Probably the best ghost guide in internet, congratulations and thanks!

  • @fsfreturns5242
    @fsfreturns5242 8 років тому +5

    Nice guide ! Seeing Frost Cannon-G4 takes me back quite a bit before I got into serious time attacking (with advanced techniques in all that), but I used Acro Cannon-G4 instead, which is kind of the same thing as Frost (it uses the Sky Horse body).
    Speaking of advanced techniques, quick-turning is an advanced technique, but it's among the easiest ones to perform, so some people might write it off as just a regular technique (especially since some non-custom machines can benefit very well from this).
    EDIT : You've written "Emerald Cup" twice in the description, so you might want to correct this ;)

  • @harizotoh7
    @harizotoh7 5 років тому +2

    Funny enough I made the exact same machine in the original game. I had no clue it was the best. I just looked at the stats, and saw it was a good trade-off, and having A boost seemed to make the most sense, as well as being in the 1600-1900 weight class.

  • @desamster
    @desamster 7 років тому +3

    There's an in-game option for 16:9 ratio (widescreen), which looks better than 4:3. Don't know what happened with the recording and exporting, but the aspect ratio is off (horizontally compressed, ship is too narrow).

  • @TNight00
    @TNight00 3 роки тому

    Nice :)

  • @clpsplug
    @clpsplug 2 роки тому +1

    43:02 Did the staff crash or something here?

  • @alanbu96
    @alanbu96 8 років тому +1

    Na terceira fase do jogo parece uma música do fantástico

  • @Lugmillord
    @Lugmillord 6 років тому

    I was never able to beat the ones from Mobius Ring, Serial Gaps and Cylinder Knot. I played mostly with Hert Wolf-Z.

  • @imathieukilleri4203
    @imathieukilleri4203 5 років тому

    Combat Cannon, its so hard to me to beat hard chapter 7

  • @久保田勉-f5x
    @久保田勉-f5x 3 роки тому

    愛新持栄隊総館超久保田勉安全自殺対策大臣!地方活性化大臣!ゲーム大臣!仕事対策大臣!

  • @harizotoh7
    @harizotoh7 5 років тому +1

    Cheating because custom machines are just better with better boost. You can make machines with zero flaws, like this one. I breezed through Master Class with my custom machine. The Staff Ghosts are based on character machines of some kind.