Playing Tips
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When at the magnet-wall section of Port Town II, hold the L or R buttons according to the side the magnets are on to avoid taking damage. (If the magnet is on the left, hold R, if the magnet is on the right, hold L.)
When going around sharp corners and hairpin turns, let go of the accelerator button, hold L or R depending on the direction of the turn, and hold the direction of the turn on the Control Pad to make it around taking minimum amounts of damage. When the curve is done, resume holding the accelerator button.
Each of the hovercars has its own pace at regaining power on the power-up strips. Here's the chart (1=fastest, 4=slowest).
Golden Fox=1
Fire Stingray=2
Blue Falcon=3
Wild Goose=4
Note: The fastest recovering hovercars also take the fastest damage.
Hold Down on the Control Pad while in the air after a ramp to jump farther (think of it as Up putting the weight of the car at the front, causing the front end to point down, and vice versa).
Try using a boost just before going off a ramp and holding Down while in the air. You will gain some major altitude. Port Town II is an excellent place to do this.
Do the above trick and try to jump over walls and then back to the pavement as a shortcut. This works good in Red Canyon I. If you watch, some of the computer players do this, too. Be sure not to miss, or else you'll... Well, you get the idea, don't you?
Try to hit ramps when they jump over traction and those electric parts of the pavement like in Red Canyon I and White Land I.
While on a power-up strip, a ship will come and refill your life (you all knew that). But what you probably didn't know is that if you let go of the accelerator on the while on the power-up strip, the ship's jets will turn off too. No point in doing this; it's just a fun trick.
The hovercars' acceleration is all different. Here's the chart (1=fastest acceleration, 4=slowest acceleration).
Golden Fox=1
Blue Falcon=2
Wild Goose=3
Fire Stingray=4
Note: Fire Stingray does have the slowest acceleration, but he also has the highest top speed, so if you can get a boost off of someone (see first tip on page), then he is pretty good. Pretty good? No. He's the best, and that's all there is to it!
Wild Goose is driven by an alien named Pico. How do I know? Supreme knowledge. You can play a friendly game of "Exterminate the Alien" by ramming him into the sides of the track or something out of pure meanness. Wait a second...He's an alien, so how can he get a driver's license?! Hey!! Come back here, Pico!!
When going around turns, try to stay on the inside of the curve. This is especially useful when you are neck-to-neck with a computer player, since they don't usually do this. You will usually come out ahead when you do this.
Sometimes it is helpful to ram a computer player from behind. Although this gives him a boost and knocks you back, most of the time he will go out of control and spin out, hitting a wall and putting you ahead of him.
Use a boost right before a zipper arrow (like those in the Death Wind tracks). Once, I reached about 920 km/hour by doing this on Death Wind I. The trick to getting this high is to use a boost on the long stretch of track on the sides of the oval of Death Wind I, and hit a zipper arrow. Talk about a speed demon!