Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- This paste has been superseded by this document: https://github.com/yoshifan/fzerogx-docs/blob/master/mechanics/cpus.md
- F-Zero GX
- Story mode CPUs' energy values
- Tested by using Dolphin + Cheat Engine.
- Note:
- - Energy and Body are two different things. A machine's body determines how much energy they lose on collisions, land mines, etc. All machines (except cheating ones in Story) start with the same energy, but different machines have different body ratings (e.g. Fat Shark has very high body, Twin Noritta has very low body).
- - Body doesn't determine how much energy is lost from a boost. But having more energy both lets you take more hits, and lets you boost more.
- You and most CPUs - 100
- Chapter 4 CPUs, Normal - 80
- Chapter 4 CPUs, Hard - 100
- Chapter 4 CPUs, Very Hard - 120
- Chapter 7 Blood Hawk - 150
- Chapter 7 Black Bull - 180
- Chapter 4 Wild Boar near end, Normal - 300
- Chapter 4 Wild Boar near end, Hard - 450
- Chapter 4 Wild Boar near end, Very Hard - 600
- Chapter 8 Dark Schneider - 500
- - Comes back Practice-mode-style if retired
- Chapter 2 Fire Stingray - 10000
- - Can be retired if you make him fall off the cliff
- Chapter 4 Wild Boar when not near end - 10000
- - Wild Boar goes down to reasonable energy levels when either all of his minions have been retired, OR when you've passed the 5000m-left mark in the track. These are the same conditions that make Wild Boar stop rubberbanding.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement