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F-Zero Central Staff Ghost - Multiplex Course Guide

Jan 5th, 2017
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  1. Multiplex
  2. I had opted to use Burning Soldier-G4 instead of Fat Shark because it is an easier machine to use and loses very little speed when cornering. In fact it actually gains some speed when you quick turn with it.
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  4. This custom machine is fairly heavy. It has okay grip but if you aren’t careful you may lose control at higher speeds. I normally would have used an A rated cockpit but that would have made the machine even more slippery. If you think you can handle it then feel free to change it.
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  6. If you are proficient with doing mini quick turns then Fat Shark will be a lot faster mainly because of its amazing boost.. Even if you are still learning quick turning Fat Shark may turn out to be the better machine for you. Gallant Star-G4 is also an option if you like to side attack on the ground a lot.
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  8. Lap 1
  9. Right off the bat, you want to avoid the jump plate. Although if you are using Fat Shark, it may be faster to do a MTS into the jump plate and then do side attacks in the air. If you don’t hit the jump plate, after hitting the second boost plate, if you know how, MTS the next turn
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  11. Make your way through the next few turns. Try to hit the edge of the third boost plate. After quick turning through the hairpin turn and hitting the next boost plate, you’ll be approaching a steep up hill and a jump. Right before you go down the dip, you want to MT through it (by letting go of A). You want to continue MTing until your machine lifts off for about a third of a second. Also you want to be holding up on the control stick so your machine dives downwards immediately after catching air.
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  13. If you are using a custom machine, you probably won’t clear the small section of track, so level out your machine and hit the boost plate. If you are using Fat Shark however, if you are going fast enough through proper quick turning and hitting the edge of all or most of the boost plates, then you will clear that small section of the track. Continue diving downwards and land level. And make sure to MT right before landing. If done properly you will land going up to 1800 KMH.
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  15. Take care to not lose too much speed and not hit the wall in the tricky chicane shortly after the first refiller. Avoid the brown dirt at all costs, and just like earlier, MT through the steep up hill. Try to hit the edge of as many of the next series of boost plates. Time the quick turn well to hit the last boost plate before the mines.
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  17. The two mines I hit in the video are the easiest two mines to hit. Try to align your machine so you hit the center of both mines, which would give you a massive boost of speed. Start to MT after hitting the last mine.
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  19. Lap 2
  20. Boost and aim for the jump plate, making sure you hold up to dive down right away. It is also faster to do a brief MT at the very start of the jump until your machine begins to descend to the ground. When landing, if you are using Fat Shark I would recommend landing with a MT, perform a quick turn, then boost.
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  22. The two hills before the two 90 degree left and right turns makes it tricky to go through without crashing. You basically want to begin the left quick turn as soon as the machine lands on the ground, meaning you want to begin your quick turn inputs just before it touches the ground.
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  24. Don’t hesitate to boost until you hit the boost plate before the hair pin turn. If you are able to boost just before that boost plate, then you want to MT through the hair pin turn. If your boost was still ending as you hit the boost plate, then I would recommend boosting one more time after your boost plate boost ends.
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  26. Boost once more after the hair pin turn. If you are using Fat Shark you probably don’t want to boost again until after the jump. If you’re using a custom machine, if you are daring, you can boost once more right before the track dips. You always want to MT through the dip by the way. If you do boost once more you’ll go much faster through the jump, but it’ll be harder to control your machine through the refiller.
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  28. In my run I did not land with a MT (i do not recommend landing this jump with a boost to conserve energy) to lessen the difficulty of the staff ghost. To land going at least 1700 and to stay in the refiller isn’t the easiest thing to do at first. The easiest way is to use the shoulder buttons to weave through it. Some steering may be necessary too.
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  30. If you are using Fat Shark and will land going about 2000 or perhaps ever higher, then if you find staying on the right side refiller to be difficult, you can basically drive straight and go through the second half of the left refiller fairly easily. You’ll recover less energy though. Recovering a lot of energy in this refiller is vital to set a good time here.
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  32. Once you are confident about staying in the refiller you can begin to boost again. To speed through the chicane, you want to position your machine to drive straight between the two edges of the walls. Then time a quick turn to get through it. It may take some practice to get consistent at it while boosting through it.
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  34. Continue to boost, but I would try to save at least about one boost’s worth of energy for after the second to last turn. After that turn, you have two options. The first one is to boost like I did. The second option is to go for the mines.
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  36. If you don’t have enough energy to survive a mine hit, after the boost plate, use up the rest of your boost. If you do, I would recommend avoiding the mines if you aren’t using a very heavy machine like Fat Shark or Gallant Star.
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  38. When using a heavy machine, after the boost plate, MT and hit the center of the mine.
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  40. If you have enough energy to do one more boost, you may want to consider MTing instead to save energy.
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  42. Once you’re in the refiller, if you are using Fat Shark I would definitely recommend boosting just once before the next boost plate at the start of lap 3. If you are using a -G4 based booster, you may want to boost twice instead of once depending on how fast you’re going.
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  44. Lap 3
  45. Pretty much the same as lap 2, although depending on how you are managing your energy, you may run low or even run out at some point before the jump. The main thing you want is to make sure you have enough boost to boost at least once after the hair pin turn.
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  47. You can be more aggressive with your boost since it’s the final lap. Just make sure you have enough energy for another mine hit or to use a boost after the second to last turn. And then end the run with a good MTRS.
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  49. Multiplex is most certainly a speed course with the numerous boost plates, but at the same time it has sharp turns and tricky sections, which perhaps is why it is popular course. But that makes the track tough to time trial too. Keep your speed up and weave through the track well and you’ll have a shot of beating this time.
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