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Sapphire Cup
Track Strategies: Sapphire Cup
Number of tickets earned for final rank (depending on difficulty setting):
Rank | Novice | Standard | Expert | Master |
---|---|---|---|---|
1 | 15 | 20 | 30 | 40 |
2 | 10 | 14 | 22 | 32 |
3 | 9 | 12 | 20 | 30 |
4-10 | 6 | 7 | 12 | 20 |
11-20 | 6 | 7 | 12 | 20 |
21-30 | 5 | 5 | 6 | 6 |
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Track 2.1: Big Blue - Drift Highway
Difficulty: **
Staff Ghost Time: 1'07"331 (Night Thunder)
Staff Ghost Time: 1'07"331 (Night Thunder)
This updated version of the classic F-Zero track goes through two underwater tunnels and features plenty of turns. If you're passing the first two difficulty levels, feel free to pick an acceleration-heavy machine and slide through the tunnel. If you want to get the best times later on, go for a fast ride and start drifting as soon as you enter the tunnel. Hit the dash plate and skid to the left. After a wide right curve and a short dash through a building, hit the dash plate in the center and jump over a gap. Push forward to minimize airtime and get ready for the second, more tricky tunnel. Your success on this track hinges upon your ability to make it through the S-curve in this tunnel without hitting the walls. With high-acceleration craft, use the shoulder buttons to quickly navigate through the S. Watch out, opposition can aggressively bump you off course in the tunnel. Alternatively, you can also use the spin turn through this section.
As you get to the end of the tunnel, you will see two pit strips on both sides and dash plates in the middle. Stay in the middle on your first lap, but use the pit strips on your next lap and fill up all the way. Try to move to the center as you reach the second gap and catch that last dash plate. Use your boost after the jump. On your third lap, check your energy level. As you emerge from the S-Curve. If it's high, stay in the middle and boost while hitting the dash plates.
Track 2.2: Port Town - Aero Dive
Difficulty: **
Staff Ghost Time: 2'25"689 (Black Bull)
Staff Ghost Time: 2'25"689 (Black Bull)
This track, which features a super-sized version of the NES robot, R.O.B., is considerably easier than the previous one. Stay in the middle and hit the dash plate, then follow the steps leading down. Keep the craft's nose down to save time and make sure you hit all the boosts. The sharp curves in the north look worse than they are. You can easily navigate them with most vehicles even without L/R turns. Just make sure you don't miss the first plate in the middle and the second one on the right, close to the inside wall. Stay in the center as you head up the hill and hit all three boosts. You're coming up to a big jump.
Keep the nose down to maximize your speed. For the next two steps portions, stay in the center when jumping or you run the risk of falling off or getting knocked off by opposing drivers. Remember, even if you trail the leader, you can easily catch him on the last stretch. ). Stay on the right when going up the last hill to catch the dash plate and use up all your boosts as you come around the southwest curve (the last curve before the finish line. Stay to the left to replenish your energy as you boost as many times as possible to claim an easy victory.
Track 2.3: Green Plant - Mobius Ring
Difficulty: ***
Staff Ghost Time: 1'35"169 (Death Anchor)
Staff Ghost Time: 1'35"169 (Death Anchor)
This Mobius Ring was built on a lush forest world. Although the track looks simple on the map display, its tricky powerstrips make it more of a challenge then the previous two courses in this cup.
Hit the boost off the start and stay in the middle. Because of the many wide straight ways, this track is perfect for side attacking opponents here on the first lap -- just be careful when you're on the raised tracks portions as you can get knocked off yourself. Like the dash plates, the pit strips are all located in the middle of the course. The first one is in a slight ditch. Steady the craft with the shoulder buttons to get your energy refilled. The second energy strip comes just after the southwest curve, and is slightly raised in the middle. Again, use the shoulder buttons to get your energy back. The boost pads are likewise in the center. Another pit strip appears right before the goal (raised as well), making it clear that your second and third laps should be boost-heavy. Watch out for the quick curve in the southeast. If your machine starts to rock, correct yourself by tapping the shoulder buttons and hit your boost.
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Track 2.4: Port Town - Long Pipe
Difficulty: ***
Staff Ghost Time: 2'26"802 (Wild Boar)
Staff Ghost Time: 2'26"802 (Wild Boar)
This pipe track is perfect for a high-speed machine setup. The flat track soon turns into a half pipe and then a full-fledged pipe. Stay in the center and watch out for dash plates. The pipe has plenty of dash opportunities and three turning fans. Use the L and R buttons to shift left and right and hit every single dash plate. After the first two boosts on the left and right, move to the ceiling to catch the third one. There is a dash plate on the ground after the second giant fan, then towards the right after the third one.
Follow the natural line of the pipe to hit the rest. The last strip out of the pipes is the most dangerous one. There are vertical pipes that stand in your way. Avoid them and slip under the horizontal bar to jump out of the pipe. The energy strip is on the right side of the halfpipe section, followed by the finish line. Always preserve at least one final boost for when you emerge from the pipe. Hit it, then steer to the right to replenish your meter. Be sure to boost while you do so.
Track 2.5: Mute City - Serial Gaps
Difficulty: ****
Staff Ghost Time: 1'26"549 (Night Thunder)
Staff Ghost Time: 1'26"549 (Night Thunder)
You start off in a quick succession of curves with guardrail fences. Hit the dash plate in the middle, then look for another one on the left side after a quick S curve. Speed into the tunnel while pushing forward and drive over the pit strip in middle. A cluster of mines lies ahead. If you want some extra speed on the first lap, hit a mine. Trust me. It works. This next bit is tricky. Navigate the curves and jump across to the next track portions. After another gap, look for a jump plate on the right. Hit it and cut across the corner to land on the final track piece (bypassing the center one). Watch yourself on this next right turn. There is no guardrail on the inside.
Stay in middle to avoid the ice strips, turn left, and hit the dash plate to get enough momentum to land on the top level. If you fall below, stay off the dirt and stick to the right after the strip for a boost. Stay left after the curves that follow and boost into the final tunnel.