The Basics for FAST RMX
Guide
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The Basics for FAST RMX
Aggiornato 5 years ago di snoozingslowpoke

General information about the game This game has 40 track in total, 3 difficulty levels, 12 cups with 3 tracks each. 4 modes and 15 vehicles.

We will talk about the different modes and vehicles later. Also don't forget to check out the recourse list at the end of the guide.

The basics of the game:

Phases Switching phases is one of the main mechanics of this game. Basically, your vehicle possess two phases; an orange and a blue phase. The phase that you are currently in is shown by the color of your boost meter, and visualized by the glowing parts of your ship. Throughout the tracks you will encounter jump pads, boost strips and other colour-oriented track features. If you correctly match your phase to the corresponding colour of one of these objects on the track, a certain action occurs, namely a boost or a jump. However, mismatching will result in your machine slowing down. This particular loss of speed can be negated by boosting. There will be more information on this in the advanced section of this guide.

Airborne On pretty much all the tracks there are certain points where you leave the road and go airborne. Sometimes these points are necessary to take, while other times they are not. For example, the track might split into two paths, one with a jump and one without.

Being in the air reduces your speed by a large margin, so you’ll want to minimize your airtime. Aerial speed loss can be countered by boosting. While in the air there are a few things to keep in mind. The boost orbs picked up in the air gives you more boost. This includes orbs on the ground that you land on top of. You can nosedive by tilting the control stick up. Doing this will result in landing faster thus reducing your airtime. You can also pull back on the control stick to extend your airtime, but it’s rarely a good idea. The impact of your ship hitting the ground will also result in you losing speed, but this can be mitigated by landing your machine parallel to the track. While airborne you can also side dash (more on this technique in the advanced section of this guide).

Taking mandatory jumps If you have to take mandatory jumps you should always boost if you are able to. If you jump off a platform where one side is higher than the other you should launch yourself from the lower side. The ship will take flight from a lower altitude, therefore reducing airtime and speed loss.

Zero gravity Only one track in the game has zero gravity sections. Most of the points listed above do not apply for zero gravity. You cannot change your altitude, but you can still steer and strafe. The main thing to note about ZG is that your vehicle does not have a maximum speed limit within these sections. It’s best to take advantage of this by boosting through them, since the vehicle’s normal top speed still applies.

Ships First of all a huge thanks to Kramagori of the Fast Discord. He was a huge help for getting me the information needed.

Subsonic Machine | Top Speed | Boost Speed | Speed gained by boosting Cebra | 632 | 737 | +105 Mech | 628 | 765 | +137 Vasp | 649 | 730 | +81 Zhou | 620 | 747 | +127 Kama | 616 | 752 | +136 Xisle | 649 | 743 | +94 Rodon | 624 | 727 | +103 Bliss | 645 | 753 | +108 Fulcon | 666 | 740 | +74 Mueller | 645 | 745 | +100 Ziro | 616 | 733 | +117 Willard | 658 | 743 | +85 Rochdale | 628 | 730 | +102 Spaarc | 624 | 770 | +146! Zvil | 675 | 730 | +55

Supersonic Machine | Top Speed | Boost Speed | Speed gained by boosting Cebra | 791 | 920 | +129 Mech | 785 | 955 | +170 Vasp | 812 | 911 | +99 Zhou | 775 | 932 | +157 Kama | 770 | 939 | +169 Xisle | 812 | 928 | +116 Rodon | 780 | 907 | +127 Bliss | 806 | 941 | +135 Fulcon | 832 | 924 | +92 Mueller | 806 | 930 | +124 Ziro | 770 | 915 | +145 Willard | 822 | 928 | +106 Rochdale | 785 | 911 | +126 Spaarc | 780 | 961 | +181 Zvil | 843 | 913 | +70

Hypersonic Machine | Top Speed | Boost Speed | Speed gained by boosting Cebra | 885 | 1029| +144 Mech | 880 | 1069 | +189 Vasp | 909 | 1020 | +111 Zhou | 868 | 1043 | +175 Kama | 862 | 1051 | +189 Xisle | 909 | 1039 | +130 Rodon | 874 | 1016 | +142 Bliss | 903 | 1053 | +150 Fulcon | 933 | 1035 | +102 Mueller | 903 | 1041 | +138 Ziro | 862 | 1024 | +162 Willard | 921 | 1039 | +118 Rochdale | 880 | 1020 | +140 Spaarc | 874 | 1075 | +201 Zvil | 943 | 1022 | +79

Modes Earlier I mentioned that there are multiple modes in this game. Here I’ve listed each mode and what you should keep in mind when choosing which one you want to run.

Championship The mode where you race against nine other CPUs. If you’re interested in running this mode you have to keep a few things in mind:

  1. Rubber-banding. In this game it can be really bad. There are always other racers close to you, so whether or not your lead is decent, the AI will always be able to catch up. This brings me directly to point two.

  2. Ramming into each other. When one vehicle boosts and rams another, the vehicle that gets hit will slow down immensely. However, if both cars are boosting, neither one will get spun out for the duration of the boost. Not only is ramming a problem, but after a jump other drivers might sometimes land on you, causing the same problem.

3 Less boosting In any race with multiple opponents, you will get less boost from orbs while you’re in first. This amount increases for each place behind the leader, so don’t worry about falling behind, since you will end up getting more than enough boost to catch right back up again.

Hero Mode Hero Mode (or as I like to call it, F-Zero mode). In this mode your boost meter is also your health bar. Run out of it and it’s game over. All points previously mentioned in Championship mode are also applicable here. The only big difference here is that all the tracks are mirrored. Also for some reason, Hero Mode has no time-tracking, so after you’ve finished a race, it won’t show your lap times.

Time Trial The mode that most people run. If you’ve played any other racing game you probably know what this is. In this mode it’s just you against the timer (so I wanna say it is yourself vs. yourself?) No AI means no boost penalty for being in first place, however the amount you get is still slightly less than being behind in the other modes. The only difference between this game’s time trail and that of other racing games is that there is no ghost. So if you set a record and play the track again there won’t be a ghost of your previous attempt to race against.

Advanced Techniques

Boost saving Like the title suggests, this technique allows you to save boost energy. In order to do this, simply tap the boost button right before you hit any orange or blue object on the track (except the boost strips on the ground), and you will get a free boost without using any of your meter.

Jump Mismatching This technique is performed by hitting a jump pad with the wrong phase active. Normally this would slow you down, but by adding the boost saving technique mentioned above, you can negate the speed loss and get a free boost to boot! The main purpose for doing this is that it won’t trigger the effect of the jump pad, thereby keeping you from being launched into the air and reducing your airtime.

Turn-dashing This technique is used for taking turns. Approach a turn like you normally would by steering alone then start tapping rapidly (by using the ZL button for going left and the ZR button for going right) in the direction you want to go in throughout the whole turn. Done properly, this will result in taking almost any corner without much speed loss.

Pre-steering By very slightly tilting the control stick to the left or right, you can build up steering momentum without actually steering, so that when you enter a corner, you can make a sharper turn almost immediately. The buildup of momentum will slow your machine down, so it’s best to only use it when you can’t take a turn using Turn-Dashing alone. Also, it’s completely unnecessary in Subsonic.

Side-dashing Side-dashing works in an opposite manner as Turn-dashing. This technique directs the momentum of a dash in the opposite direction of the turn. This is done by mashing ZL and/or ZR again only this time you hold the joystick in the opposite direction of the shoulder button that you’re tapping. Basically, the dash will override your vehicle’s forward momentum in order to propel the vehicle to its top speed.

The main use of Side-Dashing is to accelerate more quickly than normal. You can utilize this at the start of a race, while airborne, and after landing for instance. You can also use it to avoid slowing down when driving uphill. Since you will end up going sideways by performing this technique, remember to use Turn-Dashing to straighten yourself out. Overall, Side-Dashing is difficult and situational, and can be safely ignored until you’ve mastered everything else.

Resources: Link to all shortcuts available in V1.3 by Satvara https://pastebin.com/FiHBz8sv

Fast Discord server: https://discord.gg/7eNkqXx

Fast speedrun Discord server: https://discordapp.com/invite/0gFdCdNQJ3wTeWqz