Aeropolis - Skyscrapers made by a super mechanical brain

World info:
The entire region of Aeropolis is controlled by a super computer. The central control unit, called "Mother-Q," stores and computes detailed information on all Aeropolis citizens to create the ideal living environment. Because of the dramatic population increase, Mother-Q has created skyscrapers that can regenerate themselves breeding new structures to house the ever-increasing Aeropolis community.

Cup: Ruby
Difficulty: ****
Length: 16500m
Staff Ghost: 2'15"297 (Fire Stingray)
Strategy: Its a lot more complex than the other courses in the Ruby Cup, and so you have to go into more depth in what you choose. If you are aiming for a good run pick someone fast, but with good grip and handling to take those corners well. Phoenix and Octoman are a good choice, but if you feel more confident Samurai Goroh and The Skull work wonders on this level as well. Black Shadow can usually catch up on the straits at the end with his good speed. Never hit the first jump bar since grabbing both the starting dash plates give you more speed, then boost twice before grabbing the third in the tunnel. After taking the 180 turn boost again, hit dash plate and boost once more over the rise. Grab all the energy, boosting once here, take the S bend then burn it to the finish.
Interesting note: That big round green thing, which you'll find halfway through the course is actually Mother-Q.

Cup: Diamond
Difficulty: *****
Length: 18870m
Staff Ghost: 2'59"076 (Death Anchor)
Strategy: Ok, it is a long track and energy strips aren't set out to help you very well at all. There are 3 in total, but 2 are right next to each other at the start. So boosting all the way around is not a good idea, here is how to do it:
Go with just under maxspeed. Death Anchor and Big Fang work well on this level.
Boost like hell on the first section, grabbing as much energy as possible. Hit the zippers in the tunnel and enter big air. Boost when you land back on the main track, by landing correctly you will keep at 2xxx km/h for a while after landing, which is a very good thing. The Ice is tricky, boost and use drift turns at the same time to get a quick and safe run over this part. Keep dead straight in the middle for the long stretch at the end and boost your ass off, remember the small s-bend at the end also.
Interesting note: There are even taxi cabs among the traffic.

Cup: AX
Difficulty: **
Length: 7900m
Staff Ghost: 1'06"690 (Rolling Turtle)
Strategy: You need maxspeed on this level. Your machine should also have a good maxspeed, and be able to turn well (grip isn't too important since drift turns are used a lot). Rolling Turtle, Fire Stingray and surprisingly the Great Star do well on this stage. Red Gazelle is another good, but more ambitious choice.
Try and stick to the inside of the track, taking the right energy strip on each lap which lies about half way through. At high speeds use drift turns to navigate the corner after and keep in the health so you recharge more energy. Hit the zipper at the end on the first and last laps, trying to catch a bit of life each time from the adjacent health strip. On lap 2 boost straight through the health strip. Drift turn each corner besides the one leading up to the final straight and the first large one-both need a slide turn to perform effectivly. Boost as much as possible throughout the course.
Interesting note:

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