How to Play the Game
Insert the Game Pak into the SUPER NINTENDO ENTERTAINMENT SYSTEM Control Deck and turn the POWER switch ON to display the Title screen. Select your game mode (GRAND PRIX or PRACTICE) using the SELECT Button or Up or Down on the + Control Pad, then accept the selection by pressing the START, A, or B Button. Grand Prix
Move the cursor to select your machine, or select NO at the bottom of the screen to return to the previous screen. Next, select your League (KNIGHT, QUEEN, or KING) and Class (BEGINNER, STANDARD, or EXPERT) using the SELECT Button or Up or Down on the + Control Pad.
The difficulty levels for Leagues and Classes are structured as follows:
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Easy to Difficult Leagues: KNIGHT, QUEEN, KING
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Easy to Difficult Classes: BEGINNER, STANDARD, EXPERT
Give Up Option
Pressing the START button during play pauses the game and opens the pause menu. Use Left or Right on the + Control Pad to select "YES" or "NO" to Give Up or Continue, and enter your selection with the START Button.
If you select YES and have a spare machine, you can choose between "TRY AGAIN" to restart the current course or "END GAME" to return to the Title screen.
Practice Mode
This mode allows you to practice on seven of the courses from the GRAND PRIX mode. After choosing your machine, select a rival machine (BLUE FALCON, GOLDEN FOX, WILD GOOSE, or FIRE STINGRAY) or select "NO RIVAL" to race alone. The rival's speed increases in the order listed.
Use the SELECT Button or Up or Down on the + Control Pad to choose your course and start the game. After completing five laps, you will view your lap time, total time, and the best five course times. Once finished, you can choose to retry the race, end the game, select a new course, or change your machine or rival.
F-Zero Official Rules
F-ZERO pilots must observe the nine official rules of Grand Prix Racing laid down by the F-ZERO Executive Committee: •
Rule 1: The goal is to complete each course, finishing as one of the top three pilots for all five courses within each League circuit.
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Rule 2: Machines vie for ranking over five laps, and each lap must be completed within a fixed target rank to avoid disqualification.
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Rule 3: If you are disqualified, crash, or retire, you may re-challenge the course only if you have a spare machine (you start the Grand Prix with two spare machines).
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Rule 4: Points are awarded based on your ranking at the end of each lap, and accumulating points earns additional spare machines.
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Rule 5: Super Jet (S-JET) use is prohibited during the first lap. Pilots earn one S-JET use per completed lap, up to a maximum of three accumulated uses.
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Rule 6: Traveling in the opposite direction of traffic is prohibited; a "REVERSE" warning and buzzer will signal you to turn around immediately.
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Rule 7: Extreme short-cutting may be ruled a foul by the official recorder, who may pull your machine back to any position.
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Rule 8: Pit Rows allow machines to restore power from the official car, with the amount of power restored proportional to the time spent in the area.
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Rule 9: If the BLUE FALCON, GOLDEN FOX, WILD GOOSE, or FIRE STINGRAY fall below 20th place at any time, they face immediate disqualification.
Target Rankings per Lap
To avoid disqualification, you must meet the following target ranks at the end of each lap:
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1st LAP: Pass the Goal Line within 15th place.
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2nd LAP: Pass the Goal Line within 10th place.
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3rd LAP: Pass the Goal Line within 7th place.
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4th LAP: Pass the Goal Line within 5th place.
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FINAL LAP: Finish ranked within the top three.
The Points System
During the first four laps of a Grand Prix race, points are awarded based on your rank:
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4th place or below: 200pts
Points awarded for the final lap are as follows:
You are awarded an additional spare machine each time your total score reaches 10,000 pts, 20,000 pts, or 30,000 pts. You can keep a maximum of 5 spare machines.
Track Features and Hazards
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Rough: Areas that reduce machine speed and interfere with handling. Using a Super Jet can help maintain speed through light rough, but heavy rough will inevitably slow you down.
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Anti-Gravity Guide Beam: A guard rail that prevents machines from falling off the course, though touching it drains your power meter.
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Land Mines: High-risk hazards that cause a massive drop in your power meter and often lead to a complete loss of control.
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Jump Plate: A springboard that launches your machine into the air, increasing your speed. Improper landings cause a loss of speed, and poor handling airborne can send your machine over the guard rail.