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* StalkedByTheBell: A "soft" example (since it's based on racing standing as opposed to a hard timer): If you fall to 20th place, you are immediately disqualified from the race.
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* StalkedByTheBell: A "soft" example (since it's based on racing standing as opposed to a hard timer): If you fall to 20th place, you are immediately disqualified from the race.
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1. Nintendo Hard is now YMMV per TRS. 2. The plot not being in-game is not necessarily a case of No Plot No Problem; if the plot is just All There In Themanual, it's not NPNP


* NintendoHard: Because of the complicated vehicle physics, Rank Out system, and cheating AI, completing the Grand Prix on higher difficulties is not easy. Rivals are quick to catch up when you made a mistake, which can mean a failure in the final lap.



* NoPlotNoProblem: The game itself doesn't provide any context of the race. It lacks a demo opening or a production company logo on startup and jumps straight to the title screen. To learn about anything, you have to read the manual, which isn't included in digital versions like Nintendo Switch Online.
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Nintendo had published MissionPackSequel for UsefulNotes/{{Satellaview}}, ''BS F-Zero Grand Prix'' in 1996 and ''BS F-Zero Grand Prix 2'' in 1997.

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Nintendo had published MissionPackSequel for UsefulNotes/{{Satellaview}}, Platform/{{Satellaview}}, ''BS F-Zero Grand Prix'' in 1996 and ''BS F-Zero Grand Prix 2'' in 1997.
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''F-Zero'' is a 1990 {{racing game}} published by Creator/{{Nintendo}}. It's the first game in the ''VideoGame/FZero'' series, being a launch title for UsefulNotes/SuperNintendoEntertainmentSystem both in Japan and North America.

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''F-Zero'' is a 1990 {{racing game}} published by Creator/{{Nintendo}}. It's the first game in the ''VideoGame/FZero'' series, being a launch title for UsefulNotes/SuperNintendoEntertainmentSystem Platform/SuperNintendoEntertainmentSystem both in Japan and North America.
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* GameplayAndStoryIntegration: The game mechanics are explained in the manual as being the rules of the F-Zero Grand Prix, as if they actually exist in-universe. That said, there is also a bit of GameplayAndStorySegregation regarding the rule on Safe Ranks, since it explains that pilots who don't meet the Safe Rank at the end of each lap are disqualified, [[MyRulesAreNotYourRules but this only ever applies to the player and not any of the CPU opponents]], who get to keep racing if they don't meet the Safe Rank.
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* GustyGlade: The two Death Wind courses have a constant gust that blows your machine towards the sides of the track.
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** The series' signature VehicularAssault mechanics are absent. There's no Side Attack or Spin Attack and opponent machines other than the flashing bumpers can't be destroyed.

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** The series' signature VehicularAssault VehicularCombat mechanics are absent. There's no Side Attack or Spin Attack and opponent machines other than the flashing bumpers can't be destroyed.
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** The series' signature VehicularAssault mechanics are absent. There's no Side Attack or Spin Attack and opponent machines other than the flashing bumpers can't be destroyed.
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** Tracks are only named for the environment they take place in, and aren't given more specific subtitles to indicate the design of the course like in later games (such as "Mute City: Figure Eight" in ''VideoGame/FZeroX'' and "Port Town: Aero Dive" in ''VideoGame/FZeroGX''). If one environment is host to multiple courses, they will simply be distinguished by Roman numerals, e.g. "Red Canyon I" and "Red Canyon II".

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** Tracks are only named for the environment they take place in, and aren't given more specific subtitles to indicate the design of the course like in later games (such as "Mute City: Figure Eight" in ''VideoGame/FZeroX'' and "Port Town: Aero Dive" in ''VideoGame/FZeroGX''). If one environment is host to multiple courses, they will simply be distinguished by Roman numerals, e.g. "Red Canyon I" and "Red Canyon II". Even ''Maximum Velocity'', which otherwise borrows a lot of cues from this game, has track subtitles.
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** Tracks are only named for the environment they take place in, and aren't given more specific subtitles to indicate the design of the course like in later games (such as "Mute City: Figure Eight" in ''VideoGame/FZeroX'' and "Port Town: Aero Dive" in ''VideoGame/FZeroGX''). If one environment is host to multiple courses, they will simply be denoted by Roman numerals, e.g. "Red Canyon I" and "Red Canyon II".

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** Tracks are only named for the environment they take place in, and aren't given more specific subtitles to indicate the design of the course like in later games (such as "Mute City: Figure Eight" in ''VideoGame/FZeroX'' and "Port Town: Aero Dive" in ''VideoGame/FZeroGX''). If one environment is host to multiple courses, they will simply be denoted distinguished by Roman numerals, e.g. "Red Canyon I" and "Red Canyon II".
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** Tracks are only named for the environment they take place in, and aren't given more specific subtitles to indicate the design of the course. If one environment is host to multiple courses, they will simply be denoted by Roman numerals, e.g. "Red Canyon I" and "Red Canyon II".

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** Tracks are only named for the environment they take place in, and aren't given more specific subtitles to indicate the design of the course.course like in later games (such as "Mute City: Figure Eight" in ''VideoGame/FZeroX'' and "Port Town: Aero Dive" in ''VideoGame/FZeroGX''). If one environment is host to multiple courses, they will simply be denoted by Roman numerals, e.g. "Red Canyon I" and "Red Canyon II".
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** Tracks are only named for the environment they take place in, and aren't given more specific subtitles to indicate the design of the course. If one environment is host to multiple courses, they will simply be denoted by Roman numerals, e.g. "Red Canyon I" and "Red Canyon II".
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* SlippySlideyIceWorld: The two courses set in White Land are set in a snowy environment where the tracks have more ice zones than other tracks that have it.
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** There're no pilots in the game, only racing machines. Any information about the pilots are confined to the manual. There're only four named pilots (Captain Falcon, Dr. Stewart, Pico, and Samurai Goroh) with the rest filled by generic vehicles. It wasn't until ''F-Zero X'' that the roster was completed with all unique characters.

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** There're no pilots in the game, only racing machines. Any information about the pilots are confined to the manual. There're only four named pilots (Captain Falcon, Dr. Stewart, Pico, and Samurai Goroh) with the rest filled by generic vehicles. It wasn't until ''F-Zero X'' ''VideoGame/FZeroX'' that the roster was completed with all unique characters.



** It has a Rank Out system where the player has to finish each lap within a certain tolerance. It starts at generous 15th place in the first lap, but gets higher each time until the final lap demands you to finish within 3rd place, else you fail. Fallng behind the flock too far (below 20th place) is also an instant disqualification. This was removed in the sequels except ''Maximum Velocity'', an intentional {{Retraux}}, and ''99'', a battle royale.

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** It has a Rank Out system where the player has to finish each lap within a certain tolerance. It starts at generous 15th place in the first lap, but gets higher each time until the final lap demands you to finish within 3rd place, else you fail. Fallng behind the flock too far (below 20th place) is also an instant disqualification. This was removed in the sequels except ''Maximum Velocity'', ''VideoGame/FZeroMaximumVelocity'', an intentional {{Retraux}}, and ''99'', ''VideoGame/FZero99'', a battle royale.
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** The machines' top speeds are relatively low around 437-478 km/h. Starting from ''F-Zero X'' and excepting ''Maximum Velocity'' and ''99'', top speeds are 700 km/h ''at the minimum''.

Added: 190

Removed: 161

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Not a notable aversion


* FormulaBreakingEpisode: Despite sharing the same graphical environment as White Land I and having a remix of its theme, White Land II is not a RemixedLevel but a completely separate track.



** Averted with White Land II. Despite sharing the same graphical environment as White Land I and having a remix of its theme, it is a completely separate track.
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* NoFairCheating: Trying to take a developer-unintended shortcut by exploiting the jump pads (most notably on both iterations of Port Town) will result in a flying saucer dragging your vehicle back to an earlier section of the track.
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* RubberBandAI: If you are in first place, the opponent behind you will always be just behind you no matter how fast you go. So you can be driving the Fire Stingray and maintaining its top speed of 478 km/h, but if the Golden Fox with its ''stated'' top speed of 438km/h is in second, [[TheComputerIsACheatingBastard it can keep up with you despite supposedly being 40 km/h slower]].

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* RubberBandAI: If you are in first place, the opponent behind you will always be just behind you no matter how fast you go. So you can be driving the Fire Stingray and maintaining its top speed of 478 km/h, but if the Golden Fox with its ''stated'' top speed of 438km/h 438 km/h is in second, [[TheComputerIsACheatingBastard it can keep up with you despite supposedly being 40 km/h slower]].
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* RubberBandAI: If you are in first place, the opponent behind you will always be just behind you no matter how fast you go. So you can be driving the Fire Stingray and maintaining its ''stated'' top speed of 478 km/h, but if the Golden Fox with its top speed of 438km/h is in second, [[TheComputerIsACheatingBastard it can keep up with you despite supposedly being 40 km/h slower]].

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* RubberBandAI: If you are in first place, the opponent behind you will always be just behind you no matter how fast you go. So you can be driving the Fire Stingray and maintaining its ''stated'' top speed of 478 km/h, but if the Golden Fox with its ''stated'' top speed of 438km/h is in second, [[TheComputerIsACheatingBastard it can keep up with you despite supposedly being 40 km/h slower]].
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None


* RubberBandAI: If you are in first place, the opponent behind you will always be just behind you no matter how fast you go. So you can be driving the Fire Stingray and maintaining its top speed of 478 km/h, but if the Golden Fox with its top speed of 438km/h is in second, [[TheComputerIsACheatingBastard it can keep up with you despite supposedly being 40 km/h slower]].

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* RubberBandAI: If you are in first place, the opponent behind you will always be just behind you no matter how fast you go. So you can be driving the Fire Stingray and maintaining its ''stated'' top speed of 478 km/h, but if the Golden Fox with its top speed of 438km/h is in second, [[TheComputerIsACheatingBastard it can keep up with you despite supposedly being 40 km/h slower]].
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None

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* RubberBandAI: If you are in first place, the opponent behind you will always be just behind you no matter how fast you go. So you can be driving the Fire Stingray and maintaining its top speed of 478 km/h, but if the Golden Fox with its top speed of 438km/h is in second, [[TheComputerIsACheatingBastard it can keep up with you despite supposedly being 40 km/h slower]].
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** CPU opponents do not necessarily have an absolute position on the track. Notably, the opponent immediately behind you is [[RubberBandAI never more than a few seconds behind, no matter how fast you're going]]. This is most notable when exploiting ([[NoFairCheating shortcuts]]: Take the normal route and the CPU will follow closely and not take the shortcut, but take the shortcut and the CPU will follow suit.
** In Grand Prix mode, there's no concept of overall standings. As long as you finish each race (which requires meeting the Safe Rank at the end of each lap and not crashing out), the game counts it as a win.
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* LosingHorns: A melancholic jingle plays if you Rank Out (cross the start/finish line under the Safe rank, or fall to 20th place).
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** Mute City III restores the back straightaaway but adds triangular bumps on the sides to make it more dangerous to collide with the barriers, adds a minefield on the S-curve, and removes the jump pads entirely. It takes place at night.

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** Mute City III restores the back straightaaway straightaway but adds triangular bumps on the sides to make it more dangerous to collide with the barriers, adds a minefield on the S-curve, and removes the jump pads entirely. It takes place at night.
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** Mute City III restores the back straightaway but adds triangular bumps on the sides to make it more dangerous to collide with the barriers, adds a minefield on the S-curve, and removes the jump pads entirely. It takes place at night.

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** Mute City III restores the back straightaway straightaaway but adds triangular bumps on the sides to make it more dangerous to collide with the barriers, adds a minefield on the S-curve, and removes the jump pads entirely. It takes place at night.
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* RemixedLevel: If you see a Roman numeral 'I' attached to a course name, it will have a 'II' or even 'III' variant with a partial alternate route:
** Mute City II replaces the back straightway from Mute City I with a circular fork, and features two jump pads instead of one. It also takes place at dusk as opposed to Mute City I's midday.
** Mute City III restores the back straightaway but adds triangular bumps on the sides to make it more dangerous to collide with the barriers, adds a minefield on the S-curve, and removes the jump pads entirely. It takes place at night.
** Port Town II is an extended version of Port Town I, featuring a snaking path between the magnetic strips and the home stretch.
** Death Wind II features a chevron-shaped section replacing the back straight, littered with chicanes and boost pads that, due to their placement, can plunge the player into a wall if they are not careful with their alignment against the pad.
** Red Canyon II also extends the portion of track just before the home stretch. Notably, it features a shortcut where the player must hit a jump pad, and hold down to slow their descent and land on an arrow made of jump pads to complete the shortcut.
** Averted with White Land II. Despite sharing the same graphical environment as White Land I and having a remix of its theme, it is a completely separate track.
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[[quoteright:368:https://static.tvtropes.org/pmwiki/pub/images/img_1284_4.png]]
[[caption-width-right:368:''[[Main/{{Tagline}} The Race of the 26th Century!]]'']]
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** It has a "Rank Out" system where the player has to finish each lap within a certain tolerance. It starts at generous 15th place in the first lap, but gets higher each time until the final lap demands you to finish within 3rd place, else you fail. Fallng behind the flock too far (below 20th place) is also an instant disqualification. This was removed in the sequels except ''Maximum Velocity'', an intentional {{Retraux}}, and ''99'', a battle royale.

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** It has a "Rank Out" Rank Out system where the player has to finish each lap within a certain tolerance. It starts at generous 15th place in the first lap, but gets higher each time until the final lap demands you to finish within 3rd place, else you fail. Fallng behind the flock too far (below 20th place) is also an instant disqualification. This was removed in the sequels except ''Maximum Velocity'', an intentional {{Retraux}}, and ''99'', a battle royale.



* NintendoHard: Because of the complicated vehicle physics, Rank Out system, and cheating AI, completing the Grand Prix on higher difficulties is not easy. Rivals are quick to catch up when you made a single mistake, which can mean a failure in your final lap.

to:

* NintendoHard: Because of the complicated vehicle physics, Rank Out system, and cheating AI, completing the Grand Prix on higher difficulties is not easy. Rivals are quick to catch up when you made a single mistake, which can mean a failure in your the final lap.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''F-Zero'' is a 1990 {{racing game}} published by Creator/{{Nintendo}}. It's the first game in the ''VideoGame/FZero'' series, being a launch title for UsefulNotes/SuperNintendoEntertainmentSystem both in Japan and North America.

The backstories in the manual provide the plot for the racing. The year is 2560, and the mankind's intergalactic encounters with alien civilization made it possible to hold "F-Zero", a new futuristic Grand Prix inspired by the F-1 races but with racing circuits full of super-magnetic technology and dangerous obstacles. As one of the four F-Zero racers, your goal is to complete all five courses in each League circuit.

Nintendo had published MissionPackSequel for UsefulNotes/{{Satellaview}}, ''BS F-Zero Grand Prix'' in 1996 and ''BS F-Zero Grand Prix 2'' in 1997.

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!!''F-Zero'' contains examples of the following:
* AllThereInTheManual: The background information about your pilots, machines, and the racing tournament (the titular F-Zero) is all in the manual. Nintendo uploaded [[https://www.nintendo.co.jp/clvs/manuals/common/pdf/CLV-P-SAABE.pdf the English version]] in its entirety in preparation for Super NES Classic Edition.
* EarlyInstallmentWeirdness:
** There're no pilots in the game, only racing machines. Any information about the pilots are confined to the manual. There're only four named pilots (Captain Falcon, Dr. Stewart, Pico, and Samurai Goroh) with the rest filled by generic vehicles. It wasn't until ''F-Zero X'' that the roster was completed with all unique characters.
** The game keeps track of your points during the Grand Prix, which increases depending on your position at the end of a lap and rewards a spare machine (''F-Zero''[='s=] VideoGameLives) for every ten thousands points. This was dropped in the sequels.
** It has a "Rank Out" system where the player has to finish each lap within a certain tolerance. It starts at generous 15th place in the first lap, but gets higher each time until the final lap demands you to finish within 3rd place, else you fail. Fallng behind the flock too far (below 20th place) is also an instant disqualification. This was removed in the sequels except ''Maximum Velocity'', an intentional {{Retraux}}, and ''99'', a battle royale.
** The game doesn't have the CastFromHitPoints Boost Power capabillity introduced in ''X''. Instead, the player gets a Super Jet per lap past the first lap, which can be consumed for temporary speed boost like a power-up. This was dropped in the sequels except ''Maximum Velocity''.
** When your machine's power meter drops below certain threshold, it significantly loses speed to the point you're in a serious danger to rank out of the race unless you're close to the finish line or Pit Row areas. This was removed in ''X'' due to introducing the Boost Power gameplay.
* EasyModeMockery: The credits can't be reached on Beginner and Standard difficulties.
* EveryTenThousandPoints: You get a spare machine for every 10,000 points you earn during races.
* HarderThanHard: The Master difficulty is unlocked when you beat any league on Expert.
* HaveANiceDeath: When you crash your machine, the camera slows down and rotates 180 degree to show the wreckage of your machine.
* NintendoHard: Because of the complicated vehicle physics, Rank Out system, and cheating AI, completing the Grand Prix on higher difficulties is not easy. Rivals are quick to catch up when you made a single mistake, which can mean a failure in your final lap.
* NoPlotNoProblem: The game itself doesn't provide any context of the race. It lacks a demo opening or a production company logo on startup and jumps straight to the title screen. To learn about anything, you have to read the manual, which isn't included in digital versions like Nintendo Switch Online.
* TechDemoGame: With ''VideoGame/{{Pilotwings}}'', ''F-Zero'' was one of the launch games that demonstrated the "Mode 7" capabilities. It also promoted stereo sound of the SNES, which its manual encourages to listen to.
* UnbuiltTrope: ''F-Zero'' has been credited for popularizing the futuristic racing subgenre on home consoles, inspiring numerous followers like ''VideoGame/{{Wipeout}}'' and ''VideoGame/{{Rollcage}}''. However, unlike the games that followed it, ''F-Zero'' lacked the VehicularCombat component. There's no point in clashing with rival cars because they're invincible anyway; the game is all about going fast. While the sequels would introduce SpinAttack, the simplistic design was still respected in the ''F-Zero'' series, as the combat is limited to melee (notably refraining from ''VideoGame/MarioKart'' item battles that many imitators feature) and didn't take priority over the series' main feature, the speed.
* AWinnerIsYou: Each difficulty's ending has as much plot as what came before: None. It simply urges the player to beat the game on higher difficulty again. On Master difficulty, you're still left with a short message.
-->The race is over...
-->You are an F-Zero master!!
-->Goodbye
--->From Captain Falcon and the F-Zero crew.
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