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** Playing Bronze, Silver, or Gold Cup on Expert difficulty gives you access to harder variants of the original courses. Playing on [[HarderThanHard Master]] unlocks yet another set of variants. This makes for a total of 15 tracks for each of those cups.

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** Playing Bronze, Silver, or Gold Cup on Expert difficulty gives you access to harder variants of the original courses. Playing on [[HarderThanHard Master]] unlocks yet another set of variants. This makes for a total of 15 tracks for each of those cups. Additionally, the course order on Expert is different from the below difficulties, and again on Master, with some courses being put in different slots of the cup or even being put in other cups altogether.
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* BreakingOldTrends: This game bucks the trend of pseudo-3D ''F-Zero'' games having five-lap races, instead using three-lap races like its 3D non-arcade counterparts.
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* NoobBridge: It's not explained in-game that pressing down on the D-pad widens your drift allowing you to make sharper turns (notably, this is the only button that cannot be mapped to another function, other than the usual Select and Start). Not knowing this can make the game much more difficult. Unless you read the manual or read discussion of this game by other players, the only times you might realize this mechanic even exists are when you unlock the Drift Turn and Auto-Drift functions in Survival mode.

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* NoobBridge: It's not explained in-game that pressing Pressing down on the D-pad widens your drift allowing you to make sharper turns (notably, this is the only button that cannot be mapped to another function, other than the usual Select and Start). Not knowing this can make the game much more difficult. Unless difficult...and unless you read the manual or manual, read discussion of about this game by other between players, or notice that there's a hidden tutorial that can be accessed from the only times title screen, you might realize probably won't know about this mechanic even exists are when you unlock the Drift Turn and Auto-Drift functions in Survival mode.technique.
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* {{Cap}}: Machines have a hard speed cap of 1,920 km/h. For reference, the top speed when driving normally is about 900-1,100 km/h depending on the machine; reaching 1,920 km/h requires generous use of boosts in machines that can retain surplus speed well.

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* {{Cap}}: Machines have a hard speed cap of 1,920 km/h. For reference, the top speed when driving normally is about 900-1,100 km/h depending on the machine; reaching 1,920 km/h requires generous use of boosts in machines that can retain surplus speed well.[[note]]There exist [[GameMod romhacks]] that remove this cap, but extended discussion of them are beyond the scope of this page.[[/note]]
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** Boosting is already this due to being CastFromHitPoints, but in this game, depending on the machine and track layout, boosting back-to-back can allow you to keep raising your speed, as high as the hard cap of 1,920 km/h. Not only does this require being really risky with boosts, it also requires you to be familiar with each track so as not to go bouncing off walls and losing all of that momentum. But when you can consistently keep yourself at speeds in excess of 1,500 km/h ''and'' in control of your vehicle, the majority of courses can be done in less than a minute -- not just per lap, but less than a minute ''for a full three-lap race'' -- and you end up ''lapping your opponents''.

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** Boosting is already this due to being CastFromHitPoints, but in this game, depending on the machine and track layout, boosting back-to-back can allow you to keep raising your speed, as high as the hard cap of 1,920 km/h. Not only does this require being really risky with boosts, it also requires you to be familiar with each track so as not to go bouncing off walls and losing all of that momentum. But when you can consistently keep yourself at speeds in excess of 1,500 km/h ''and'' in control of your vehicle, the majority of courses can be done in less than a minute -- not just per lap, but less than a minute ''for a full three-lap race'' or even '''less than 40 seconds''' -- and you end up ''lapping your opponents''.
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* RecycledSoundtrack: When playing the Platinum Cup, the game uses tracks from ''VideoGame/FZeroGPLegend'' rather than its own (arranges of the existing ''F-Zero'') tracks. Strangely, this game's recreations of Red Canyon II and White Land II use the ''GP Legend'' arranges of those locales' ''VideoGame/FZeroX'' tracks rather than the same game's existing ''VideoGame/FZero1990'' arranges, despite those two courses being recreations of the latter game's tracks.

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* RecycledSoundtrack: When playing the Platinum Cup, Cup courses, the game uses tracks from ''VideoGame/FZeroGPLegend'' rather than its own (arranges of the existing ''F-Zero'') tracks. Strangely, this game's recreations of Red Canyon II and White Land II use the ''GP Legend'' arranges of those locales' ''VideoGame/FZeroX'' tracks rather than the same game's existing ''VideoGame/FZero1990'' arranges, despite those two courses being recreations of the latter game's tracks.courses.
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* RecycledSoundtrack: When playing the Platinum Cup, the game uses tracks from ''VideoGame/FZeroGPLegend'' rather than its own (arranges of the existing ''F-Zero'') tracks. Strangely, this game's recreations of Red Canyon II and White Land II use the ''GP Legend'' arranges of those locales' ''VideoGame/FZeroX'' tracks rather than the same game's ''VideoGame/FZero1990'' arranges, despite those two courses being recreations of the latter game's tracks.

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* RecycledSoundtrack: When playing the Platinum Cup, the game uses tracks from ''VideoGame/FZeroGPLegend'' rather than its own (arranges of the existing ''F-Zero'') tracks. Strangely, this game's recreations of Red Canyon II and White Land II use the ''GP Legend'' arranges of those locales' ''VideoGame/FZeroX'' tracks rather than the same game's existing ''VideoGame/FZero1990'' arranges, despite those two courses being recreations of the latter game's tracks.
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Added DiffLines:

* RecycledSoundtrack: When playing the Platinum Cup, the game uses tracks from ''VideoGame/FZeroGPLegend'' rather than its own (arranges of the existing ''F-Zero'') tracks. Strangely, this game's recreations of Red Canyon II and White Land II use the ''GP Legend'' arranges of those locales' ''VideoGame/FZeroX'' tracks rather than the same game's ''VideoGame/FZero1990'' arranges, despite those two courses being recreations of the latter game's tracks.
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** Boosting is already this due to being CastFromHitPoints, but in this game, depending on the machine and track layout, boosting back-to-back can allow you to keep raising your speed, as high as the hard cap of 1,920 km/h. Not only does this require being really risky with boosts, it also requires you to be familiar with each track so as not to go bouncing off walls and losing all of that momentum. But when you can consistently keep yourself at speeds in excess of 1,500 km/h ''and'' in control of your vehicle, the majority of courses can be done in less than a minute; not just per lap, but less than a minute ''for a full three-lap race''.

to:

** Boosting is already this due to being CastFromHitPoints, but in this game, depending on the machine and track layout, boosting back-to-back can allow you to keep raising your speed, as high as the hard cap of 1,920 km/h. Not only does this require being really risky with boosts, it also requires you to be familiar with each track so as not to go bouncing off walls and losing all of that momentum. But when you can consistently keep yourself at speeds in excess of 1,500 km/h ''and'' in control of your vehicle, the majority of courses can be done in less than a minute; minute -- not just per lap, but less than a minute ''for a full three-lap race''.race'' -- and you end up ''lapping your opponents''.
Is there an issue? Send a MessageReason:
None


** Boosting is already this due to being CastFromHitPoints, but in this game, depending on the machine and track layout, boosting back-to-back can allow you to keep raising your speed, as high as the hard cap of 1,920 km/h. Not only does this require being really risky with boosts, it also requires you to be familiar with each track so as not to go bouncing off walls and losing all of that momentum. But when you can consistently keep yourself at speeds in excess of 1,500 km/h ''and'' in control of your vehicle, the majority of courses can be done in less than a minute; not per lap, but less than a minute ''for a full three-lap race'j.

to:

** Boosting is already this due to being CastFromHitPoints, but in this game, depending on the machine and track layout, boosting back-to-back can allow you to keep raising your speed, as high as the hard cap of 1,920 km/h. Not only does this require being really risky with boosts, it also requires you to be familiar with each track so as not to go bouncing off walls and losing all of that momentum. But when you can consistently keep yourself at speeds in excess of 1,500 km/h ''and'' in control of your vehicle, the majority of courses can be done in less than a minute; not just per lap, but less than a minute ''for a full three-lap race'j.race''.

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* DifficultButAwesome: One of the new techniques available is Spin Booster, in which you use a Boost while doing a Spin Attack (or alternatively, map Spin Booster to a single button). It consumes more energy than a regular boost, which can put your machine at risk. But it also lasts longer than a regular boost and the spin continues until the boost finishes, ''and'' it can be paired with a Reactor Might to make the effect (including the spin) last even longer at no extra energy cost, so strategic use of Spin Booster can help you catch up and knock opponents out of the way (including lapped opponents, if you are really far ahead).

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* DifficultButAwesome: DifficultButAwesome:
**
One of the new techniques available is Spin Booster, in which you use a Boost while doing a Spin Attack (or alternatively, map Spin Booster to a single button). It consumes more energy than a regular boost, which can put your machine at risk. But it also lasts longer than a regular boost and the spin continues until the boost finishes, ''and'' it can be paired with a Reactor Might to make the effect (including the spin) last even longer at no extra energy cost, so strategic use of Spin Booster can help you catch up and knock opponents out of the way (including lapped opponents, if you are really far ahead).ahead).
** Boosting is already this due to being CastFromHitPoints, but in this game, depending on the machine and track layout, boosting back-to-back can allow you to keep raising your speed, as high as the hard cap of 1,920 km/h. Not only does this require being really risky with boosts, it also requires you to be familiar with each track so as not to go bouncing off walls and losing all of that momentum. But when you can consistently keep yourself at speeds in excess of 1,500 km/h ''and'' in control of your vehicle, the majority of courses can be done in less than a minute; not per lap, but less than a minute ''for a full three-lap race'j.
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Added DiffLines:

* {{Cap}}: Machines have a hard speed cap of 1,920 km/h. For reference, the top speed when driving normally is about 900-1,100 km/h depending on the machine; reaching 1,920 km/h requires generous use of boosts in machines that can retain surplus speed well.
Is there an issue? Send a MessageReason:
None


** In the Grand Prix modes of ''VideoGame/FZeroX'', ''VideoGame/FZeroGX'', and ''VideoGame/FZeroGPLegend'' (all of which have fixed 30-racer grids) , the higher your standing is when you finish, the lower your standing will be at the start of the next race, all the way down to 30th place if you finish 1st on the previous round for ''X'' and ''GX'' and down to 4th place in ''GP Legend''. In this game, you start at the exact same position you finished the previous race in, so if you finished 12th place in the first round, you'll start the next round in 12th, for example.

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** In the Grand Prix modes of ''VideoGame/FZeroX'', ''VideoGame/FZeroGX'', and ''VideoGame/FZeroGPLegend'' (all of which have fixed 30-racer grids) grids of racers) , the higher your standing is when you finish, the lower your standing will be at the start of the next race, all the way down to 30th place if you finish 1st on the previous round for ''X'' and ''GX'' and down to 4th place in ''GP Legend''. In this game, you start at the exact same position you finished the previous race in, so if you finished 12th place in the first round, you'll start the next round in 12th, for example.



* UnstableEquilibrium: In Grand Prix mode, when you finish one race, you start the next race at the same position as the previous one. This means if you can get 1st place in the first round, you can more easily maintian that for subsequent rounds. Conversely, if you end up having a poor standing in the early rounds, it becomes significantly harder to push your way to a higher standing. This is a notable contrast to previous games that deploy a 30-racer grid (''X'', ''GX'', and ''GP Legend''), where [[ComebackMechanic a higher finishing rank in one round results in a lower starting rank in the next and vice-versa]].

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* UnstableEquilibrium: In Grand Prix mode, when you finish one race, you start the next race at the same position as the previous one. This means if you can get 1st place in the first round, you can more easily maintian that for subsequent rounds. Conversely, if you end up having a poor standing in the early rounds, it becomes significantly harder to push your way to a higher standing. This is a notable contrast to previous games that deploy a 30-racer fixed grid of racers (''X'', ''GX'', and ''GP Legend''), where [[ComebackMechanic a higher finishing rank in one round results in a lower starting rank in the next and vice-versa]].
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* IdiosyncraticDifficultyLevels: The difficulties of Survival mode are, from easiest to hardest: Tour (easiest), Challenge, Battle, and [[HarderThanHard Violence]].


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* UnlockableDifficultyLevels: In Survival mode, after clearing Battle difficulty (the hardest of the three available-by-default difficulties) with at least one character, the [[HarderThanHard Violence]] difficulty opens up.
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* UnstableEquilibrium: In Grand Prix mode, when you finish one race, you start the next race at the same position as the previous one. This means if you can get 1st place in the first round, you can more easily maintian that for subsequent rounds. Conversely, if you end up having a poor standing in the early rounds, it becomes significantly harder to push your way to a higher standing. This is a notable contrast to previous games that deploy a 30-racer grid (''X'', ''GX'', and ''GP Legend''), where [[ComebackMechanic a higher standing in one round results in a lower starting rank in the next and vice-versa]].

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* UnstableEquilibrium: In Grand Prix mode, when you finish one race, you start the next race at the same position as the previous one. This means if you can get 1st place in the first round, you can more easily maintian that for subsequent rounds. Conversely, if you end up having a poor standing in the early rounds, it becomes significantly harder to push your way to a higher standing. This is a notable contrast to previous games that deploy a 30-racer grid (''X'', ''GX'', and ''GP Legend''), where [[ComebackMechanic a higher standing finishing rank in one round results in a lower starting rank in the next and vice-versa]].
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** Platinum Cup features extended versions of tracks from the original SNES game, although some courses are just copies of courses from that game with a few differences (Sand Ocean, Fire Field, Red Canyon II, and White Land II).

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** Platinum Cup features extended versions of four tracks from the original SNES game, although some courses are just in addition to copies of four courses from that game with a few differences (Sand Ocean, Fire Field, Red Canyon II, and White Land II).II). Unlike the other three cups, it does not have Expert or Master variations of these courses.
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* GoFastOrGoBoom: Zigzagged. One of the Survival mode challenges is "Speed 800", where if your speed falls below 800 km/h, you lose instantly. However, you don't actually ''explode'', you just slow to a stop as the "Mission Failed" text appears.

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* GoFastOrGoBoom: Zigzagged.Downplayed. One of the Survival mode challenges is "Speed 800", where if your speed falls below 800 km/h, you lose instantly. However, you don't actually ''explode'', you just slow to a stop as the "Mission Failed" text appears.
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* UnstableEquilibrium: In Grand Prix mode, when you finish one race, you start the next race at the same position as the previous one. This means if you can get 1st place in the first round, you can more easily maintian that for subsequent rounds. Conversely, if you end up having a poor standing in the early rounds, it becomes significantly harder to push your way to a higher standing. This is a notable contrast to previous games that deploy a 30-racer grid (''X'', ''GX'', and ''GP Legend''), where [[ComebackMechanic a higher standing in one round results in a lower starting rank in the next]].

to:

* UnstableEquilibrium: In Grand Prix mode, when you finish one race, you start the next race at the same position as the previous one. This means if you can get 1st place in the first round, you can more easily maintian that for subsequent rounds. Conversely, if you end up having a poor standing in the early rounds, it becomes significantly harder to push your way to a higher standing. This is a notable contrast to previous games that deploy a 30-racer grid (''X'', ''GX'', and ''GP Legend''), where [[ComebackMechanic a higher standing in one round results in a lower starting rank in the next]].next and vice-versa]].
Is there an issue? Send a MessageReason:
None


** In the Grand Prix modes of ''VideoGame/FZeroX'', ''VideoGame/FZeroGX'', and ''VideoGame/FZeroGPLegend'' (all of which have fixed 30-racer grids) , the higher your standing is when you finish, the lower your standing will be at the start of the next race, all the way down to 30th place if you finish 1st on the previous round for ''X'' and ''GX'' and down to 4th place in ''GP Legend''. In this game, you start at the exact same position you finished the previous race in, so if you finished 12th place in the first round, you'll start the next round in 12th, for example.



* TruerToTheText: The game has more elements of the anime ''Anime/FZeroGPLegend'' than the previous Suzak game, adding aura effect for Boost Power and introducing Boost Fire technique in the animated series. When Boost Fire is used by villianious characters like Black Shadow, the annoucing narrator reads it as "Black Fire", also a nod to the anime. The game has more CallBack to the later part of the anime, like Hyper Zoda being playable, as the game was released just after the anime was concluded. Ironically, this game lacks the Story Mode of ''GP Legend'', instead relegating the plot to a series of unlockable story recaps.

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* TruerToTheText: The game has more elements of the anime ''Anime/FZeroGPLegend'' than the previous Suzak game, adding aura effect for Boost Power and introducing Boost Fire technique in the animated series. When Boost Fire is used by villianious characters like Black Shadow, the annoucing narrator reads it as "Black Fire", also a nod to the anime. The game has more CallBack to the later part of the anime, like Hyper Zoda being playable, as the game was released just after the anime was concluded. Ironically, this game lacks the Story Mode of ''GP Legend'', instead relegating the plot to a series of unlockable story recaps.recaps.
* UnstableEquilibrium: In Grand Prix mode, when you finish one race, you start the next race at the same position as the previous one. This means if you can get 1st place in the first round, you can more easily maintian that for subsequent rounds. Conversely, if you end up having a poor standing in the early rounds, it becomes significantly harder to push your way to a higher standing. This is a notable contrast to previous games that deploy a 30-racer grid (''X'', ''GX'', and ''GP Legend''), where [[ComebackMechanic a higher standing in one round results in a lower starting rank in the next]].
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* EarnYourFun: The menu has only four modes (out of nine) available at start and only one of them, Grand Prix, is a mode that unlocks something. You have to unlock the others by pouring time and dedication.


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* MegamixGame: This installment includes a comprehensive list of features from every game installment before. In addition to polishing the PreRenderedGraphics of ''VideoGame/FZeroMaximumVelocity'' and the general systems of ''VideoGame/FZeroGPLegend'', it introduced new systems like Boost Fire, which works like a power-up in VideoGame/FZero1990, and Spin Attack from the console games. The Survival mode adds even more from the console games, like Death Race ripped from ''VideoGame/FZeroX''.

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