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FAST Racing League is a futuristic racing game for similar in style to the F-Zero series and made by developer Shin'en, creators of Jett Rocket, for WiiWare. The main feature of the game is the ability to "phase shift" or change the color of your car from white to black (orange and blue in Neo and RMX), which allows you to take advantage of different parts of the track, matching the phase of your car to the phase of the track gives bonuses such as boosts and jumps, not matching your phase on the other hand can slow down your car or even send it careening to it's death.
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Like Shin'en's previous WiiWare game, FAST Racing League manages to cram an impressive amount of graphics and gameplay into so just 40 megabytes of data, pushing the Wii to its limits. In 2015, a sequel, FAST Racing Neo, was released on the Wii U, followed by FAST RMX, an Updated Re-release of Neo on the Nintendo Switch, in 2017.


FAST Racing League provides examples of:

  • Artistic License – Astronomy: The Kuiper Belt course appears to be set dangerously close to the Sun, meaning that it cannot possibly be near the actual Kuiper belt, the inner rim of which is at least 2.7 billion miles (or the distance from the Sun to Neptune) away.
  • Bilingual Bonus: Several course names:
    • Sunahara Desert, Sunahara Plains, and Sunahara Valley: "Sunahara" (砂原) is "sandy plains" or "desert" in Japanese. So...Desert Desert and Plains Plains?
    • Hibashira Speedway: "Hibashira" (火柱) is "fire pillar" in Japanese. The course takes place in Lethal Lava Land with pillars of lava erupting all over the place.
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    • Mori Park: "Mori" (森) is "forest" in Japanese. The course is set in a forest.
  • Cast from Hit Points: In Hero Mode in Neo and RMX, your boost meter starts out full and doubles as a shield meter.
  • Comeback Mechanic: In a multiplayer race, you gain more boost meter per orb the further behind you are.
  • Damn You, Muscle Memory!: Hero Mode in the HD games mirrors the courses, which coupled with the game not respawning you if you crash can quickly lead to a "Please try again!" for those who don't adopt quickly.
  • Death Is a Slap on the Wrist: Dying by falling off the course or hitting an obstacle only sets you back a few places, rather than making you forfeit the race as in F-Zero. Averted in Neo and RMX's Hero Mode, where blowing up ends the race in failure.
  • Gratuitous Japanese: Many of the opposing racers names are in Japanese as are the course and league names. Downplayed in later entries, with greater numbers of Western-sounding names.
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  • Gusty Glade: The Haze in NEO and RMX has giant fans on straightaways with no rails, potentially sending you off-course if you don't adjust accordingly. RMX has them reprise their role in Tepaneca Haze.
  • Hard Mode Perks: Hero Mode in RMX turns your Boost meter into a Boost / Shield meter, but also allows you to recharge the meter by driving over boost strips and boost ramps (which provide boost but not meter in other modes).
  • Idiosyncratic Difficulty Levels:
    • League uses Neutron (easiest), Proton, and Ion (hardest).
    • Neo and RMX use Subsonic (easiest), Supersonic, and Hypersonic (hardest).
  • Large Ham Announcer: Neo and RMX in particular have a very enthusiastic announcer: the same one featured in F-Zero GX and F-Zero AX, no less!
  • Lethal Lava Land: Hibashira Speedway is set over a sea of lava.
  • Misbegotten Multiplayer Mode: The HD games have both local and online multiplayer modes, with RMX also allowing local wireless play. Unfortunately, online play has one glaring problem: There is no option to join a specific friend or to create a private lobby. Furthermore, RMX limits all online play to Subsonic League, not permitting players to play in Supersonic or Hypersonic Leagues.
  • My Rules Are Not Your Rules: In Hero Mode, it's an instant failure if you crash at any point, and your boost is Cast from Hit Points. The AI opponents, on the other hand, won't die just from hitting something at zero energy and if they crash, they'll just respawn.
  • New Neo City: The Neo Kyoto course in Neo and RMX.
  • Nintendo Hard: Even at Subsonic, don't expect the A.I. to hold back on you at all.
  • Nitro Boost: Matching your phase with the colored areas of the track gives you this, you can also trigger one at any time for the cost of five energy units.
  • No Plot? No Problem!: Here's a bunch of machines that can travel at supersonic speeds. Here's some cool futuristic tracks to race them on. That's about the extent of the plot.
  • Numerical Hard: The A.I. hardly changes behavior on the higher Leagues; the Leagues simply change vehicle top speeds.
  • One-Hit-Point Wonder: Aside from the walls or other cars, hitting any obstacle on the course instantly destroys your car.
  • Orange/Blue Contrast: Orange and blue are the two phase colors used in Neo and RMX.
  • Remixed Level: The six new courses in RMX are mishmashes of existing courses. As examples, Chuoko Habitat features Chuoko City's massive urban sprawl environment and music and Zenshou Habitat's instant-kill lasers, Tepaneca Haze combines Tepaneca Vale's nighttime setting and boost-jump pillars with The Haze's sky-high environments, music, and giant fans, and Cameron Raceway has Cameron Crest's lush green environments and music and Zvil Raceway's dangling roads.
  • Spell My Name with a "The": Of all the courses present, The Haze is the only one with a "The" in its name.
  • Tech Demo Game: League in particular is able to cram a full-fledged 3D racing game into the 40 megabytes that WiiWare games are restricted to.
  • Updated Re-release: RMX features all content from Neo, including 6 new tracks and 6 new ships.

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