Super Racing FAQ/Walkthrough
Table of Contents
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- Game: Super Racing
- Console: Sega Master System
- File Type: Formatted FAQ/Walkthrough
- Author: KeyBlade999 (a.k.a. Daniel Chaviers)
- Version: Final
- Time of Update: 3:35 AM 12/15/2012
- File Size: 31.3 KB
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Introduction
Welcome to another one of my FAQs. This particular FAQ covers the Sega Master System game known as Super Racing. Super Racing is a game that, like many other SMS games, was developed by Sega and released for their Master System in 1988, but only released in Japan despite most everything in the game, except the manual, being written in the English language. =/
It has been nearly twenty-five years since the release of this game in Japan. And yet, like many dozens of SMS games, it has gone uncovered by GameFAQs in that entire time. The FAQ Contributor Boards, including myself, of GameFAQs have taken it upon themselves to complete at least one FAQ for each and every Master System game, among other consoles.
And so, that is how I came upon this game. Thanks for listening to my ramblin'; hope you enjoy!
Game Controls
Button | Resultant Effects |
---|---|
D-Pad Up | Cycle through menu options. |
D-Pad Down | Cycle through menu options. |
D-Pad Left | Cycle through menu options. |
Turn approximately 10 degrees clockwise. | |
D-Pad Right | Cycle through menu options. |
Turn approximately 10 degrees counterclockwise. | |
1 Button | Confirm menu options. |
Change from high to low gear. | |
2 Button | Confirm menu options. |
Hold to accelerate. | |
Pause/Start Button | Enter the pause menu. |
Pre-Race Details
Game Mode Descriptions
At the title screen, there are two options from which you are allowed to choose.
- Real Mode: This seems to act much like a practice mode. During it, you will choose a Car Constructor, your Class (or difficulty), Car Circuit Type, and which of the Tracks you wish to participate on.
- During this mode, you'll repeat the track endlessly if your class is "Practice" (top option). Otherwise, you'll also enter your name. The track is chosen for you in non-Practice modes; otherwise, you have a choice.
- B.G.M. Mode: There is no discernable difference, actually, between this mode and the Real Mode that can be identified, except that this mode seems to put in an interesting background music track. Since there is no other discernable difference, I would say to use this mode, personally.
- To the curious, the "B.G.M." in the title standing for "background music" supports this theory.
Car Constructor
- Terminology:
- Constructor: The particular build of car, in the leftmost column. This is what you choose.
- Low-Gear Top Speed: The highest possible speed in the low ("1") gear.
- High-Gear Top Speed: The highest possible speed in the high ("2") gear.
- Turning Stability: A relativistic (i.e. place-based) stat comparing ability to turn well. "1st" is best for the driver.
- Inertial Level: Another relativistic stat based on how the car is able to change direction, the resistance to which is called inertia. It's hard to explain, but imagine it like this. Imagine two cars, at the same speed, turning right at the exact same time and angle, but one drifts forty meters farther than the other. This one that drifted farther, while unintentionally, still has more inertia. This stat is rated from least inertia (1st) to most, or from "least drift" to "most drift"; whichever you prefer.
Constructor | Low-Gear Top Speed | High-Gear Top Speed | Turning Stability | Inertial Level |
---|---|---|---|---|
Willivms | 324 km/h | 364.5 km/h | Tied for 1st of 6 | |
Murch | 324.5 km/h | 364 km/h | Tied for 1st of 6 | |
Lotas | 327 km/h | 367.5 km/h | 3rd of 6 | |
Mcralen | 331 km/h | 371 km/h | 6th of 6 | |
Fellali | 330 km/h | 370 km/h | 5th of 6 | |
Beneton | 327 km/h | 367 km/h | 4th of 6 |
Car Circuit Type
While this section is admittedly small, this is still an important factor to look at. There are two types you can choose from. I have noted which types of cards these are best suited for, although it is well worth noting that I noted personal specifics in the Tracks section of the guide.
- Hi-Speed Circuit: This type of car seems to promote higher speeds, though this is not noticed statistically with the speedometer in the top-right corner of the screen. Actually, this seems to do something different - raise your inertial force. As explained previously, inertia is a value not explained directly in the game, but it does affect your ability to turn - more inertia makes it more likely to drift off the track. Thusly, as this raises your inertia, this type of car is best used for tracks with few turns.
- Technical Circuit: This type of car, like the previous, does not directly affect your speedometer. However, you could consider it the reverse of the Hi-Speed Circuit car. Rather than raise inertia and lower turning ability, this car makes it easier for you to turn. This type of car is best meant for twisty, turn-filled courses.
Class
Another factor you'll look at is your "Class", or difficulty. This will determine the tracks you go on during non-Practice modes, and in what order these tracks are taken in, as below.
Class/Difficulty | Beginner | Average | Expert |
---|---|---|---|
Race #1 | Otorii | France | Brazil |
Race #2 | Shinjo | Brazil | San Marino |
Race #3 | British | British | Belgique |
Race #4 | Haneda | Australia | Monako |
Race #5 | Austria | Belgique | U.S.A. |
Race #6 | N/A. | Austria | France |
Race #7 | N/A. | Mexico | British |
Race #8 | N/A. | San Marino | West Germany |
Race #9 | N/A. | N/A. | Hungary |
Race #10 | N/A. | N/A. | Austria |
Race #11 | N/A. | N/A. | Portugal |
Race #12 | N/A. | N/A. | Spain |
Race #13 | N/A. | N/A. | Mexico |
Race #14 | N/A. | N/A. | Japan |
Race #15 | N/A. | N/A. | Australia |
The Race Itself
Section Purpose
This section, akin the previous main section, is meant to describe procedure within the race itself in general. If you want specific track details, go to the Tracks section.
Race Types
- Practice Race: A practice race has no particular conditions to it. You will just around in metaphorical circles for self-improvement. There is no qualifier, and the competition is just the clock. This is only applicable during the "Practice" class/difficulty.
- Qualifier Race: Apparent in the non-Practice modes, this race will be used to determine what position you'll start in. You'll see two time markers at the start - one marks your time, initially 0'00"00; the other marks the time you must beat to start in first. You will always qualify - however, the worse you do, the further behind you'll be. If you wreck the car, you'll be allowed another try - you only get three, though. The time clock you use will begin running on the second lap.
- The Main Race: This is the actual race. Here, you'll go around the track a number of times in competition with other, AI players. These opponents will bump into you at times, so you'll want to try to dodge them - otherwise, it is a competition for first place. At the end of the race, you'll receive points to rank you across the other races you'll do, looping between qualifiers and main races.
Racing
When actually playing any race, you'll be using the 2 Button to accelerate your vehicle and gain speed. This speed can be rather great, easily up to 350 kilometers per hour. Left and Right on the D-Pad will help you to turn by rotating the car as it is moving.
Throughout any racecourse, you'll encounter at least two turns, and often many more. You will need to coordinate your speed and turning abilities. You generally will want to let go of 2 entirely, or just tap it somewhat, as you go around the curve - otherwise, inertia may push you over the edge of the road into the grass, severely slowing you down until you return to the racecourse. When a turn is coming up, it'll be shown with some markings on the road. There are several types of turn markers, among others. We'll discuss these in the Road Markers sections.
During the course, you will have a number of straightaways and curves, as I already said. Your car will also have two gears - high ("2") and low ("1"), which allow for higher and lower speeds, respectively. Press the 1 Button to switch between the gears - low gear is good for curves, and high gear for all else.
^s1|Pit markers; "PIT IN". The other feature worth noting on the racecourse is the pit area. It generally is not used during the practice or qualifier rounds. It is located just before the finish line, and you'll notified of its approach with some "PIT" markers on the road. There, you can replace your anything going wrong with your vehicle. You'll be notified of anything needing change when "PIT IN" appears, like on the screenshot to the right. Additionally, note the "PIT" markers in the picture.
During the course of each race, there are a number of factors you may also want to pay attention to. Firstly, in the top-right corner, next to the squiggly mark, is how much fuel remaining in your vehicle. This usually isn't a problem for most courses, but is not something you want to run low, lest you run out of it. After all, fuel makes a car run! Additionally, you do not want run off the track or rack up lots of car damage - this can end up making your car explode, automatically putting you in last place for the main race! All I can say about that is to try to not turn too hard or too softly.
That's all I can say on the subject of the races in general - more specific stuff is in the Tracks section. Master these techniques and you'll soon be beating the computer without any difficulty at all. Good luck!
Road Markers
^s2|A relatively gradual turn: one arrow. ^s3|Somewhat-sharp turn: two arrows. ^s4|90-degree or sharper: bent arrow(s). ^s5|The pit area is this way! ^s6|The finish line! The subject of this particular section are the road markers. The respective images of them can be found to the right. There are five main road markers, described in the order of the images:- A single arrow pointing directly to the left or right. This represents a gradual turn that should be made with one press of the D-Pad in either direction; the turn angle is 10 ~ 15 degrees.
- Two arrows pointing to the left or right represent a sharper, or "harder", turn. This turn is more likely to be made with two or three taps of the D-Pad in the needed direction. The angle of the turn is 20 ~ 30 degrees.
- A bent arrow, or series thereof, mark off "sharp" turns that are approximate right angles, or 90 degrees. These turns are actually best made by first slowing down before turning, or you run the risk of leaving the track, more often than not crashing into the wall and burning.
- These particular arrows show which way the pit area is. Obviously.
- This checkered area is where the finish line is. Cross here to add another lap to your counter, to reset the lap time in Practice, or to just end the race on the final lap.
Tracks
Sectional Details
Notes
- Car Circuit Type: What Car Circuit Type is this course best designed for?
- Class/Difficulty: What classes/difficulties can this course be played on?
For better details on the turning terminology, please see the section entitled Road Markers.
Otorii
Notes
- Car Circuit Type: Hi-Speed
- Class/Difficulty: Practice and Beginner
Shinjo
Notes
- Car Circuit Type: Hi-Speed
- Class/Difficulty: Practice and Beginner
Haneda
Notes
- Car Circuit Type: Hi-Speed, unless you're very bad at hard turns
- Class/Difficulty: Practice and Beginner
France
Notes
- Car Circuit Type: Technical, unless you can easily deal with quick-switching sharp turns
- Class/Difficulty: Practice, Average, Expert
British
Notes
- Car Circuit Type: Technical, unless you're very good at quick sharp left-then-right turns
- Class/Difficulty: Practice, Beginner, Average, Expert
West Germany
Notes
- Car Circuit Type: Technical
- Class/Difficulty: Practice and Expert
Hungary
Notes
- Car Circuit Type: Mostly personal preference - I'd take the Hi-Speed
- Class/Difficulty: Practice and Expert
Austria
Notes
- Car Circuit Type: Hi-Speed
- Class/Difficulty: Practice, Beginner, Average, Expert
Portugal
Notes
- Car Circuit Type: Technical
- Class/Difficulty: Practice and Expert
Next is a straightaway - despite its shortness, you may want to upshift, though it's your choice. You will want to downshift after about two seconds, though, for another sharp left turn, followed by a sharp right turn. Upshift on the following straightaway, which takes a hard left turn, then a hard right, hard left-then-right, then a hard left. After that, it's an easy straightaway to the pit stop/finish line area.
Spain
Notes
- Car Circuit Type: Hi-Speed, unless you have any sort of quick-turning trouble
- Class/Difficulty: Practice and Expert
Shift into high gear as you deal with the hard right turn, then the hard left, then the hard right, then the hard left. After that, you'll find two more hard right turns; after them, slow down or downshift to avoid crashing on the sharp left turn further ahead. After it, upshift again and take the hard right to return to the northbound straightaway, which takes you to the pit area/finish line.
Mexico
Notes
- Car Circuit Type: Hi-Speed
- Class/Difficulty: Practice, Average, Mexico
Japan
Notes
- Car Circuit Type: Technical
- Class/Difficulty: Practice and Expert
Slow down just after that right turn, or downshift, because another sharp left turn is just ahead. Return to full speed on the following straightaway, then slow down for the soon-to-follow sharp right turn. Keep a careful on this portion of the racecourse - if you go too far left, you have a tendency to spin-out and hit a jutting-out piece of the wall as you go around the hard left turn. Past that hard left, you'll find a hard right and a slightly-wavery path.
Slow down along this path to prepare for the hard left again, which is sharper and closer to the wall than most. After a hard right, then left, begin to slow down for another poorly-marked sharp right turn. Following it, return to full speed and take the hard left, which takes you to the straightaway back to the finish line/pit area zone.
Brazil
Notes
- Car Circuit Type: Hi-Speed, unless you are fairly bad at turning
- Class/Difficulty: Practice, Average, Expert
San Marino
Notes
- Car Circuit Type: Hi-Speed
- Class/Difficulty: Practice, Average, Expert
Belgique
Notes
- Car Circuit Type: Technical
- Class/Difficulty: Practice, Average, Expert
Australia
Notes
- Car Circuit Type: Hi-Speed, unless you're bad with hard or sharp turns
- Class/Difficulty: Practice, Average, Expert
Monako
Notes
- Car Circuit Type: Hi-Speed unless you have some level of turning trouble
- Class/Difficulty: Practice and Expert
U.S.A.
Notes
- Car Circuit Type: It's more a personal preference thing here; I'd opt for Technical
- Class/Difficulty: Practice and Expert
Past there, you'll find a hard left, gradual right, gradual left, then slow down slightly (just let off of "2" a little) for the hard left turn next up - the solid barriers seem to get awfully close here. After making the quickly-following hard right, return to fully gunning it. You'll soon do another hard left-then-right thing. Past there, you'll soon see some turning markers on the ground. Downshift when you see them - past this hard left is a sharp right, and you do NOT need to go flying over the shoulder. You'll then reach a hard left, hard right, and hard left series, during which you can easily upshift to high gear again. After the straightaway, it's just two sets of left-right turns to the pit area/finish line.
Credits
In no particular order...
- tim roast:
- For providing a useful manual to this game.
- super_luigi16:
- His absolutely amazing FAQ/Walkthrough for Mario Kart 7 (3DS) helped to inspire me on this.
- GameFAQs, Neoseeker, and Supercheats:
- For being the most amazing FAQ-hosting sites I know.
- CJayC, SBAllen, and Devin Morgan:
- General sucking up to the GameFAQs admins. =P
- Me (KeyBlade999):
- For making this FAQ. =P
- You, the reader:
- For hopefully enjoying this FAQ.
Version History
- Final:
- First and likely only version of this FAQ completed.
- Time: 3:35 AM 12/15/2012.
Legalities
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All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
ゥ 2012-2013 Daniel Chaviers (a.k.a. KeyBlade999).
If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.
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This is the end of KeyBlade999's Super Racing (SMS) FAQ/Walkthrough.
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