Famicom Grand Prix II: 3D Hot Rally

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Famicom Grand Prix II: 3D Hot Rally
HotRally.png
For alternate box art, see the game's gallery.
Developer Nintendo EAD
HAL Laboratory
Publisher Nintendo
Platform(s) Family Computer Disk System
Release date Japan April 14, 1988
Genre Racing
Mode(s) Single player
Media
FDS:
Floppy disk
Input
NES:

Famicom Grand Prix II: 3D Hot Rally is a racing video game released in Japan for the Family Computer Disk System. It is the sequel to Famicom Grand Prix: F1 Race, although the two games are very different. Like its predecessor, it too was subject of a tournament which was held from April 14 to May 31, 1988. The top 100 players of each class of car received a trophy in the form of a gold car of their class encased in quartz crystal with their name and rank on the base. Thus, there are 300 such trophies. They and thousands of runners-up and raffle winners received a "Pretty Mini", which is a yellow stationery set in the form of Diskun, the FDS mascot. It is similar to a white stationery set that was sold in stores.[1][2] They also received mock driver's licenses.[3] The game supports the Famicom 3D System, allowing the player to see the screen in three-dimensions by wearing a specialized set of goggles. The game's name makes note of said capabilities.

Famicom Grand Prix II: 3D Hot Rally marks the first time that Luigi appears taller and thinner than Mario on a game's box art, though this design was established in official artwork in the film Super Mario Bros.: Peach-hime Kyūshutsu Dai Sakusen!.

This game, along with its predecessor, is a possible ancestor to the Mario Kart series, most likely due to the fact that it features Mario and possesses similar 2D racing mechanics, which was later carried on to Super Mario Kart.

Gameplay[edit]

Famicom Grand Prix II: 3D Hot Rally is a racing game with similar gameplay to that of Rad Racer. There are three different courses in the game, and they all have several multiple paths that split up that players can choose between. Before the race begins, the player can choose a repair point. This acts as a check point that repairs damage sustained by the vehicle, such as when it crashes into obstacles. A damage indicator on the bottom right of the game will display the vehicle's condition; once the damage indicator is fully depleted, the game will end. The player can opt to pause the game and select "Repair" from the menu to avoid this, but depending on how much damage the vehicle has sustained, the longer this repair will take. Prior to each race, the player can set one check point as a designated repair point with flashing signs, instantly recovering some damage when it is passed through.

The game is not a traditional racing game in the sense the goal is not to finish first, but rather to finish before the timer ends. The player starts with 20 seconds in the "Time Bank". Each alternate path, or "leg", of the course has a predetermined expected time frame of completion. If players do not meet that time frame, the seconds from the Time Bank will subtract. However, if players finish the leg in under the expected time indicated, the seconds remaining from it will be added on to the Time Bank. If the Time Bank is fully depleted, the vehicle will automatically switch to neutral transmission and begin gradually slowing down as long as it is not angled downhill; if the vehicle stops with an empty time gauge, the game will end.

Scattered throughout the course, usually in groups of five, are Hot Dots: collecting eight of them will grant the vehicle an additional gear for a temporary 15 seconds that allows it to speed up to 300 km/h.

Characters[edit]

Main characters[edit]

Vehicles[edit]

Vehicles
Sprite of the Kattobi from Famicom Grand Prix II: 3D Hot Rally

Sports car
Kattobi
Top Speed: 220km/h
1/4 Mile: 13.71 sec.
Highway: ★★★
Grass: ★★★
Snow: ★☆☆
Sand: ★☆☆
Dirt: ★☆☆
Sprite of the Yonque from Famicom Grand Prix II: 3D Hot Rally

4WD
Yonque
Top Speed: 200km/h
1/4 Mile: 17.03 sec.
Highway: ★★☆
Grass: ★★☆
Snow: ★★★
Sand: ★★☆
Dirt: ★★☆
Sprite of the Monster from Famicom Grand Prix II: 3D Hot Rally

Buggy
Monster
Top Speed: 180km/h
1/4 Mile: 15.59 sec.
Highway: ★☆☆
Grass: ★☆☆
Snow: ★★☆
Sand: ★★★
Dirt: ★★★

Obstacles[edit]

Name Description
Opponent

Sprite of an opponent in Famicom Grand Prix II: 3D Hot Rally Sprite of an opponent in Famicom Grand Prix II: 3D Hot Rally Sprite of an opponent in Famicom Grand Prix II: 3D Hot Rally
Sprite of an opponent in Famicom Grand Prix II: 3D Hot Rally Sprite of an opponent in Famicom Grand Prix II: 3D Hot Rally Sprite of an opponent in Famicom Grand Prix II: 3D Hot Rally
Sprite of an opponent in Famicom Grand Prix II: 3D Hot Rally Sprite of an opponent in Famicom Grand Prix II: 3D Hot Rally Sprite of an opponent in Famicom Grand Prix II: 3D Hot Rally

Other racers which drive along the track, potentially getting in the way. They are the only obstacles that actively move around.
Abunaiwa

Sprite of a Abunaiwa from Famicom Grand Prix II: 3D Hot Rally. Sprite of an Abunaiwa in Famicom Grand Prix II: 3D Hot Rally
Sprite of an Abunaiwa in Famicom Grand Prix II: 3D Hot Rally Sprite of an Abunaiwa in Famicom Grand Prix II: 3D Hot Rally

Angry rock piles that most often appear in desert areas. They are usually on the sides of the road, but occasionally appear in the middle.
Nanisuruki

Sprite of a Nanisuruki from Famicom Grand Prix II: 3D Hot Rally. Sprite of a Nanisuruki in Famicom Grand Prix II: 3D Hot Rally Sprite of a Nanisuruki in Famicom Grand Prix II: 3D Hot Rally
Sprite of a Nanisuruki in Famicom Grand Prix II: 3D Hot Rally Sprite of a Nanisuruki in Famicom Grand Prix II: 3D Hot Rally

Leering shrubs that most commonly appear in grasslands. They are generally alongside the road, though in rougher terrain they may appear on it.
Jamadatō

Sprite of a Jamadatō from Famicom Grand Prix II: 3D Hot Rally. Sprite of a Jamadatō from Famicom Grand Prix II: 3D Hot Rally Sprite of a Jamadatō in Famicom Grand Prix II: 3D Hot Rally Sprite of a Jamadatō from Famicom Grand Prix II: 3D Hot Rally
Sprite of a Jamadatō in Famicom Grand Prix II: 3D Hot Rally Sprite of a Jamadatō from Famicom Grand Prix II: 3D Hot Rally

Tall streetlamps that appear regularly spaced alongside roads, most commonly in city areas. Due to their height, they cannot be jumped over without the Hot gear being active.
Pillar

Sprite of a pillar in Famicom Grand Prix II: 3D Hot Rally Sprite of a pillar in Famicom Grand Prix II: 3D Hot Rally

Medium-sized stone plinths that appear rarely in unpaved areas. They can appear anywhere beside or on the road an can only be leaped by the tallest standard jumps.
Sign

Sprite of a sign in Famicom Grand Prix II: 3D Hot Rally Sprite of a sign in Famicom Grand Prix II: 3D Hot Rally Sprite of a sign in Famicom Grand Prix II: 3D Hot Rally

Inverted checkpoint signs appear in a few areas, usually cities. They are medium height.

Helpful objects[edit]

Name Description
Hot Dot

Animation of a Hot Dot from Famicom Grand Prix II: 3D Hot Rally

Exclamation marks that occasionally appear in clusters along the track. Collecting eight allows a temporary, but substantial speed boost.
Check Point

Sprite of a Check Point from Famicom Grand Prix II: 3D Hot Rally Sprite of a Check Point from Famicom Grand Prix II: 3D Hot Rally Sprite of a Check Point from Famicom Grand Prix II: 3D Hot Rally Sprite of a Check Point from Famicom Grand Prix II: 3D Hot Rally
Sprite of a Check Point from Famicom Grand Prix II: 3D Hot Rally Sprite of a Check Point from Famicom Grand Prix II: 3D Hot Rally

These mark the areas between each course's sections. They must be reached within the time limit.
Repair Point

Animation of a special Check Point from Famicom Grand Prix II: 3D Hot Rally Animation of a special Check Point from Famicom Grand Prix II: 3D Hot Rally

These Check Points are set before the race begins, with one taking the place of a single normal Check Point. Passing through them instantly restores damage.
Goal

Animation of a special Check Point from Famicom Grand Prix II: 3D Hot Rally Animation of a special Check Point from Famicom Grand Prix II: 3D Hot Rally

This special Check Point appears at the very end of each stage. Reaching it is required to set a record.

Courses[edit]

Each course goes through various environments across its length. The road on each course splits and merges back at various point, but no matter which route is taken, the player will go through eight check points before the goal. Each segment between check points has different scenery.

Course-1
Course-1 mapMap of Course-1 from Famicom Grand Prix II: 3D Hot Rally
Course-2
Course-2 mapMap of Course-2 from Famicom Grand Prix II: 3D Hot Rally
Course-3
Course-3 mapMap of Course-3 from Famicom Grand Prix II: 3D Hot Rally

Staff[edit]

Main article: List of Famicom Grand Prix II: 3D Hot Rally staff

Development[edit]

Screenshot of F-Zero for the Super Nintendo Entertainment System - uploaded for use on the Famicom Grand Prix series page
Due to criticism of this game's designs, the later F-Zero was given a more "serious" aesthetic.

Famicom Grand Prix II: 3D Hot Rally was shown to Nintendo of America, who heavily criticized the game, particularly the "cute" design of the vehicles, and stated it would not sell. This reaction made director Kazunobu Shimizu furious and was one of the drivers behind the graphical style of F-Zero.[4]

This game is one of eight that is compatible with the Famicom 3D System. The flyer for the tournament advertised this system.[5]

Gallery[edit]

For this subject's image gallery, see Gallery:Famicom Grand Prix II: 3D Hot Rally.

Media[edit]

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References in later games[edit]

Names in other languages[edit]

Language Name Meaning
Japanese ファミコングランプリII スリーディーホットラリー
Famikon Guran Puri Ni: Surī Dyī Hotto Rarī
Famicom Grand Prix II: 3D Hot Rally

References[edit]

  1. ^ [1]
  2. ^ Types of Pretty Mini stationery sets
  3. ^ Video of the prizes
  4. ^ Nintendo (September 19, 2017). F-ZERO Developer Interview. Retrieved September 20, 2017 (Archived September 12, 2017, 01:18:23 UTC via Wayback Machine.)
  5. ^ Tournament flyer