Famicom Grand Prix: F1 Race

Famicom Grand Prix: F1 Race is a Japan-exclusive racing game released for the Family Computer Disk System on October 30, 1987. It is a racing game starring Mario in Formula One cars, as a successor to the generic 1984 racing game . A tournament was held for this game from October 30 to December 15, 1987. The top 100 players of each of the four difficulty levels received a trophy with their name and rank along with a poster that had the names of all 400 trophy holders. They, along with thousands of runners-up and raffle winners, received a Super Mario Bros. Game & Watch sealed in a case shaped like Diskun, the mascot of the Disk System who appeared on all Disk System game covers. They also received mock driver's licenses. A sequel was released months later, known as Famicom Grand Prix II: 3D Hot Rally; it was very different from this game and also the subject of a tournament.

This game, along with its sequel, was possibly an 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. In the game, Mario is the player's driver, wearing the same color as the vehicle he drives; his likeness is also used for his pit crew, with all but the crew chief also wearing the car's color.

Gameplay
In the game, players can choose to play alone or with other cars. Cars have a certain amount of body quality, tire quality, and fuel; body decreases whenever the player crashes into a wall or another car, as well as whenever they drive off of the road, tire decreases with time and decreases faster while off-road, and fuel decrease with time spent accelerating. Running out of body or fuel is an immediate disqualification, but have no effect before being fully depleted beyond warning chimes. As tire depletes, however, the car's treads wear out and make turning have gradually less friction, with the traction becoming completely slippery and erratic when the meter is fully empty. Cars with a higher rating in any of those categories take longer to deplete, and higher ratings of tire start out with much better traction as well than lower ones. The player can go to a pit-stop to regenerate the body, tire, and fuel; the pit stop can take a moment to complete, but rapidly pressing and  repeatedly during it speeds the process up, which can be crucial in not losing one's placement by a large margin.

Steering is done with the left and  right buttons. Due to the camera angle, this means careful attention must be paid to the direction the car is going when preparing to steer. When starting a race, revs the car in low gear, while  brings it up to high gear, as a predecessor to the Rocket Start; from here,  is used for acceleration. The same process can also be done during the race if the player has slowed down; skipping straight to high gear causes it to sputter slowly. Additionally, certain cars are capable of turbo, which allows them to continue accelerating beyond their typical top speed by pressing and  up at the same time. and at the same time, meanwhile, allow the driver to brake. As with most games, pausing is done by pressing ; when on the pause screen, the player can retire by pressing.

Winning the Grand Prix rewards players with money (measured in millions of dollars), which can be used to buy more expensive cars. There are a total of 24 different cars, each having a different level of power, body, tire, and fuel capacity, though they also cost varying amounts. The player's garage can hold up to three cars at a time, so to buy a fourth, one must first be sold. The player cars come in red, yellow, green, and blue, while opponent cars additionally come in different colors (which due to palette limitations, are rendered through combinations of the four main colors rapidly flashing between each other to blend them together, with the fastest one flashing between all four).

There are a total of ten circuits spread across four race levels (analogous to cups) with four circuits each - as such, some circuits appear in multiple race levels. The primary difference between the race levels is the speed at which the opponents can drive and how low the player can rank before being disqualified, both of which become more challenging on higher levels. The majority of the circuits are classified as Dry, meaning traction is good on them, but a small amount are instead Wet, where traction is poor. Usually, other cars, walls, and off-road areas are the only obstacles, but occasionally oil slicks appear on the road as well from retired competitors.

In every level, the player starts in the back of the starting grid. In each further race, their position is instead determined by their standing in the level, so if they are in first place, they will start at the front. To continue to the next race in any given level, the player must finish within 9th place in the first two levels or within 6th place in the second two levels. Finishing within the top six always earns a cash reward; knocking apart lesser cars, meanwhile, results in a fine. If the player does not finish within the required placement, that vehicle is retired. If all the player's vehicles are retired, it results in a Game Over.

In Time Trial mode, the player can record and beat times on six unique circuits, as well as use them to practice the game's mechanics. A car is provided for these, and the player can choose whether or not it is turbo-capable, as well as the course and number of laps. The specific car can be chosen by pressing down,, and  all at once on a controller in port 2 to bring up a list and then using  and  to choose, though the car's turbo settings must match the menu's. Multiple players can play on this mode via taking turns.

If the player crashes into a wall, rather than coming to a full stop, they bounce off it at an angle depending on their current position; as such, crashing into it head-on will result in an instant 180° turn. When going under a bridge, the player is unable to turn, so if they are angled to the side when they enter the tunnel, they will likely end up hitting the wall. Hitting other racers causes the player to spin out, though the non-player racers will be unaffected unless they are an unnamed competitor that has been hit twice, retiring them and leaving an oil slick. Additionally, non-player characters can touch each other and even occupy the same space without any effect. Oil slicks cause the player to spin out even more times than hitting another racer, though non-player characters can also drive through them without any effect.

Cars
The shop always carries twelve cars across four tiers; higher tiers are unlocked by completing race levels and replace the respective lower tier in the shop's availability. The player starts with $50 million. The car's color corresponds to the type of tires: blue ones are 50/Dry, Yellow ones are 75/Dry, Red ones are 99/Dry, and green ones are varying amounts of Wet. The car's shape corresponds to fuel economy and turbo: smooth, domed-shaped cars lack turbo but a fuel efficiency of over 3km/l, bump-backed domed-shaped cars have no turbo but a fuel efficiency between 2km/l and 3km/l, the sole angular car with a large upper wing has no turbo and a fuel efficiency of under 1km/l, and angular cars with a small upper wing are capable of using turbo with varying amounts of fuel efficiency.

Opponents
There are six scripted opponents who drive consistent vehicles and usually stay in the same placement of the race. Each is from a different country in the.

Additionally, several racers of lesser importance appear in orange cars; they affect the player's own placement, but do not appear on the minimap. Most drive very slowly, and will often be lapped within the second lap. When they are caught up to from a lap ahead, they are colored teal; lapping them again changes them back to orange, and so on. If a lesser car is collided with twice, it retires and leaves an oil slick in its wake.

Sprites

 * Track