Famicom Grand Prix II: 3D Hot Rally

"3D Hot Rally" redirects here. For information about the soundtrack album, see 3D Hot Rally (album).
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.

GameplayEdit

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.

CharactersEdit

Main charactersEdit

VehiclesEdit

Vehicles
 

Sports car
 
Top Speed: 220km/h
1/4 Mile: 13.71 sec.
Highway: ★★★
Grass: ★★★
Snow: ★☆☆
Sand: ★☆☆
Dirt: ★☆☆
 

4WD
 
Top Speed: 200km/h
1/4 Mile: 17.03 sec.
Highway: ★★☆
Grass: ★★☆
Snow: ★★★
Sand: ★★☆
Dirt: ★★☆
 

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

ObstaclesEdit

Name Description
Opponent

     
     
     

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

   
   

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

     
   

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

       
   

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

   

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

     

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

Helpful objectsEdit

Name Description
Hot Dot

 

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

       
   

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

   

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

   

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

CoursesEdit

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-2
  
Course-3
  

StaffEdit

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

DevelopmentEdit

 
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]

GalleryEdit

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

MediaEdit

  It has been suggested that audio and/or video file(s) related to this section be uploaded. Reason: Other tracks samples
Please upload all related music, sound effects, voice clips, or any videos for this section. See the help page for information on how to get started.
  Title Theme
File infoMedia:Famicom Grand Prix II Title Theme.oga
0:30
Help:MediaHaving trouble playing?

References in later gamesEdit

Names in other languagesEdit

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

ReferencesEdit

  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