F-Zero: F-Zero Original Ace Cars is a modification for the Super Nintendo game F-Zero that allows players to utilize the Ace League vehicles in the standard racing mode. To apply this patch, a headerless F-Zero (U) ROM is required. Additionally, the patch adjusts various gameplay mechanics, including car graphics, speed dynamics, and damage received during collisions, enhancing the overall racing experience.
"F-Zero Original Ace Cars" is a patch for the normal F-Zero game.
-It allows you to use the Ace League cars for the normal game.
-You need to patch it to a headerless F-Zero (U) ROM.
"BS F-Zero GP 2 classic cars.ips" is a patch for BS F-Zero Grand Prix 2.
-It allows you to use the classic F-Zero cars for the Ace League.
-You need to patch it to a headerless BS F-ZERO Grand Prix 2 (J) ROM. There might be problems with saving progress. If it doesn't work, you can use this code 7F4810FF to enable master mode on default. This way you won't have to unlock it every time you reload the game.
"F-Zero Original Ace cars" is a patch for the normal F-Zero game. It allows you to use the Ace League cars for the normal game. You need to patch it to a headerless F-Zero (U) ROM.
"BS F-Zero GP 2 classic cars.ips" is a patch for BS F-Zero Grand Prix 2. It allows you to use the classic F-Zero cars for the Ace League. You need to patch it to a headerless BS F-ZERO Grand Prix 2 (J) ROM. There might be problems with saving progress. If it doesn't work, you can use this code 7F4810FF to enable master mode on default. This way you won't have to unlock it every time you reload the game.
-Graphics of all cars
-Palettes of all cars
-blast pipe fire positions of cars
-Recovery from minor slides
-Recovery from major slides
-How much you can steer before losing grip
-Other stuff that influences major slides
-Top Speed
-Minimum Speed you need to have for losing grip
-Minimum speed that allows you to gain grip instantly when tapping gas
-Deceleration when not on the gas
-Deceleration when driving on dirt or after hitting a dash plate
-Damage recieved when hitting another car
-Damage recieved when "touching" another car.
-Damage recieved when hitting the electric barriers.
-Damage recieved when hitting the black border.
-Damage recieved when hitting mines.
-Regeneration speed in pit areas.
-Maxium Speed you can reach when driving on electric barriers
-How much top speed you lose per energie when "Power down" shows up
-How long you spin after hitting/being hit by another car
-How long a CPU car spins after you hit it
-How much time it takes until you can do anything after hitting a wall
-Turn performance
-How fast L and R take effect when used on straights
-Aceleration curve
-Decelertaion when braking
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