BS F-Zero Grand Prix 2/Ace League

Note: all the tracks in this game are "sequels" to those in F-Zero and BS F-Zero Grand Prix, so the higher numbers don't mean you've missed anything.

Mute City IV
This is a very basic track. Watch out for the darker areas in the corners; these slow you down, so you can't cut corners to get a lead quite as easily as in many other racing games. When you reach some green arrows on the ground these will give you a huge speed boost, causing you to fly right off the track. Aim for the blue terrain just outside the track. If you hit it right you'll bounce back into the track (if you miss the blue area your car blows up). Alternately, pull a hard right and try to land back on the track.

Big Blue II
This track's theme is water, hence its name. The water is slippery, so take corners very gently. The Blue Thunder or Fire Scorpion might be a good choice here; while you sacrifice acceleration by using them, you would have to slow down anyway for all these turns so it may well balance out.

Sand Storm I
This track is quite narrow. You need to be able to turn the corners cleanly as hitting the sides will quickly deplete your energy. Near the end there are some mines in the centre of the track which you need to dodge. Be careful about hitting other cars while passing through the minefield.

Silence II
Right at the start are two areas with mines. In the first area stay in the centre to be safe, and in the second area you can use the ramp to jump them. Again, watch out for smash-ups with your opponents.

Right after this the track is lined with ramps rather than barriers, meaning if you hit the side at the wrong angle you're done for. You can try to use the ramps to your advantage if you wish, but avoidance may be a better strategy.

Sand Storm II
More sharp turns abound here. The only obstacle on this track is a magnet near the half-way point that will try to drag you into the sand.