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==Rough==
==Rough==
Areas of rough will slow your machine down as you pass through them.  Courses will often have rough flanking the sides of the track, though the rough can appear anywhere.  Light rough won't slow your vehicle very much and can be driven through with no apparent effect when using [[F-Zero/Gameplay#Super Jet|S-JET]]s {{(}}{{control|{{snes|A}}|{{gc|A}}|{{wii-cc|A}}}}{{)}}.  Heavy rough, on the other hand, will significantly slow even machines that are using their turbo.
Areas of rough will slow your machine down as you pass through them.  Courses will often have rough flanking the sides of the track, though the rough can appear anywhere.  Light rough won't slow your vehicle very much and can be driven through with no apparent effect when using [[F-Zero/Getting Started#Super Jet|S-JET]]s {{(}}{{control|{{snes|A}}|{{gc|A}}|{{wii-cc|A}}}}{{)}}.  Heavy rough, on the other hand, will significantly slow even machines that are using their turbo.


==Anti-Gravity Guide Beam==
==Anti-Gravity Guide Beam==
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Jump plates act much like springboards, launching your machine into the air.  After making a jump, your speed will increase while airborne (except when jumping at full throttle).  When jumping, pressing {{control|{{snes|up|dpad}}|{{gc|up|dpad}} or {{gc|up|control}}|{{wii-cc|up|dpad}}}} will pitch the nose of your machine down.  While this allows you to get back on the track and end your flight more quickly, it also causes a rough landing that will decrease your speed.  Pressing {{control|{{snes|down|dpad}}|{{gc|down|dpad}} or {{gc|down|control}}|{{wii-cc|down|dpad}}}} while airborne will pitch the nose up, keeping you airborne longer and softening landings to keep your speed intact.
Jump plates act much like springboards, launching your machine into the air.  After making a jump, your speed will increase while airborne (except when jumping at full throttle).  When jumping, pressing {{control|{{snes|up|dpad}}|{{gc|up|dpad}} or {{gc|up|control}}|{{wii-cc|up|dpad}}}} will pitch the nose of your machine down.  While this allows you to get back on the track and end your flight more quickly, it also causes a rough landing that will decrease your speed.  Pressing {{control|{{snes|down|dpad}}|{{gc|down|dpad}} or {{gc|down|control}}|{{wii-cc|down|dpad}}}} while airborne will pitch the nose up, keeping you airborne longer and softening landings to keep your speed intact.


Jump plates are invaluable for often letting you soar right over track hazards that might otherwise slow you down.  You can also use jump plates to fly over [[#Anti-Gravity Guide Beam|guard rail]]s.  While this can allow you to cut corners, be careful to be back on the track before you come back down or you'll crash out.  Also watch just how much track your shortcuts allow you to skip—skip too much and you'll get a [[F-Zero/Gameplay#Shortcut Fouls|foul]].
Jump plates are invaluable for often letting you soar right over track hazards that might otherwise slow you down.  You can also use jump plates to fly over [[#Anti-Gravity Guide Beam|guard rail]]s.  While this can allow you to cut corners, be careful to be back on the track before you come back down or you'll crash out.  Also watch just how much track your shortcuts allow you to skip—skip too much and you'll get a [[F-Zero/Getting Started#Shortcut Fouls|foul]].


==Down-Pull Magnets==
==Down-Pull Magnets==
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==Dash Zone==
==Dash Zone==
Dash zones (or dash plates) work much like [[F-Zero/Gameplay#Super Jet|S-JET]]s but are an integrated part of the track.  Driving over one will provide a brief speed boost for your machine.  Dash zones often appear in series.
Dash zones (or dash plates) work much like [[F-Zero/Getting Started#Super Jet|S-JET]]s but are an integrated part of the track.  Driving over one will provide a brief speed boost for your machine.  Dash zones often appear in series.


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