Knight League and the satellite courses
Recognise four original course-selection screens and plan your first league around their different demands.
Original 1990 Super Famicom / 1991 international SNES F-Zero. Single-player Grand Prix and Practice are covered. Super Jet stock is earned by completing laps; this game does not use the energy-draining boost of later entries. F-Zero X, GX and 99 rules are outside this reference.
Illustrated reference

Mute City I
The Knight League’s opening course is a useful place to practise a clean corner sequence. Compare the original course preview with the racing road before testing a different machine or boost timing.
Mute City I original SNES course-selection screen, including the in-game course preview; archived by Rick Bruns / SNESMaps.

Big Blue
Big Blue is the second Knight League course. Use the original preview to recognise its outline and identify where a speed burst needs enough road beyond the next bend.
Big Blue original SNES course-selection screen, including the in-game course preview; archived by Rick Bruns / SNESMaps.

Sand Ocean
Sand Ocean is the third Knight League course. Learn its tighter sections before chasing a record, and keep a predictable pit approach so repeated contact does not end a long race.
Sand Ocean original SNES course-selection screen, including the in-game course preview; archived by Rick Bruns / SNESMaps.

Death Wind I
Death Wind I is the fourth Knight League course. Side winds require steering correction, while its Dash Zones reward a player who has already learned the following straight and corner.
Death Wind I original SNES course-selection screen, including the in-game course preview; archived by Rick Bruns / SNESMaps.
Use Mute City to establish a baseline

Mute City I opens the Knight League and gives you a useful baseline for steering, leaning and pit visits. Watch the sequence of turns on the course preview, then check the same sequence at racing speed. A familiar lap here is useful when comparing machines. Changing both vehicle and corner strategy at once makes it harder to identify which adjustment actually improved the result.
Read Big Blue and Sand Ocean separately
Big Blue and Sand Ocean follow Mute City in the Knight League, but a useful line on one track should not be copied blindly onto the other. Inspect the preview and learn where the road tightens before using an available Super Jet. Use a slower first lap to locate the pit strip and the bends that punish late turning; a later attempt can refine speed without rediscovering the whole route.
Leave room for Death Wind’s force
Death Wind I pairs a relatively simple layout with persistent side wind and Dash Zones. Steering correction matters even where the road appears straight. Silence completes the Knight League with sharper corner demands, while Queen and King supply ten further courses. The selected illustrated entries below cover the first four Knight circuits; their images are the original in-game course previews, not newly drawn route diagrams.
Three leagues contain five courses each. The illustrated list below is a selected first-league reference, not the complete fifteen-course catalog.
Picture details
Game artwork belongs to its respective rights holders.
