Pick your horse's leg type and your race. If a course-specific chart exists (from the Tokyo charts in the Advanced handbook), it shows first; the generic distance chart (Wing's Menu, Beginner's handbook) always follows. These charts are riding tradition from the old handbooks, not verified game rules: measured on the arcade's cabinets, how closely a ride follows its chart does not steadily predict where the horse finishes (no difference on Rev D over 3,894 races; on Rev C, over 21,261 races, only the lowest grade wins about 3 percentage points less). The Glossary tab says what the game's own code does with the whip.
Course-Specific Charts (Tokyo Charts)
From the Advanced handbook. These were created for DOC2000 and take practice — running them is not about hitting points exactly; it requires knowing your opponent, the track, and what the whip points are doing. They do not work from all posts.
Front Runner Menu meters remaining · numbered whips
Each numbered entry is a whip at that meter mark (meters remaining to the finish). Dashed breaks mark pauses in the sequence; negative-numbered entries in CC 3000/3200 appear in the source as pulls/holds. Footer sequences run to the wire.
Last Spurt Charts inside-track line
Written for a horse running the inside track and leaving the field behind (second row works too). From the 3rd row or wider you'll empty the whip gauge early — delay the last spurt ~30m, or chase per the chart and ease off as you catch the inside horses.
- Rocket start: hit continuously until the gauge passes the "E" of HORSE, then two quick whips (~15m apart; last RS whip lands ~60m from the start).
- Basic whip every 30–33m · Basic hold every 50 or 40m (some courses alternate 50 & 40).
- Final chase: 3 hits then 2 quick whips (1200m and 2400m races need 3 + 4).
- S = single whip · D = double whip. Doubles must land on the exact meter.
- EC: hit 405 exactly after 430, restart double at 349, then 310, 290; the 200 double can be two quick whips (210, 190).
- Hit faster through corners, 30–33m between them (CC: slower, the horse runs wide). CC: after the 420 double, restart from 379.
Race Schedule — 16 Rounds
All races repeat on this fixed 16-round rotation. Tap any race to load it in the Chart Finder. Unmarked races are turf.
National Records
As printed in the Advanced handbook (updated 08/24/04). The FR/LS column shows which leg type set each record. Which style suits a course or distance has no measured answer.
Leg Types
Your horse's leg type shows at the upper right of the monitor before the race. The game works it out before every race from where your horse's current Start ranks among Start, Out of the Box, Competing, Tenacious and Spurt (Corner is left out, and a tie counts for Start), and it sets the pace plan the horse runs to. A horse whose six externals are all equal, Corner included, is Almighty. The whip zones below are the handbooks' advice, not game rules.
Front Runner (FR)
No other external (Corner aside) is higher than Start. Burst out and control the race from the front.
Start Dash (SD)
One external (Corner aside) is higher than Start. Press early and hang on.
Last Spurt (LS)
Two externals (Corner aside) are higher than Start. Save ground, then unleash the chase.
Stretch Runner (SR)
Three or four externals (Corner aside) are higher than Start. Sit dead last, then come flying in the stretch.
Whip Terms
These are the handbooks' riding terms, and the handbooks disagree on some of them: they are riding tradition, not verified game rules. What the game's code does: the whip is one button with no strength levels, and after a whip counts, presses in the next 15 frames or so don't count as whips. While you whip, your horse aims for a higher speed but its gauge fills, and a full gauge makes it ease off for a while. The one real start bonus is PERFECT: a whip in the first split second after the gates open, as long as you did not press the whip in the moments just before the start. It makes your horse pick up speed twice as fast in the opening seconds.
- Rocket Start
- Whip continuously the instant the gates open, until the "H" in HORSE CONDITION.
- Super Start
- Whip continuously the instant the gates open, until the "C" in HORSE CONDITION.
- Snap Start
- 2–3 quick whips the instant the gate opens.
- (WP) Whipping Point
- Hit 3 quick whips here. The handbooks say it uses very little stamina and gives a good burst of speed.
- (DP) Dash Point
- Where the final dash begins — 3–5 rapid whips to accelerate the horse.
- Rhythmic Whip
- A slow, timed whipping every 1–2 seconds, paced so you run out of whip as you cross the line.
- "W" Hit
- Whip when the whip bar sits over the "w" in (low) on WHIP EFFECT (LOW).
- 5X Whip
- A timed pattern — Whip · 10m · Whip · 10m · Whip · 10m · Whip · 20m · Whip.
- Great Escape / Rabbit
- An aggressively raced Front Runner building a massive lead — often used to "pull" a Last Spurt toward a course record.
- Mad Dash / Pool Front
- A low-effort style for FR and SD horses: Super Start, one whipping point, then rhythmic whip home.
Courses
CC
Central City
EC
Eastern City
NP
Northern Park
SP
Southern Park
WH
Western Hill
SEGA
SEGA course
Track Conditions
On Rev C (Cabs A and B) the going is one scale for both surfaces: Good, Good to Soft, Soft and Heavy. On Rev D (Cab C) the words depend on the surface (Firm, Soft and Yielding for one, Fast, Heavy and Muddy for the other), and there is no Good to Soft. How much the going changes a race result is not verified yet; the two cards below are the handbooks' view.
Turf fastest → slowest
Good → Good to Soft → Soft → Heavy. Records fall on Good; Heavy can cost 2 to 4 seconds even on a perfect run.
Dirt fastest → slowest
Soft → Heavy → Good to Soft → Good. A Soft dirt track with a good dirt horse is your best record shot.