The Amazing Race
|The Amazing Race|
|Game show run||June 14, 2014 -|
|No. of seasons||11|
|No. of legs||93|
6687kittycat (season 1)
|Production locations||See: below|
|Inspiration||The Amazing Race - Wikipedia|
The Amazing Race is a game show in which players race around the world, based on the original series from the United States of America. The race is split into legs interspersed with physical and mental challenges, and require players to deduce clues, navigate themselves in unfamiliar areas, interact with locals, perform physical and mental challenges, and travel using train, bus, plane, horse, and by foot. Teams are progressively eliminated at the end of most legs, with the final leg having a grand prize.
Typically, each cycle of the Race features around eight teams, with pairs applying together. Each team is composed of two people; however, some seasons have introduced twists on this concept: the fifth season of the Race featured singles rather than pairs. The stress of racing against someone, staying ahead of the competition, completing the assigned tasks, dealing with little rest, and often a team's inability to cope with the fatigue is what is ultimately responsible for a team's elimination from the Race.
The Race features a diversity of players that are often from the MRT server, with an exception of techladdie from season three. who joined the server to solely participate in the Race. Each team member is required to have at least the Member rank.
The team format has varied in some other seasons. Seasons seven and eight featured one team of singles mixed with eight other teams of pairs. Season ten had all applicants to apply as singles and were paired up by production.
Teams are expected to use their own personal money to pay for transportation, such as taking warps. They are not reimbursed for their transportation costs.
Route Markers are uniquely colored flags that mark the places where players must go. Most Route Markers are attached to the boxes that contain clue envelopes, but some may mark the place where the players must go to complete tasks or may be used to line a course that the players must follow.
Route Markers can also come in the form of red and yellow arrows pointing teams in the direction to travel.
When teams start a leg, arrive at Route Markers, or complete certain tasks, they normally receive a book that contains their next clue inside. After retrieving the clue, teams open the book and read aloud the instructions given on the clue sheet and then follow those instructions. Teams are generally required to collect each clue during each leg and keep that information with them until they reach the next Pit Stop, surrendering them once they have checked in. Teams may not take an excess of clues from the clue box, otherwise, they are assessed a penalty. Teams are not directly penalized for misplacing their clue but will lose time either searching for it or trying to learn from other teams where to go next.
At Route Markers, clues are placed inside a chest mounted to a banner. In the first two seasons, the clues were placed into a chest mounted to a fence with a map on it. Extra books are left in clue boxes to prevent teams to indirectly determine their current placement in the leg by counting books from occurring.
In some cases, clues – most often of the Route Info type – have been provided by more unorthodox means, such as in a renamed head or on a hidden sign.
In the seventh season, teams had visited the server of Amberstone, where they could not open chests, and had clues read to them and placed on signs. In that same season, teams had visited the server of Esterlon and had used Google Forms to receive clues.
Route Information clues instruct the teams where to go next. Such a clue usually provides only the name of the team's next destination; it is up to the teams to figure out how to get there. On some occasions, teams are told directly how to reach a location or are given specified options. Also, when traveling to some hard-to-reach destinations, players may be provided with a ticket for a specific means of transportation. Route Information clues have also provided cryptic clues about the next location, leaving players to figure out where they must go.
Route Info may restrict teams to specific modes of transport, commonly requiring them to walk to their next destination when specified. If a team goes to the next destination using the wrong type of transport, they will get a time penalty at the Pit Stop or Finish Line, be sent back, or other means of penalty.
In some cases, Route Information clues will require all teams to complete a non-Detour, non-Roadblock task before getting the clue to their next destination.
A Detour presents the team with a decision between two tasks, each with its own pros and cons. The two tasks are named, often based on rhymes, puns, or play on words, such as "Lunch" / "Launch" to differentiate between a task involving crafting food against crafting fireworks. Teams are given several details about both tasks but may need to travel a short distance by foot or car to different task locations. The two tasks generally involve different skills, often pairing physical tasks alongside tasks that rely on intelligence or craftsmanship. The decision about which task to attempt lies solely with the team. Though, due to logistical constraints, some Detours may impose additional limits, such as how many teams may attempt one of the tasks at one time or when a task may be available.
A team may choose to switch tasks as many times as they wish with no penalty other than the time lost in attempting the tasks and traveling between task locations. Unless otherwise instructed, teams can work together to finish a Detour option. Once a team has completed one of the tasks, they are given the clue to their next location.
If a team cannot complete either Detour option, they will incur a time penalty, which has varied among seasons. Currently, teams can opt to take a 25 minute time penalty which they must wait out before continuing the course.
A Roadblock is a task that only one team member may perform. A Roadblock clue is typically given as a cryptic question, such as "Who's ready to hear and see the sights of Disney?" (leading to a task involving a fireworks show) or "Who's ready to dig their way to victory?" (for a task related to spleef). Based on this information and observation of any other racers at the task, the team must decide which member will complete the task before reading the full task description. Once a team announces their decision of who will complete the Roadblock, the decision cannot be changed. The Roadblock task is performed only by the selected racer while their partner waits in a designated area, although the partner is sometimes able to supply words of encouragement and advice. Further, unless directed by the task instructions, the selected racer can gain help from other racers that have been selected to do the Roadblock. Some Roadblocks may involve the non-selected racer, such as leading a llama their partner rides or helping their partner solve a puzzle. On completing the Roadblock, the selected racer receives their next clue which they then return to their partner to read. If a racer cannot finish a Roadblock or opts to quit the Roadblock, the team must take a 20 minute penalty, which either starts immediately or when they reach the Pit Stop for that leg. Some legs feature two Roadblocks, often the first leg. The second Roadblock in such cases generally require that the non-participating racer from the first Roadblock perform that one.
A team member may only complete a maximum number of Roadblocks, typically about half the number of Roadblocks on the race, effectively making both racers share an equal number of Roadblocks. By the end of the show, the final teams should have an even or close to even amount of roadblocks done.
Since the fifth season consisted of singles, all of the questions were rephrased to all begin with "Ready to" and effectively forced the single racer to complete it in that season only.
A Fast Forward is a task that, once completed, allows the team that completes it to bypass all remaining tasks in the leg and proceed directly to the Pit Stop. Each team may only complete one Fast Forward per season of the Race.
The Fast Forward clue is given with another task clue and is a separate task from the others. Only one team may complete a Fast Forward in any given leg, and a team may only complete one Fast Forward in the entire Race. Teams that win the Fast Forward are not guaranteed a first-place finish for that leg and still face elimination if they arrive at the Pit Stop last. Multiple teams may undertake Fast Forward tasks, but only the first team to complete the task gets the credit. If a team fails to get the Fast Forward (either by quitting the task or being beaten to it), they must return and complete the leg as normal. This creates a risk in going for the Fast Forward and potentially losing time with the other teams for that leg.
Fast Forwards sometimes take the team directly to the Pit Stop by a provided mode of transportation. While in other seasons, teams had to find their own way to the Pit Stop by their own means of transportation unless specific transportation limits are specified.
The Switchback is a task that is based on an iconic task that was markedly difficult or memorable that was performed on an earlier season of the Race. The Switchback is sometimes associated with the same city or location as the original task and often done at the same specific location.
Some Switchbacks have been used in Fast Forwards. For example, in the seventh season, the only Fast Forward offered involved an infamously difficult task from season three involving a sliding puzzle originally in Easest recreated in Covina.
Besides clues, players may encounter the following that may or may not affect their placements or possibly slow them down:
The U-Turn is always placed immediately after a Detour. After completing their Detour option, a team may use their U-Turn ability to force another team to backtrack and complete the Detour option they did not previously complete. The team using the U-Turn places a sign with the people they want to U-Turn with their name on the U-Turn marker stand. It is possible for a team to U-Turn a team that has already passed the U-Turn (or skipped it by means of a Fast Forward), nullifying its effects. A team can only use their U-Turn power once per Race. Teams are warned of an upcoming U-Turn on the first clue they receive at the beginning of the leg.
Starting in season four, teams were met with a new variation of the Double U-Turn called a "Blind Double U-Turn." If teams use a Blind U-Turn, they do not have to publicly reveal themselves as the perpetrators. The first iteration of a single U-Turn occurred in season six.
A U-Turned team can U-Turn another team, and this can be done before they complete their extra Detour branch in a Double U-Turn. However, it is possible for another team to strategically U-Turn a team that they are aware has already passed the U-Turn, thus nullifying the opportunity for another team that has already been U-Turned to use it. As of season eight, there has only been Blind Double U-Turns and never been a Blind U-Turn.
A Dead End is a decision point where a team must answer a question and choose between two answers. Each answer gives teams a clue to travel to a different location. The incorrect answer takes a team to a location to which they are told to head back to the decision point and grab the other clue. If teams take the correct answer, they can bypass the incorrect clue and continue with the race course. Choosing the incorrect answer wastes valuable time, as teams have to go to unnecessary locations.
Once teams take a clue out of either clue box, they cannot open the other clue box until they have found the next clue. Both team members must stay together traveling to the next destination and cannot have one team member wait as a teleport point. The Dead End has only appeared in season nine.
Introduced in the eleventh season, the One Way is a variation on the Double U-Turn board. Appearing before a Detour, the team who chooses to exercise the One Way forces a second team to perform one specific task of the Detour and are unable to switch. A team may only exercise their One Way power once during a whole season. It is possible for a team to One Way a team that has already passed the One Way board (or skipped it by means of a Fast Forward), nullifying its effects. A team can only use their One Way power once per Race. Teams are warned of an upcoming U-Turn on the first clue they receive at the beginning of the leg.
A One Way-ed team can One Way another team. However, it is possible for another team to strategically One Way a team that they are aware has already passed the One Way board, thus nullifying the opportunity for another team that has already been One Way-ed to use it.
Each leg of The Amazing Race generally consists of teams leaving from the previous Pit Stop and traveling to a different location, where they perform two or more tasks, generally including one Detour and one Roadblock, before being given instructions to go to the next Pit Stop. It is each team's goal to complete each leg as quickly as possible, as the first team to check in at the Pit Stop will win a prize; the prizes have included all-expenses-paid trips, new money, and advantages to be used during the race (see Express Pass). The last team to arrive at the Pit Stop will generally be eliminated from the competition, but occasionally the team is allowed to continue racing although they will be given a Race-imposed disadvantage in the next leg (see Non-elimination leg).
Starting line task
First introduced in season four, the start line of the Race has featured a task that teams had to complete before being allowed to continue racing (compared to seasons simply had teams run towards the first clue box). Teams that complete this task first may be given spots for the first of two or more departing flights to their first city, giving those teams a time advantage on the first leg, such as occurred in season four with a helicopter flight.
The Express Pass, introduced in season two, is given as a prize on winning the first leg. It allows the team to skip any single task (including Roadblocks, Detours, and miscellaneous tasks, but not the Fast Forward task) once during the race. The choice of which task to skip is at the team's discretion, but the power, if unused, expires at the end of a certain leg, depending on the season.
As of the eleventh season, the Express Pass has been awarded to six teams. Four of the teams have made it to the final leg of the race, and two teams have gone on to win the grand prize. A total of ten racers have been on a team that have been awarded an Express Pass. Cortesi holds the record for being awarded the Express Pass the most, having been a part of three out of the five teams who have been awarded it.
In season ten and eleven, the Express Pass was not awarded to the team that arrived first to the Pit Stop in the first leg, but rather through an optional challenge at the starting line.
The Pit Stop is the final destination in each leg of the race, and where all non-eliminated teams go after checking in at the mat. Each Pit Stop is a mandatory rest period that allows teams to rest and converse with each other and also allowed to watch other racers complete the race course.
Teams are responsible for being ready to leave at the correct time and are given no time credit should they miss their departure time. In most cases, teams leave from the same location they ended the previous leg at. In some instances, all teams may be released from the Pit Start at the same time regardless of placement from the last leg.
Some Races have included a continuation leg, where teams are not checked in at a Pit Stop but instead given a clue to continue racing.
The first iteration of the continuation leg occurred in season three.
A number of legs on each Race are predetermined "non-elimination legs", where the last team to check in is not eliminated. Teams who have finished in last place in a non-elimination leg have been subjected to one of the following penalties in the next leg:
The penalty for finishing last in a non-elimination leg is that the affected team will have to perform a "Speed Bump" task at some point during the next leg. The Speed Bump itself is displayed with a clue box labeled accordingly. From season eight and onward, the heads of the team who incurred the Speed Bump were placed next to the chest.
Once the team completes the Speed Bump task, they may receive the next clue that they would have gotten at the Route Marker, or they may have to backtrack to the location of the clue box to get their next clue, depending on the task. The tasks that teams have been called on to perform are generally not very difficult or time-consuming, and a handful of teams that have been hit by the Speed Bump have recovered from it quickly enough to avoid immediate elimination.
If the team fails to complete the Speed Bump, they will receive a 20 minute penalty at the Pit Stop.
In certain occasions, such as the first instance in season five, a team may not have to do a Speed Bump after arriving last in a non-elimination leg, due to reasons including, but not limited to, the absence of a planned Speed Bump or issues with the leg.
The final leg of the race is generally run by the three remaining teams. The only exception is in season ten, where only two teams raced in the final leg.
Teams still must complete all of the tasks in the final cities before they are directed to the finish line mat to claim the cash reward for the winning team. The grand prize for the winner varies each season. Season one had the prize set as $1,000 and every subsequent Race, except for season five, has had the prize at $10,000. At the check-in mat, the host and, in most cases, some of the other eliminated teams celebrate the arrival of the teams. Generally, the rest of the teams are allowed to arrive. In some cases, teams may choose to forfeit the Race after the first place and/or second place teams have made it to the finish line.
Usually, the final leg features a challenge or multiple challenges that test the contestants on their time spent during the race, such as the locations they visited and/or how well they know the challenges they have done. Such a challenge is usually a "Route Info" task, but it sometimes appears as a "Roadblock" task.
Rules and penalties
All teams must abide by the rules set at the beginning of the race. Failure to do so may result in time penalties, which may negatively affect finishing position in that leg of the race.
Formerly, there was an in-game set of official rules can be found in the form of the "TAR Handbook", an in-game book which had versions updated often, usually before a new season. The last time one was released and used on the Race was during season eight. The last version was TAR Handbook v4.
Transport and travel
- If a lift, bus, rail, etc is broken, it is not up to production to fix it. If a team member is stuck, then the team may notify the host to get aid to continue racing.
- Teams are prohibited from punching others' carts, boats, and other modes of transportation.
- Teams are prohibited from using any modified forms of transportation that are not provided to them by production or specified in a clue.
- Teams may not use private homes or warps.
- Teams may not use warps not linked to a form of transport.
- If a clue specifies to take a train, teams may opt to take either a warp train or a minecart rail line; however, if one is specified, teams must take that form of transportation.
- Teams are prohibited from blocking or adding obstacles to transportation routes.
- If official Amazing Race horses are used during the Race, a team may take an unattended horse as long as the horse can reasonably be assumed to be unattended.
- Both team members are required to take the same route and form of transportation as their partner when traveling between route markers unless specified. Searching an area does not apply to this rule.
Clues and clue boxes
- One team member must read the clue out loud in Mumble, if possible.
- Teams are allowed to only take one clue per team member out of the clue box initially and are allowed to take more if needed, such as if a clue is lost. Teams may not take an excessive amount of clues out of a clue box.
- Teams may only have Race approved items in their inventory. The current list of items includes steak, diamonds, minecarts, boats, Amazing Race Horse spawn eggs, an Amazing Race Horse Remover, and any other provided items along the Race in their inventory. Spawning in items or taking items not provided by the Race is prohibited.
- After season eight, the TAR Handbook was removed from the approved Race items list.
- As uCars were not on the server in season ten, teams were provided a specified number of official Amazing Race Horse spawn eggs per team member at the start of a leg, and diamonds were removed from the approved items list. If a racer is running alone, they are given the total number a two-person team would be given.
- Beginning in the eleventh season, a golden sword enchanted with sharpness 100, named the Amazing Race Horse Remover, was added to the allowed items list.
- If a team runs out of the Race approved items, such as diamonds, minecarts, etc, then they may ask the host for more items unless specified otherwise. No time credit is given for the delay in the giving of items.
- Teams are not allowed to take items from chests that are not indicated for the Race, except for taking minecarts from stations.
- Teams may not use commands, except for non-staff teleport commands, messaging commands, and lift commands.
- Teams may not use staff powers.
- Teams are allowed to use the wiki unless specified, but are not allowed to use dynmap on the course.
- Teams are not allowed to use X-ray texture packs and hacked clients.
- Teams are prohibited from using mini maps, Schematica, fast-clickers, and any other type of application or mod. Optifine and other certain mods are allowed.
- Teams are prohibited from taking screenshots or photos during a challenge unless specified.
- Teams may only break blocks if it is allowed in a task or if they think they must, such as to get a clue. An example of this would be in Spring Valley in season eight.
- To skip a task, a team must notify either the host and the adjudicator of the challenge.
- Team members may not teleport to each other during a parkour challenge.
- In any tasks that provide teams with equipment, tools, animals, guides, or other props, teams are forbidden from changing them mid-task, unless specified. Teams are forbidden from interfering with such equipment for other teams. After season four, teams are prohibited from sabotaging other teams' items.
- Unless otherwise stated, during Roadblocks, the team members not doing the task must not interfere with racers doing the challenge.
- Teams must complete each challenge as specified by the clues given to them throughout the Race. Should a team fail to properly complete a challenge, violate any provisions made in a clue or task description, or miss a clue altogether (unless specifically allowed to do so, e.g., by winning the Fast Forward, or by using an Express Pass), they must either go back to the location of the challenge and complete the challenge or incur a penalty when they check in (see Penalties and time credits below).
Interactions with others
- Teams may follow other teams and work together; however, the task must be completed by each team separately.
- Teams are prohibited from harming other racers unless specified.
- Teams are forbidden from touching another team's belongings. Teams also may not intentionally hinder another team by hiding the materials needed for a task.
- Teams may ask for the assistance of non-racers; however, they may not teleport to them, allow them to join the Mumble, follow them to locations, or complete a task for them.
- Once a team has checked in, they may not contact other teams still racing; however, they may watch dynmap and streams to see other teams who are still racing.
- If a team member has to leave, then the team must notify the host immediately.
- Teams are required to abide by all server laws of the server where they are racing.
- Teams are not allowed to see Mumble channels while racing unless specified otherwise or in the case of an emergency, to stop teams from knowing who has or has not finished.
- At the end of a leg, all clues must be surrendered or destroyed.
- All rules and penalties are up to the discretion of the host.
Penalties and time credits
If a team trying to check in at the Pit Stop has committed an infraction during the leg, the team generally must return to the point of the infraction and perform the task or action correctly before being allowed to check in. If it is impossible or deemed out of the way to correct the action, the team is instead asked to wait at a nearby spot to serve a penalty period before being allowed to officially check-in. The penalty for most rule infractions are 10-15 minutes, plus any time gained from breaking the rule. Minor violations for various tasks would have a penalty of 5-10 minutes. Some violations have longer penalties: up to 20 minutes for failing to complete a miscellaneous task, 20 minutes for failing to complete a Roadblock or Speed Bump, 25 minutes for failing to complete a Detour (or completing a Fast Forward incorrectly), and two hours for skipping a final memory task. If teams incur multiple penalties, they are cumulative.
|Season||Premiere date||Finale date||Start line location||Finish line location||Winner(s)||No. of
|0||June 14, 2014||N/A||Yuki Mountain, Wishington||Pagoda, Tranquil Gardens||N/A||7 of 2||7||28||Test season, canceled|
|1||November 15, 2014||December 21, 2014||Harbourfront Beach, Spawn City||Fairfax Fairgrounds, Fairfax||hawksfan1010 &
|2||May 23, 2015||July 5, 2015||Yawkey Park, Silver Spring||Grand Park, Kitania||Just_robinho &
|8 of 2||9||35||Introduced the Express Pass and first time visiting the New World|
|3||November 21, 2015||December 6, 2015||Gare d'Orsay, Saint Roux||Kessler Cathedral, Kessler||CortesiRaccoon &
|7 of 2||28||Introduced continuation legs|
|4||April 9, 2016||May 7, 2016||MRT National Theatre, New Phoenix||Spurnton Point, Birdhall||godzilltrain &
|8||21||Introduced the Blind Double U-Turn|
|5||August 14, 2016||White Point Chapel, Whitechapel||Columbia Island, Whitechapel||mine_man_||8 of 1||7||8||Mini season|
|6||January 7, 2017||January 28, 2017||Anchor Statue, St. Anna||Mt. Silver, Inchmuir||godzilltrain &
|6 of 2
1 of 1
|8||29||Introduced the single U-Turn|
|7||June 10, 2017||July 1, 2017||Sixth Street Bridge, Covina||Central Park, Central City||Narnia17 &
|8 of 2
1 of 1
|9||25||First time visiting other servers|
|8||December 23, 2017||January 27, 2018||L'isola di Porco Rosso, Fort Yaxier||godzilltrain &
|38||First time visiting Epsilon terrain|
|9||July 1, 2018||July 28, 2018||Edelfort Citadel, Quiris||Maverick Bridge, Verdantium||AyyLion &
|10 of 2||42||Introduced the Dead End and first time visiting fully Epsilon cities|
|10||January 4, 2020||February 8, 2020||Souter Point Lighthouse, Secunda||Lubov Theatre, Kolpino City||KittyCat11231 &
|9 of 2||25||Singles paired up by production and first two-team final leg|
|11||September 12, 2020||October 3, 2020||Apex Towers, Kantō||Bandit Stadium, San Vincenzo||KittyCat11231 &
|12 of 2||10||30||Introduced the One Way and first time visiting Zeta|
Cities and servers visited
- In four seasons, the race ran only on one MRT world: the Old World (1) and the New World (4, 10, 11).
- In two seasons, the race began and ended in the same city: Whitechapel (5) and Fort Yaxier (8); only in season eight was the starting line and finish line in the same place (L'isola di Porco Rosso).
- Season seven and nine featured other servers.
As of the eleventh season, The Amazing Race has visited 189 different cities over two worlds on the MRT and five other servers.[a]
The second season of The Amazing Race was the first season to visit the New World and visited six wards in total. Season three extended the Race route to Ward 4 and Ward 1. Season four was the first time in Ward 6. The ninth, tenth, and eleventh seasons are the only season to have featured all Wards. Ward 5, Ward 7, Ward 8, and Ward 9 have been featured on every season that has visited the New World.
If a season had featured a city located in multiple wards, the exact location visited in that city is taken into account to mandate which ward was visited. Mandatory layovers, transfer locations, and airports in multiple towns or no towns are not counted or listed.
|Rank||Ward||Seasons visited||Pit Stops[b]||First city visited||Most recent city visited||Most visited city|
|1||Ward 7||10 (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)||11 (2, 4, 5, 6, 8, 9, 10, 11)||Vermilion||San Vincenzo||Daneburg, Kenthurst: 3|
|Ward 5||10 (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)||9 (2, 4, 5, 6, 8, 11)||Zaquar||San Dzobiak||Elecna Bay: 4|
|Ward 8||10 (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)||6 (3, 5, 6, 8, 9, 10)||Whitechapel||Whitechapel||Whitechapel: 5|
|Ward 9||10 (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)||5 (3, 6, 10, 11)||Whitechapel||Larkspur||Laclede: 4|
|5||Ward 3||8 (2, 3, 4, 6, 7, 9, 10, 11)||8 (2, 3, 4, 7, 10, 11)||Airchester||Anthro Island||Covina[c]: 4|
|6||Ward 4||7 (3, 4, 7, 8, 9, 10, 11)||7 (7, 9, 10, 11)||Saint Roux||Scarborough||Saint Roux, San Reinoldi: 3|
|7||Ward 6||6 (4, 6, 8, 9, 10, 11)||6 (4, 6, 9, 10, 11)||Haskaa||Kazeshima||Whiteley: 3|
|Ward 1||6 (3, 4, 8, 9, 10, 11)||5 (4, 8, 9, 10)||New Phoenix||Oparia||Quiris: 3|
|Ward 2||6 (2, 6, 7, 8, 9, 10, 11)||2 (9, 11)||Soiled Solitude||Kleinsburg||St. Anna: 3|
- a. ^ This count only includes cities that fielded actual route markers, challenges, finish mats, or mandatory transport locations. Mandatory layovers, transfer locations, and airports in multiple towns or no towns are not counted or listed. Additionally, season zero's destinations are not counted nor listed.
- b. ^ 1 2 3 4 Includes finish lines.
- c. ^ 1 2 Including the districts of Melrose (2), Vergil (2), and Victorian City (2, 4), which were separate cities at the time of being featured.
- d. ^ Including the former cities of Coronado (3) and Huntington (3), which were merged together to form the Hummingbird Islands after the indicated featured season.
- e. ^ Including the district of Easest (3), which was a separate city from at the time of being featured.
- f. ^ Including the former cities of Xandar (2, 8) and Vekta (8), which were considered fully integrated together after the indicated featured seasons.
- g. ^ Including the district of Orio (8), which was a separate city from at the time of being featured.