What food does (confirmed). A food's six numbers raise the six externals, in this order: Start, Corner, Out of the Box, Competing, Tenacious and Spurt (Carrot raises Start, Fodder raises Corner, Cabbage raises Tenacious). No food raises speed, stamina or sharp directly. The gain shrinks as your horse's six externals add up: full value while they total under 240, then 90, 80, 70 and 60 percent in steps of ten, and half from 280 up. Fractions are dropped, but any food number of 1 or more still gives at least +1, and each external stops at the top of its scale. A food your horse dislikes gives no gain at all (and costs hearts), and food never lowers an external. This is the game's feeding code in all four versions, read twice independently and matched by 1999 and 2000 Japanese food tables and by the arcade's own feeding logs.
Every number here matches the game's food table. Rev C, Rev D and DOC 2000 use the same values; DOC '99 has 41 foods (no Banana, Large Banana or beer) and tunes Cube Sugar, Green Salad and Large ? Mushroom differently. Beer (DOC 2000 and World Edition) has all-zero numbers and raises nothing, so it is not listed. The Feed / Growth tag and the table's seventh number only change how the food looks on screen. Hearts: a food your horse eats gives +4, +3 or +2 hearts points and one it refuses costs 2, 4 or 8, depending on how much that horse likes it. Food helps speed, stamina and sharp only indirectly: from race 15 on, hearts decide whether those grow.
"How to get it" follows the game's feed-menu rules: the menu shows four foods, picked by fixed rules from how your last race and training went, with the rest filled at random. The race-result rules come from the game's own feed-menu code.
Feeding plan
Tap ✚ on any food to add it to a plan, in the order you will feed it. With a horse loaded, the plan is added to its externals one food at a time with the game's shrinking rule; without one, the totals below are the full food numbers.
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