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Anything you can do I can do halfass
Hi all; Professor NES here- awesome marathons, sorry I don't have time to add much to the community, etc., etc.
But to present interests: I just got my JPN3DSXL not long ago and, not having any JP carts immediately on hand, dove straight into the SNES VC and picked F-Zero back up.
Now, it has been ages since I've played, and I never played competitively, so after clocking in an initial couple sets of times on Knight and Queen, I decided to jump back and check SDA to see just how terribly slow I was and what the going fast-strats were.  The later tracks I'm generally blurry on, but I know good old Mute I  like the back of my hand (not to say I'm fast, I just know where to be when, in theory).  I was a little surprised seeing how frequently the runner lets off the gas given that I've found Stingray to be the machine I can most throw hard into the corners without losing grip, so I decided to pull up my 3DS course records to see whether my own times were nearer 5% or 50% slower than record.  Aaaand lo and behold my times are all 10+ seconds faster, game-time.

So.

Somebody PLEASE tell me this is because PAL runs at a lower game-logic FPS but actually tweaked the frames-per-timer-second for reasonably consistent wall-clock time o.o;  That would, at least, put my current casual NTSC/3DS top time at a believable PAL 2:37 to the record 2:33, rather than at a literal 2:11.

And with that out of the way, is there any specific reason there is no NTSC IL set yet?  Not enough US/JP players?  Also, what's the deal with bailing steep into the recovery zone at the start of some races?  I get lining up the double-bump from Golden Fox, but I'd think that could be accomplished with less of a detour...  Is the AI actually smart enough to not rear-end you unless you seriously cut them off? (and if so, why can't they be that smart in the middle of some races while I'm trying to line up a turn? Tongue )

And, if we want to get technical, has anyone done time comparisons with and without letting up in the turns?  From what I can suss out of the feel of the mechanics, I think 2D F-Zero (and FZ1 perhaps moreso than MV, GPL or Climax), even in the earliest days before they started advertising it as such, has some bit of overlap with my few-years-old-now analysis of 3D F-Zero in that there is a distinct grip/slip mechanic wherein:
- the higher the grip, the greater the max proclivity of the machine to dampen lateral motion and/or turn it into motion in the direction the machine is facing
- the lower the grip, the lower the release threshold angle between the direction the machine is facing and the direction the machine is actually moving- exceed this threshold angle e.g. by taking a turn too hard and you go into "slip" state where the machine will much more freely coast sideways without the dampening effect of grip
- the heavier the machine, and the lower the grip, the longer it will take to lose lateral speed, and thus to recover from slip state without intervention
- while in slip, turning the machine so it is facing the direction it is actually sliding generally shortens the time until grip is restored
- letting off the gas and restoring it even exactly once, as called out explicitly in MV, cancels slip state and reasserts grip, although depending on the weight and acceleration curve of the machine, you may need to have a bit of faith that you'll even out, since even under grip, sideways velocity may not be fully bled off for a few frames.

These factors are why, in combination,
- Golden Fox (light, low-grip, high acceleration) gets squirrely if you try to turn normally, but as was later called out explicitly on Wind Walker, if you're at speed, you can turn sharply well ahead of a turn, intentionally slip sideways, and pulse the gas just past the apex to cut turns ridiculously tight
- Stingray (medium-heavy, high-grip, low acceleration) can take many turns like it's on rails at moderate speed, but if you're too far north of 400, you can end up sideways.  E.g. on the Mute I hairpin, you can keep the gas down and feel like you've made a clean line until your exit falls apart completely and you end up in the rough; on the Sand I hairpin I at least can hold gas the whole time but only IF I start the turn early and from the outside of the track to keep the arc a bit wider, but lose it if I try to cut in too hard or too late (note that I'm not sue I've ever been all the way up at 478 when pulling the leadfoot hairpin, so ymmv)
- Wild Goose (very heavy, moderate grip) is just fine until you swerve or collide with anything, at which point, high momentum sans grip, you're playing pinball.

The Sand I slow 3/4-circle turn I find to be a fascinating control test for which machines hold grip how well under continuous load at what speeds...

If any of this holds water, there may be some interesting driving technique to revisit, although sadly, because I think shoulder-sliding on 2D is a fixed velocity rather than a low cumulative acceleration as it is in GX, I doubt there will be any spectacular new tech like snaking or MT hiding in the fringes of the physics.
Thread title:  
Soulless Killing Machine
As I understand it, you have x number of frames and that x is divided by what the standard is.  PAL seems to be 25 frames per second, while NTSC is 30.  If you have 300 frames, that would be 10 seconds for NTSC, and 12 seconds for PAL.
The actual answer to the OP's questions is that SDA is not a world-record tracking site.

The leaderboards for the entire F-Zero franchise are at fzerocentral.org and looking there shows that the current record for Mute City I is 1:58.23
Soulless Killing Machine

Here is one i"F-Zero - Mute City 1 - 1'58"38 by Faust" that looks rather close to that WR of  Mute City I is 1:58.23 that Grygor is saying.  OR you could try and figure out how to duplicate some TAS techniques and cheese it like here :

"F-Zero: Mute City 1 in 24"78 TAS ".  Whether or not it is humanly duplicatable is unknown to me, but asking the author sounds like a good start.
Edit history:
WMJ: 2017-01-06 09:16:52 am
WMJ: 2017-01-05 06:51:40 pm
The NTSC version of F-Zero has a really broken timer. The PAL timer is completely accurate. On NTSC 0.90 seconds on the game clock is 1 real time second. This means the correct conversion is NTSC = (PAL / 4) * 3 and the converse PAL = (NTSC * 4) / 3. The actual speed difference is the usual 50fps PAL and 60fps on NTSC.

I competed on PAL F-Zero SNES years ago (on and off between 2003 - 2011) and I think back in 2011 or so submitted my best recorded times here. Since then I moved on to other games and haven't played it much since. At the time several of the laps were world records at least and all the other times were in the top 3 - 5.

Since it's 6 years later most of the records have been vastly improved by other players. Most notably Edward406 who is completely in a league of his own at this point.

This game has been played very extensively by the F-Zero community (me included) and most the tech is known into the smallest details. Especially since this is a game where 10ths or 100ths of a second are significant oppossed to say, F-Zero GX where top times are often seconds apart.

Letting go of gas is mostly the blast turning technique which lets you take corners sharper with minimal speed loss by quickly tapping the accelerator. That's why it often used. There is also the brake tapping technique during specific times the S-Jet (boost) speed cycle (to take out the lower km/h end of the cycle). Fire Stingray is by far the best machine if you drive 'perfectly'. If you crash and need acceleration it can be slower but of course that shouldn't be a part of a good IL run. The slow acceleration is also why on many tracks you want to get the "rival bump" from golden fox as early as possible by taking a detour to let it catch up quicker (this will be faster in the end). There is more tech in the game obviously but it is not near as tech heavy as F-Zero X or GX. Mostly it revolves around perfect cornering and cutting as much of the guard rails as possible without losing speed.

Timer info: http://www.fzerocentral.org/viewtopic.php?t=13836
Current World Records: http://www.fzerocentral.org/viewtopic.php?t=13361
My times converted to NTSC (the current SDA runs) http://www.fzerocentral.org/f0/viewladder_11.php?ladder=1&user=544