Post subject: F-Zero X - Death Race
Joined: 2/16/2006
Posts: 3
I made a quick very unoptimized run of the F-Zero X Death Race. It is totally unoptimized and I like watching TAS's more than creating them so I decided to throw it out and watch it get completely smashed. The in-game time for my run is 19.923 seconds. I have no clue what the world record time is, though some claim 23 seconds. The best video I've seen is 55.403 seconds. Seen here: http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1127928791 There are some very obvious problems with the run. Such as the last car being way out in front. Some tips. Boost lasts exactly 100 frames. You can aim when you hit enemies to hit other enemies in front. This does cause some problems though, such as the last car I killed. it gave him a boost so he was far ahead. Which brings me to the last tip I have. Getting hit from behind gives you a slight speed boost, as cars are destroyed they spin around. If you time it right you can get them to spin into the back of your vehicle giving you a speed boost. M64 file here: http://s11.yousendit.com/d.aspx?id=3H46DTWW2I7R90NY0A985XI0RR
Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
simply amazing Video. The best ive done is around 1 minute. i would love to see it optimized.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
I was under the impression that there was a way to glitch 0'00"000 on the death race, I have never looked into it but I scrounged up the website I had found it on: http://www.mrfixitonline.com/List.asp?ListId=491 Maybe 0'00"000 just indicates the player hasn't tried it, but some players have a blank there... Someone should post over there or do some research. edit: 0'00"000 is actually listed on the MFO Best Time line as well... But, anywho, there are ppl there with 2 seconds and such... kinda too bad but I think a TAS would just be a 0'00"000 unless you specified some arbitrary amount of time to wait at the starting line :( .
Current Project: - Mario Kart 64
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
There's no 0'00"00 bug there, it's just that some people leaved the space at it was & some others cleared it... (I'm a member there...) BTW, in order to get a fast time here, you need a slider car (heavy car with setting on max acceleration). When you start, you must boost-rail-slide & get ahead of everyone, then use the brake & spin attack. I know this is difficult on the console (as I prefer to use another strat), but with re-records, it shouldn't take to much... If you don't know, the 3 best cars to slide are: Blood Falcon, Night Thunder & Crazy Bear...
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Experienced player (608)
Joined: 10/23/2004
Posts: 706
So, what is the best time at MFO (and the strat used) and where can we get the best video? Thanks.
Current Project: - Mario Kart 64
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Well, according to the site, the WR is 21"884, though there are other records that lower this time (probably fake...) There's an IRC channel for F-zero games, the server is QuakeNet & the channel is fzerocentral. You could try asking somene there for a video, I couldn't find any... As for the strat, JKT once mentioned that you could beat the Death Race in about 15-20 secs if you slide & get in front of every can in about 4 secs, then use the break & spin attack to take about 20 cars, then boost again to catch the remaining cars...
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Joined: 2/16/2006
Posts: 3
Samurai Goroh, can you explain the rail slide in depth? how does it work? Also the problem with using the 3 cars you mentioned is that they are all unlockables. So no recording from power on. A couple of videos on that site show people getting insane speed during a 64DD custom track jump, how are they doing this? My only guess was that there were bombs in midair that they used to propel themselves. But if it's just something you can do during a normal jump would love to know as it would be helpful. Also- if it's faster to boost ahead then spin attack, it would probably be possible to boost past everyone, then spin attack all the cars. As you can pretty much be in constant spin attack if your timing is frame on.
Joined: 3/31/2005
Posts: 148
Location: Colorado
How fast could you enter the code to unlock all vehicles? Or are we not down with that?
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Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Joined: 10/2/2005
Posts: 79
My vote No codes.
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
blazekun wrote:
Samurai Goroh, can you explain the rail slide in depth? how does it work? Also the problem with using the 3 cars you mentioned is that they are all unlockables. So no recording from power on.
I also forgot to mention that the car must have a bad grip, E if possible... :P In order to slide, you'll need a heavy car with bad grip & set it to Max Acceleration (all the way to the left). Now, in the course you just need to press Left + R to slide to the right & Right + L to slide to the left. (It doesn't matter if it's a curve or not) I know it's a bit confusion when you try it for the 1st time, but when you get the hang to it, you may only need to press any side & with the speed you have, the car will slide automatically ;) I would recomend you to practice on Sand Ocean 2, it has lots of different kind of turns & for both sides... Oh, I almost forgot, when you play normally with max acceleration, you'll get a speed of about 750 km, but when you slide, you can easily get up to about 1200 km. Since you can will only have the top tier, I THINK that the Golden Fox should be the best option to slide with. If you prefer, I could test with the 6 cars & see which one is the easiest to slide & check if it really saves you time on the Death Race...
blazekun wrote:
A couple of videos on that site show people getting insane speed during a 64DD custom track jump, how are they doing this? My only guess was that there were bombs in midair that they used to propel themselves. But if it's just something you can do during a normal jump would love to know as it would be helpful.
The insane speed is due to advance techniques not mentioned in the game. There's a floating guide on MFO, you can check it to give you an idea of how to do it. Basically, all you have to do is a side attack in the air, while you dive at certain angle. You can practice this really quickly on Rainbow Road (if you haven't discovered yet, then try Sector B)
blazekun wrote:
Also- if it's faster to boost ahead then spin attack, it would probably be possible to boost past everyone, then spin attack all the cars. As you can pretty much be in constant spin attack if your timing is frame on.
Well, more or less. You'll see, when you stop moving in the middle of a course, the cars will hit you with a spin attack. Which means that they will not be damaged at all, thereforward you won't be able to kill them in 1 shot... I think that the best strat would be to boost-rail-slide until you almost catch the cars, then attack them with a spin attack still using the turbo, then use the break to attack the cars from behind, I think doing this twice & if some cars still survived, just attack them with a side attack...
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Joined: 12/7/2005
Posts: 149
Location: Sweden
I can't get it to sync; do you have it on video?
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
I'm getting a desynch as well - 2 other cars get smashed, then you fall off the left edge of the track on the recharge strip. I'm using the same plugins listed along with their (mostly) default settings, and my ROM CRC matches - any special video settings required?
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 2/16/2006
Posts: 3
Only thing I can think of is to turn the rumble on. Oh and make sure you have sound set to sync with game. That probably makes a difference. I'll get a video up in a few. Edit> Video is up, Grab it here http://rapidshare.de/files/13453851/Blaze-F-ZeroX-DeathRace.avi.html Requires XviD codec.
Joined: 12/7/2005
Posts: 149
Location: Sweden
Thanks! Very nice, but indeed there does seem to be room for optimization.
Joined: 5/24/2004
Posts: 262
To those getting a desynch: I tried it first with different plugin settings. Desynch. Ok, then I tried it with the same plugin settings, including rumble pack. Desynch. Then I tried it for a third time after restarting the emulator and keeping the proper plugin settings and it worked. Point is, try it a couple times before you give up on it. I have no clue why it worked for me the third time, but oh well.
Joined: 8/1/2004
Posts: 143
Location: Colorado
I would recommend turning the rumblepak off if you record future movies, as most people have that setting turned off by default in their emu settings.
Player (120)
Joined: 1/30/2007
Posts: 82
After my second attempt at this I clocked a 13"980. I tried the tactic of going in front of everyone and spinning but it wasn't very effective or I was not doing it correctly. It turned out pretty well with the current strat anyway.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Vid / Youtube Nice job btw edit: link fixed
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Post subject: goes to watch :)
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
*goes to watch it :)
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Joined: 7/2/2007
Posts: 3960
I dig the ending - "Finish! You're going the wrong way!" Nice work in general. Was the spin attack at the end just to catch cars that you were forced to pass during the jump?
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Player (36)
Joined: 9/11/2004
Posts: 2631
It was to get Captain Falcon. That was the only CPU left. That was amazing BTW.
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Joined: 7/2/2007
Posts: 3960
Sorry, I wasn't asking the right question. Why was it necessary to use a spin attack at the end to catch someone behind you? Shouldn't you be killing every car as you pass it? Mind you, I don't know that it's worth a slightly faster time if you have to give up the announcer's lines. :)
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Player (36)
Joined: 9/11/2004
Posts: 2631
Derakon wrote:
Sorry, I wasn't asking the right question. Why was it necessary to use a spin attack at the end to catch someone behind you? Shouldn't you be killing every car as you pass it? Mind you, I don't know that it's worth a slightly faster time if you have to give up the announcer's lines. :)
He ran out of energy, it would have been faster, but it would have required another boost.
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Player (120)
Joined: 1/30/2007
Posts: 82
Derakon wrote:
Sorry, I wasn't asking the right question. Why was it necessary to use a spin attack at the end to catch someone behind you? Shouldn't you be killing every car as you pass it? Mind you, I don't know that it's worth a slightly faster time if you have to give up the announcer's lines. :)
The person up ahead was moving too fast. Had I have gone to the final racer first I would have lost a lot of ground over the racer up ahead and as you can see I only just caught up to the front racer moving at full speed off the jumper. Also, I would have needed to cross the finish line.