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Recently, FZC staff have discussed privately whether or not new rules should be added for Fast-Laps in Climax.
Using save-states/restore-points for Fast-Laps is already allowed for the game as we allow emulators to be used, but the question regarding Fast-Laps is to determine when the save-state/restore-point before the Fast-lap should be allowed to be set. Current Fast-Lap World Records use save-states/restore-points shortly before the Fast-Lap begins, with boost power and alignments for shortcuts having been made beforehand.
But the argument against allowing this is that building up the boost power to max speed (1920km/h) in Climax arguably takes a certain amount of skills to perform as it requires timing the boosts on top of each-other in successive fashion, which also gets harder to do the more complicated the track layout is as you would then also have a good sense of the drift mechanics of the game. And the same skill-argument goes for making difficult trajectories or alignments for shortcuts before the Fast-Lap begins. Thus the argument is that the whole set-up before a Fast-Lap begins should also be included in the Fast-Lap attempt, and so the save-state/restore-point should be made before any techniques that makes you go faster are performed, or any sort of alignments that makes the entry of the Fast-Lap easier to execute. This would arguably also be consistent with rules for Fast-Laps in other F-Zero games.
The argument against new rules for Fast-Laps is that we already have sufficient enough rules set in place that determines that a save-state/restore point only needs to be set before entering a Fast-Lap, and that these rules have already been used by people in the last couple of weeks since allowing emulators. With new rules added, these players would get their times and WRs removed from the ladder as they would then not have a correct starting point for the save-state/restore point. This could potentially make the affected players unmotivated to continue playing the game, which would be a detriment for our community. Another argument is that the building up the boost-power is not very skillful, and instead falls more in the tedious/annoying category, which thus warrants it being eliminated by having the save-state set afterwards, similarly to how it's mostly tedious to save up boosts in SNES/MV, or clearing mines before attempts in GPL.
As we have already discussed this thoroughly just between us staff, we would now like to hear from others what they think is the right move to do for the future. We welcome all opinions, but would especially like to hear the opinions of people who have played the game in a competitive fashion.
/ FZC staff
EDIT: After some consideration, FZC have decided to update its rules regarding save states/restore points usage for F-Zero Climax. See the rule page for detailed explanation: https://fzerocentral.org/viewtopic.php?t=824. Times submitted not following these rules will get removed from the ladder.
Apologies about the 1200 km/h thing coming out of the blue for most people. It's meant to be a round-number threshold which is higher than the highest possible unboosted top speed. In practical terms it's not that much different from making the rule 'start from standstill', but it potentially cuts out a half second of tedium while not crossing into the boost speed buildup arguments at all. Anyway, the idea wasn't mentioned in this thread and I think it was mentioned once a couple of days ago in the FZN Discord - it mainly came up in staff-only discussions, which we should be more careful about next time.
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