PMGs : ANTIC has to process them, so for each Byte read, there's a cycle down, right there (and if I'm not mistaken another cycle for doing the change?). And even if the game ran at 1 fps, ANTIC still has to process PMG 60x per second, so the total cycle count will be substantial. However, to get more colors, it's a necessary evil on Atari.
Same thing for DLIs for the PMGs (the trees) and DLIs for the background. That's again a lot of cycles that are taken 60x per second, regardless of game's framerate.
Such DLI requires STA WSYNC, or not ? That completely kills CPU for that scanline, which is what - about 105c per scanline ?
Now, there appear to be about 8 such changes for the road, so multiply the cost by 8 and then by 60. Boom
By the time we get to do some actual drawing, our cycle budget just got sodomized by ANTIC
I couldn't actually do the calculation with 6 fps, as for me, 10 fps is brutal in itself, but 6 fps is just plain sadomasochistic. I just can't. There should be a law that racing games shouldn't go below 10 fps...