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RolStoppable said:
curl-6 said:
RolStoppable said:
Wake up, people. GX was truly disappointing. 

In what way?

It was intense, challenging, smooth, controlled tightly, looked and sounded great...

Style over substance.

Course design wasn't good on top of being too long. Physics were abysmal, especially in the air. Boosts were changed from maintainance to bursts, so it wasn't about good driving anymore. Everytime I tried to replay the game in the last eight years or so, I shut it down after playing a few tracks, because I was reminded of how poor and boring almost everything is. There are so many stinkers in the track selection. Lightning (Half Pipe), Cosmo Terminal (Trident), Port Town (Long Pipe), Casino (long version), Lightning (long version), Green Plant (long version). And Phantom Road has infuriating AI; those cheap bastards can go full speed in the final section whereas the player is sent off the track.

How were boosts not burst in the SNES and N64 games?