By using this site, you agree to our Privacy Policy and our Terms of Use. Close
RolStoppable said:
curl-6 said:

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

On the SNES the boosts lasted for several seconds, but that's not really what I was refering to. They improved the boost system for X and that's what GX should have built upon instead of changing it for the worse.

In X each boost gives you a push after which your speed slowly decreases, unlike in GX where it evaporates much quicker. Additionally, you are vulnerable to losing control over your vehicle while you travel above regular speed; if you press the stick too far to the side, all your speed is going to be gone and more. In GX it doesn't matter, if you are a clutz; you can't lose control, even if you have stacked several boosts on top of each other.

If you combine that with the track design of each game, X shows its strengths even better. If you can handle the boost speed, then you will be going at high speed almost all the time from lap 2 onwards on almost all courses; you have that constant intensity. In GX you get a lot of downtime, because the boosts don't last long and because the tracks are too long. Some courses try to rectify the problem by having two or more recharge sections, but it doesn't work out all the time. Courses like Sand Ocean (first cup), Lightning (first cup) and Port Town (both in the second cup) are clearly missing a second recharge section. (Speaking of Port Town, the last version of it (the Cylinder) is absolutely awful; forgot to mention it in the previous post.)

You can lose control at high speed in GX; you don't skid as easily, (an improvement in my view) but the higher simulated speed means it tests your reflexes more; that's the tradeoff and why a clutz can't get away with it.