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TopicRanking the F-zero GX tracks
Epyo
08/28/21 12:24:15 PM
#42:


Been looking for a reason replay this game for years, finally did thanks to this thread. Went through all the grand prixes in the past couple days.

OK here's my ordered and tiered list.

For the top two tiers, I remember as a kid, sometimes turning the game specifically with one of those tracks in mind, just to enjoy practicing on it. Sometimes you're just in the mood for some Green Plant: Spiral, you know?

Favorites
Phantom Road: Slim-Line Slits (cool looking, chaotic, hard to win without being TOO dangerous)
Outer Space: Meteor Stream (high speed, insanely cool looking)
Lightning: Half Pipe (great concept, looks cool, has thrilling lack of walls without being TOO dangerous)
Aeropolis: Screw Drive (omg you can pretty much hold down the booster button)

Awesome
Lightning: Loop Cross (looks very cool, love all the extremely smooth curves)
Green Plant: Spiral (a wacky unpredictable adventure, love the god rays)
Lightning: Thunder Road (a wacky adventure but maybe too easy)
Sand Ocean: Lateral Shift (great concept, exciting, maybe a little too dangerous)
Port Town: Aero Dive (not sure why I like it so much)

Good
Casino Palace: Split Oval (lots of floor boosties!!)
Fire Field: Undulation (hilarious concept)
Mute City: Serial Gaps (extremely exciting grand prix finale, so hard to win)
Big Blue: Ordeal (pretty exciting grand prix finale, good adventure)
Aeropolis: Dragon Slope (wacky adventure, but has some boring parts)
Port Town: Cylinder Wave (too much memorization of floor boosts, but a pretty good wacky adventure)

It's OK
Fire Field: Cylinder Knot (too much memorization of floor boosts)
Port Town: Long Pipe (good ideas, but kinda repetitive)
Mute City: Twist Road (nice and simple, but maybe too simple)
Big Blue: Drift Highway (nice and simple, but maybe too simple)
Aeropolis: Multiplex (can't remember it very well even after playing it twice)
Sand Ocean: Surface Slide (kinda too long, kinda dull)

Don't Like It That Much
Cosmo Terminal: Trident (so long, so narrow, and basically no walls ever, which means I can't go fast)
Mute City: Sonic Oval (too simple, also it's not in a grand prix)
Green Plant: Mobius Ring (too simple AND a little too long to be so simple)
Casino Palace: Double Branches (SO LONG, and I hate the narrow part with no walls)
Green Plant: Intersection (so long, so repetitive, needs more floor boosts)

I agree that they're all amazing when compared to most racing games though.

Earlier in the thread I made fun of "Phantom Road: Slim-Line Slits", but after playing, I realized I had it confused with story mode's Phantom Road. The story mode one is the rainbow road: very long, no walls at all.

But Slim Line Slits is totally different, it's not long at all, and has plenty of walls. I like it a lot because it feels different everytime, because the narrowness leads to lots of collisions with cars and walls, AND it's kinda hard to utilize some of the regeneration pads, so I have to adapt my boosts a lot more. It also steals that great concept from "Sand Ocean: Lateral Shift" to add some reasonable spicy danger. All of that, AND it's a grand prix finale of the hardest grand prix, make it so exciting, I have a lot of great memories of it.

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