Actually, the technique is easy enough to do, its doing it during an entire race, turns and all, that’s a little more difficult. What you do, Tom, is slide the bar that measures between max speed and acceleration alllll the way to the left as far as it will go. Then you use the car when in the race to “snake” like one of those bastards on the LA freeways who swerves between cars (its looks uncannily like that). (I used to live in California, you know!) You press R while veering right and then L while veering left, or vice versa its important to push the control pad and not just use L and R buttons, but you’ll get speed boosts each time you do this (one swerve to the right or left, that is) worth about 200 km/h. Continue to do it and you should easily so yourself hitting 1600-2000 km/h quite frequently.
There’s no need to do it more than once if you don’t want to, but you’ll lose the speed quite quickly if you don’t boost or hit a speed ramp right afterward. Knowing that, though, you can use it quickly get a speed burst with no penalty to energy after hitting a wall or an obstacle and you should “slow down” right up at your max speed quicker than it could possibly happen otherwise, so its good to use as a recover. Best of all, it really tends to hurt enemy cars, especially if you do a Z-spin or use a heavier racer (its also more effective with a heavier car, but more difficult to pull off).
While it easiest to do in straightaways, its just as effective in raising your speed on small tracks and turns, because it doesn’t really depend on the wideness of your snaking, the faster you do it, the quicker you’re speed will go up, not the wider.
Practice it 2-3 times and you should be able to pass 7-8 enemy crafts every time you use it, so it makes for a great catch-up measure ESPECIALLY at the start of the race and right before the finish line. I can usually snake and slide to 1800 km/h instantly while taking an average of 7 racers off the start line.
Anyway, it should make the game significantly easier. For instance, on that one story mode where you have to kill the lead racer? If you snake from the start, you should be able to kill each car after the first seven in one hit, as they all are at critical before they reach the energy plate and snaking will allow you to approach the guy much sooner.
It was thought that this was a cheat at first, but then it became apparent that the computer and ghost racers DO use the technique for quick boosts, they just don’t try to link it together as much as human players do.
Best thing about snaking? If you get really good at it, you can start flying and making up new shortcuts by using hills that wouldn’t usually launch you in the air.
BDGE, yeah, I agree with you that it makes the competition more like a wave and gives you a better chance to come back at the end of the race, and the first part is cool, but the second part…I think its too much overplayed. I do enjoy boosting throughout the entire track, and once I set that as my goal on all 26 tracks, I was much less disappointed with the game as soon as I realized all 26 were doable. (I’ve got 17 down so far, 9 to go.) So its good for that, but in the end I think it lessens the intensity too much. I realize you need to even more on the ball in MV, but one need hardly be perfect, it fits more with the theme of danger and intensity like the people who are racing are pros, whereas in GX, if you were watching it on TV, you might think the racer who came in first was rather an amateur saved by boosts.
I also disagree with you on the use of boosts in Maximum Velocity and the original, they weren’t so much wildcards to me as they were tied certain areas of a track. For instance, turning on a hard set of two turns, I can boost so that I ricochet through them, which usually lowers your speed too much, but if I can tilt enough the boost lasts so that I’m at my max speed out of the ricochet and turn when it fades. Or I can use it on a straight-away like you said. Or I use it so that I make a 180 u-turn slide and then boost. As you memorize track layout you get used to using it in certain areas, not just straightaways, but developing techniques to shoot you like a pinball or for instance, have you ever boosted, then taken off your finger from the acceleration button or braked into an enemy CPU and then once hit from behind, slammed back on again? It works even better and is especially good for getting “knocked” through a turn. As I analyze where I am and what I need to do, I can combine several saved up boosts or use it at a part I’m lacking at for that lap, or save it for later if I’ve done that lap well. I think it lends to much more freeform strategy, because its not always there to help you and depends more on where you need to use it than as a stop-gap measure.
That brings me to another thing, I really liked how at a certain point your energy would show that you couldn’t get past a certain speed in F-Zero and even more so in Maximum Velocity and if you got really critical, you wouldn’t hardly be able to get any speed at all. That’s completely taken away from GX as you can easily go at your maxspeed with one sliver of health left.
BTW, one day you and I need to both gang up on Drinky to finally convince him of the glory of the original Devil May Cry. I’ve tried, you’ve tried it. But we’ve never tried it together. :wink:
-Kitsune