Sonic Riders DX v2.0
Patch Notes

AirKingNeo

Lead DX Developer

DX Programmer

Lead DX Game Design

Authors

October 3rd, 2022

PixelBolt

RG Developer
DX Game Design
In-Game Photographer

Sonic Riders DX Version 2.0 Patch Notes

Sonic Riders DX Version 2.0 is the biggest update in Sonic Riders modding history! Featuring new characters, new cosmetics, new Super Forms, improved gameplay, revamped stages, revamped gears, quality-of-life updates, mechanical fixes, and improvements to competitive balance from the previous versions of Sonic Riders DX. Everyone has put a lot of work into making sure this update is the best Sonic Riders experience out there, for both casual and competitive players. We hope you enjoy the next evolution of Sonic Riders.

These patch notes will provide detailed notes for our changes, as well as the reasons behind them, based on how they were updated from Sonic Riders DX 1.0.1. This will detail our motivations behind modding Sonic Riders into a competitive game and our overall philosophy that goes into balancing and designing the mod.

What about the fact the latest update is actually DX 2.0.1? Changes in the 2.0.1 hotfix are included in here (if they reflect changes from DX 1.0), since they're all bugfixes. So let's just keep that a secret between you and me.

Looking for the patch? Head on over to Downloads:

Newcomers

"Oh, new competition!"

The biggest appeal to point out in Sonic Riders DX 2.0 are the brand new characters! While there's so much under the hood to be in awe of, we'll get to that later. Metal Sonic, Silver the Hedgehog, and Chaos 0 all join the EX World Grand Prix. Three new characters is just the beginning though! Don't get confused and try unlock the rest, we'll be adding them in the coming updates. For now though, enjoy tearing up the track with these additions. We've gone the extra mile to make theses additions feel like they were always there, with the same, if not more, polish than the original cast. Each comes with their own Extreme Gear and Character Class! Hopefully you can forgive the character select screen looking a little crowded.

New Characters

"Bzzztttt... I am the one, true Sonic!"

Metal Sonic always finds a way to come back. He's been through many iterations, but one thing that persists is his desire to be the one, the only, true Sonic. What a better way to prove his superiority than at his favorite sport: Extreme Gear Racing. Fresh from the production line are new, streamlined feet and some decorative bracelets, because every Sonic cares about speed and style.

Silver, time traveling back to remake his debut, originally from Zero Gravity. After trying out our Regravitified mod, he just had to see where it all started. His Gear is quite different to that of his next (...previous?) Riders outing, but we felt that the redesign was needed to fit the game. He sure does light up the night with his glowing powers! 

"I'll give it everything I've got!"

*drip noises*

A mutated Chao of few words, what better way to partake in the world outside the Master Emerald than with it's most prestigious sport! This God of Destruction will be sure to leave a big impression... probably on your face, it's anything goes after all. Now rocking some ancient, golden bangles and a slab of mystic rock. No one knows if it counts as Extreme Gear, but no one wants to ask. It floats, and that's all we need to know.

New Super Forms


"Long time no see Sonic, my loathsome copy. Anything you can do, I can too. Strange, isn't it? Now watch as I make all living things bow before their master!"






"Behold the power of the Super Emeralds!"

"The power of an age lost to time, now granted to me!"

"My determination gives me strength!"

"With my passion, I'll always power through!"

"Time to unleash the true power of the Ultimate Lifeform."

Character Skins

"You might look like me, but I know you're just a fake."

Sonic is well known for having recolours, both official and otherwise, making skins feel right at home! With many being based off actual characters, we hope you'll enjoy them all... and if not, well, that's what all the community made textures are for! Hop on over to the texture part of our Discord server and have a look. Swapping them out is easier than you think.

We've got characters paying a visit from other universes, Easter eggs, references, and head-cannons, and a whole lot more! Hopefully these will breath a breath of fresh air to playing all the same characters again, while also making it easier to distinguish players in a race at a glance.

"GUAHHHHHHH!!"

"Evil-Sonic? Anti-Sonic? Old news. The new hotness is a real Scourge."

"Chao."

"Leaving me for scrap was your first mistake... crossing me again will be your last."

"Now, the world shall be my plaything!"

"Reborn from the Flames of Disaster, I am a Phoenix among Mobians."

Gameplay

"It's always important to keep your knowledge up to date guys! Can't have you struggling in the race now can we?"

While not always the easiest to tell (unless you look at the length of these patch notes), a lot has gone into making DX 2.0. We aim to make the game better than you remember it, which is by no means an easy task. If you're like us, you likely look back on vanilla with enough nostalgia to make it seem better than it was. Our goal is delivering the best way to experience the game. At this point there's almost nothing we haven't improved, whether it be fixes to mechanics, quality-of-life improvements, and even new mechanics! We're here to break them all down for you here. The more you play the game, the more it will give back to you, and the more our improvements will allow you to be able to both enjoy and seriously compete at Sonic Riders.

New Mechanics

Drift Overcharge

Adding new mechanics is not usually something we try to add to Sonic Riders DX. Sonic Riders is already seen as a complicated game with lots of depth and a high barrier of entry, so we want to keep the core gameplay loop faithful to original.

If that's the case, why add Drift Overcharge as a mechanic? The first reason was actually to make the game friendlier to newcomers. Many new players, when they drift, charge their drift for too long. This often puts them behind, but if charging for longer gave extra speed, then this extra charge would actually compensate for the time lost. The second was a stylistic choice. Stages like Green Cave and Sky Road have long spirals players drift around, so we thought the game would feel better if you got a little extra oomph when you release a drift dash after those long turns.

Over development, Drift Overcharge was evolved into more than just a sometimes applicable mechanic. Overcharging a drift is a viable option for going faster that has a higher commitment in both drift cost and time spent drifting. Drift Overcharge also became a method for Drift class gears to become more playable as players could overcharge their drifts rather than always spamming drifts. The mechanic itself fits right at home with other racing games, especially since Drift Overcharge is inspired by Mario Kart. Overall, we are keeping a close eye on drift overcharge to see how it impacts competitive play and the meta.

Weight Stat

The weight stat in Sonic Riders has a funny history. Some think it affects tricks and how much you need to charge for them, cornering, deceleration, and probably a few other things. One could attribute some of these misconceptions to guides written within a few years after the game's release, such as this in-depth one that we used as a starting point during the infancy of Riders modding. Others think it doesn't exist at all. As it turns out, weight is a real stat, but it does none of these things. This 2006 guide isn't entirely wrong though, in fact it does get a lot of things correct. Cream does have lighter weight, does have better turning, and does decelerate faster from high speeds. It's just... the increase in turning and decrease in deceleration are less than a 1% difference from other characters, and still have nothing to do with weight. Weight doesn't affect tricks either; in fact all the characters need the same amount of jump charge for tricks and perform tricks the same. Hilariously, Eggman is actually the lighest character (tied with Storm) and Amy is the heaviest character (with Jet and Cream in second place). Heavy Bike and Light Board do actually have heavier and lighter weight.

That begs the question, what does weight do? It's used for 2 things. The first is that it is used in the math for when two players bump against each other to see which gets put into a movement lock. The second is that it affects the math for how fast the Super Monkey Ball platforms tilt. Turns out the truth behind the mystery really wasn't that exciting.

So that brings us to: why are we talking about the weight stat? The reason being that we've decided to give weight a real purpose as a stat by increasing the amount of speed gained when moving downhill. This stat, admittedly, isn't that important. It mainly exists as a method for us to use when trying to balance gears across differing stages in order to make the meta more diverse. There is at least 1 gear that uses weight as one of its primary stats, so if you want to experience lots of speed moving downhill, try Powerful Gear.

DO NOT BELIEVE

THEIR LIES

Quality of Life

Boost Duration End Indicator

Boost Chaining right after the end of your previous boost is an important skill that players have to learn in order to maximize their speed. Some characters allow the player to do this easily as their boost has a unique animation compared do their normal cruising. However, one of the best parts about Riders is being able to pick whichever character you like while able to compete. It's unfair for some characters to be better than others without a downside. And we don't think it's a good idea to balance characters around whether their animations give visual queues to the player either. As such, we've decided to try and make this universal across all characters by making the the fog effect produced by boosting change color during the last 20 frames of Boost Duration.

Metal Sonic's boost fog is normally dark blue, but it turns red during the last 20 frames of his boost duration.

Character Select Screen Updates

The implementation of new characters aren't the only changes coming to the character select screen. One of the worst parts of participating in a tournament is a player having to ask what stage was picked in the Netplay Chat window. It wastes a ton of time over the course of a tournament. And with DX 2.0, we say goodbye and good riddance to that problem. The selected stage (or Grand Prix Cup) now appears in the Character Select Screen.

Other minor updates include doubling the scroll speed for selecting characters and gear, allowing gear selection in alternative game modes such as Survival Battle and Emerald Chase, and allowing more than 2 human players in EX World Grand Prix.

Character Render Distance

One of the worst elements of Sonic Riders multiplayer is seeing where your opponent is on your screen. It isn't the splitscreen's fault, but rather a horrible rendering distance for opposing players that could make landing attacks very difficult. Especially in Battle Mode. And we've fixed it.

Wave and Amy rendering in the distance despite being far away from the player playing Super Shadow.

Colored Pause Menu and Hold to Pause Updated

A minor issue that could occur in competitive play is not knowing which player paused a race. (For those who don't know, Pausing mid-race is the same as forfeiting the race.) While we've never had an issue and operated under an honor system, we've decided to prevent this from ever being an issue by changing the color of the Pause Menu in multiplayer.

Also, you no longer need to hold down pause in Singleplayer races.

Drifting into Dash Panels

While this could all be considered a bugfix, the developer who spent several days fixing these drifting issues insisted this get its own mini-section (and he's also the one writing these patch notes). After all, its an extremely important bugfix. Drifting was horribly bugged with its interactions with Dash Panels ever since vanilla. And now that's finally fixed, players don't have to learn something that sounds insane like certain advanced tech working best if you drifted a specific direction into a Dash Panel. We aren't joking about that either, but it's no longer a problem.

Drifting to the left during the exit of SEGA Carnival's QTE.

Gear Descriptions

Japanese Voice

Reverse Camera

Probably one of the least important but coolest features added to Sonic Riders DX 2.0 is finally being able to look behind!

Story Mode

One of the biggest feats, in terms of modding Riders, is adding back the story mode. While originally cut to make room for new music, the Story Mode makes a return! How did we achieve this while also making the mod run on hardware? Lots of file optimization and cutting a few songs from the Main Menu and End of Race. While the quality of the video cutscenes have taken a dip compared to Vanilla, we've added support for Japanese Voice, just like the PC version. We've also added a little Easter egg to Night Chase during the Babylon Story to match the series lore.

System Changes

Catch-Up Mechanics

Turbulence

Turbulence has seen massive updates in DX 2.0 to make this catchup mechanic suck as little as possible. Turbulence has always had a host of problems due to the fact it is spawning terrain. This leads to bad pathing, janky patterns and shapes, and sometimes it just doesn't spawn. None of this can really be fixed of course, but we can make it healthier and better to use.

As for things worth talking about that wouldn't just be repeating a bulletpoint below, the main things are the changes to the bonus Speed from tricks, reworking buffs to turbulence, and the change to Jump Charge after leaving turbulence. The reason the buffs to turbulence were reworked is due to better documentation allowing us to code them better. After that, we had to nerf the potency of tricks as the other parts of riding turbulence became more useful. The jump charge change was implemented so that the bonus Jump Charge effect would require the player to commit to riding turbulence, rather than just riding the bit at the end, and also allow players to get the bonus Jump Charge when they exit the turbulence early (to dodge a tornado, or because the turbulence spawned poorly).

Other changes to turbulence are focused on quality of life, allowing the mechanic to suck less when interacting with it for both the player riding it and the player generating it.

Slipstream

Slipstream was a new catchup mechanic we added in 2 years ago, and it's supposed to act like a more reliable catchup mechanic compared to turbulence, but not give as much bonus speed. That said, Slipstream is not pure rubberbanding. Following the position of the player in the lead by being behind them and facing the same direction will net the player behind more speed. In the early months of DX 1.0's competitive scene, turbulence was viewed as a tad too strong, so we're reducing the base bonus speed. The bonuses for accurate following will stay the same.

Another change done to Slipstream in DX 1.0 was increasing the Drift Cap and Drift Dash Speed of the player slipstreaming. This was aimed at buffing Drift gear, which were often underpowered and less able to catch up. However, it turned out to not be enough to make Drift Gears viable, so we've increased it. However, we are keeping a close eye on it due to the introduction of Drift Overcharge.

Flying and Fly Ramps

One of the worst quirks from Vanilla is the max speed of the player while in Fly state being based on the Top Speed of their gear. This both pushed Fly-type from being viable on lower Top Speed gears and was used as a justification for keeping Fly-type's Top Speed low, which made them bad on gears with high top speed that couldn't boost constantly. To rid Fly Type of all these problems, we've decided to make the max speed in Fly state a universal number, rather than be gear dependent. Also we've made sure players aren't locked from moving if they decided to drop out of any Fly Hoop.

Grind Rails

Just a few QOL updates for exiting grinding. The former can help you dodge tornadoes. The latter mostly comes up when using Grinder on a Speed-Type and using certain rails on Sand Ruins.

Item RNG

While Item RNG is a catchup mechanic, its often the one least talked about. And for a good reason, we eliminated catchup RNG deciding games based on luck in the early days of competitive Riders. However, one notable issue with catchup RNG is that it was more "random" than "equal random". Sometimes you could get an item that first place could get, sometimes you'd get Magnetic Barrier and it would be as good as a 20 Ring box or worthless. Our changes to item RNG solve this by making 2nd place RNG always give an improved item and removing Magnetic Barrier from competitive play. The downside we decided to give for these buffs is a 25% increase in the distance required to activate catchup RNG.

Another change to Random item boxes, and probably one of the best one, is making the first Random Item box ALWAYS give 10 Rings. This means for stages where leveling up required or nearly required getting a random 10 Ring box (such as Night Chase, Ice Factory, Green Cave, White Cave, Sand Ruins, and Digital Dimension) no longer have this problem. Rather than making drastic changes to these changes to alleviate this issue, this fix allows us to keep the identity of the stage and keep the healthy variance Random Item boxes provide on these stages, just on laps 2 and 3.

The last change to Random Item boxes, and another significant one, is known as SmartRNG. SmartRNG is a system where players cannot get the same type of item 3 times in a row from Random Item boxes. If they would, that third item is changed to another item. This helps reduce unfair variance where players could get screwed over by RNG (most notably on Digital Dimension) when they need to level up. This also eliminates players getting too lucky, which helps ensure the competitiveness of the game.

Power Objects

For DX 1.0, we introduced Power Objects respawning almost instantly, which helped solve Power-type mirror matches from being one-sided. With DX 2.0, we're both advancing that and taking a bit of a different direction. Power Objects will only quick respawn in Power-type mirrors, so routing and techniques based on following opponents is fully available once more, with stages balanced with it in mind. For advancing this direction, Power Objects will respawn a whole second faster when quick respawning. Additionally, we are also allowing Power Objects to be broken regardless of how fast the player is moving and if they're in tornado hitstun.

Respawning

Ever since we removed losing Rings for falling off the map and buffed Ring Gears in general, abusing respawning to refill fuel would come up every so often in competitive play. With the worst of this being The Crazy on Sky Road in DX 1.0 and what would have been an otherwise useful death respawn on Green Cave and White Cave, we've decided to reduce the amount of fuel restored by respawning.

Running

Running, as usual, had many bugs we've decided to fix. Hope you Running Gear mains enjoy this.

Tornadoes

Tornadoes have always been an essential, yet odd, part of interaction in Riders. With tornadoes being pretty awful in the early game, we decided to change the duration tornadoes last to make them worthwhile at early levels, while making edge cases where Level 3 tornadoes last way too long no longer occur. Additionally, we've decided to make the knockup height a universal value. This was to make tornadoes consistent across levels, to prevent tornadoes from making the player turn backwards by colliding with the ceiling of the tunnels in Metal City & Night Chase, make players less likely to be thrown over ramps, and a few other cases. Lastly, a few fixes to minor cases where tornado properties were not consistent, making them not work or be usable in unfair, yet unlikely, scenarios.

Tricks and Charging Jump

Tricks have received a few quality-of-life updates, but the main one is the fix to performing tricks on manual ramps. With this, X Ranks on manual ramp is a realistic expectation.

We buffed the Trick Rank and speed landing a trick on Quarterpipes in DX 1.0. During the DX 1.0 meta, quaterpipes saw little use, and their buffs mainly benefit E-10000G on stages he is not considered viable on. As such, we've buffed the bonus speed further.

Universal Attack Properties

Attack Properties like how much Air gets restored when you land an attack and how much Air you lose when getting attacked were updated in DX 1.0. However, there were some issues: The bonus air gain for landing an attack was too high that it benefitted gears with a high boost cost too well, and AoE attacks didn't obey the changes. With DX 2.0, we've corrected this, and more. Air loss, air restore, ring loss (for Ring Gears), and ring restore (for Ring Gears) now all occur mid-way through an attack, rather than after the attack ends. This means Amy will no longer have to wait until after the attack stun ends to restore her fuel. Furthermore, we've fixed issues where certain terrain did not allow players to attack others, though we have intentionally left attacks to be unable to occur on Red Canyon's Waterfall, Splash Canyon's Rainbow, and SEGA Illusions Light Road.

Miscellaneous

Characters

"Heh, we all know I'm the star of the show, but who's the competition?"

Characters, while offering small stat changes, are a big influence on how people play the game. We've made several updates to Characters in forms of their Character Classes and several different parts of their attack properties. The main reason for all these changes is to improve the quality of game design, consistency in balance, and increase the diversity of viable options.

Universal Type Stats

Type Stats

One of the major issues throughout the competitive history of Sonic Riders mods has been the viability of cruising gears, specifically across types. In Vanilla, Power-type has a -7 Top Speed modifier and Fly-type has a -12 Top Speed modifier, both compared to Speed. While has been reduced over several patches, one issue stayed the same: cruising gears are not viable on Fly and Power types.

In order to solve that issue, we've decided to make every single type have the same Top Speed. This puts types on an equal playing field for the stat that is most important for cruising gears. As a result, we've also made all the other stats between types the same, meaning Fly-type no longer has better acceleration and less turning speed loss, and Power-type no longer has better off road.

Additionally, we've updated the Acceleration Threshold stats and Off Road stat to scale with level.

Character Attacks

Attack Hitbox Update

One of the most anticipated balance changes for Sonic Riders has been updating attack hitboxes. Everyone who's played competitive has feared this funny monkey on the right for far too long, but no longer. Instead of having a regularly sized hitbox while his hurtbox (the thing used to detect if he can be attacked by others) is smaller, AiAi's attack hitbox size has finally been reduced. Similarly, Eggman, who is quite large, now sports a larger hitbox, meaning it isn't easier for him to get attacked than it is for him to attack others. As for other characters, we've decided to make them all have regular hitbox sizes to make things universal.

Attack Disconnection Fix

Another long anticipated change for competitive play, but not one people have been that excited about, is fixing certain character's attacks having severe delay and disconnecting. For all of the characters that have been pointed out as having too long of attack animations, we've decided to lower their attack animation delay to 5 frames. This should eliminate attacks taking too long or disconnecting.

Attack Stun and Stun Properties

The Daze effect has always been somewhat problematic through the history of competitive play. Either player could jump on turbulence to negate the stun effect, or the effect lasted too long and was too powerful. In order to solve this, we've decided to make the Daze stun effect prevent players from riding turbulence, making it similar to the Flatten stun effect. As a result, we've nerfed the duration of Daze stuns to a similar duration as the Flatten stuns.

Additionally, changes to their character class has removed the increased attack stun Knuckles, Cream, and Shadow had.


Bugfixes and Misc.

New Character Class

Boost Speed Class

With the introduction of new characters comes new character classes! Introducing, the Boost Speed class. This class is very straight forward: it gives +2 Boost Speed. Boost Speed is the best stat in the game, and with increasing that stat comes the downside of having a much smaller Boost Duration bonus compared to other classes. Lastly, the class also gives a small amount of Top Speed, to promote viability on cruising gears and to slightly compensate for its low Boost Duration bonus.

Character Class Changes

Boost Chain Class

(formerly: Combat Class)

This class has been through a lot of name changes, but with landing on a concrete niche, we've decided to name it after the reason it is picked, making it the Boost Chain class. In DX 1.0, we introduced both Boost Chain Modifier and bonus attack stun to the class. This was overpowered, so we've reduced the stats of the class. The buff to attack stun became unnecessary with the class being picked for the stats it gave on its own, and with the class already having a safe early game, we decided to remove that buff.

Late Booster Class

One of the quintessential classes, the Late Boost class doesn't actually have any direct changes. Instead, there's changes to Sonic and Tails' AoE attacks to prevent them from turning players backwards. We've also solved an issue that plagued all AoE attacks, which was partially responsible for why AoE attacks were unfair.

All-Around Class

The All-Around class was considered to be almost viable, so we've given it a slight buff in Boost Duration to make the class reliable enough to be worth picking. Additionally, the nerfs to the Boost Chain class' Boost Chain Modifier also means this class gets its modifier reduced.

Omni-Class

E-10000G has always been in a weird position due to his lack of a type. Typically being viable on cruising gears and not viable on standard gears. However, with changes to stages and access to every gear, E-10000G has become more viable across the board. Additionally, the cruising gears E-10000G uses received buffs, which make them more viable, but were overpowered on E-10000G thanks to him having both Top Speed and Drift stat bonuses. As such, we've reduced the cruising speed bonus to match the Top Speed class. Additionally, the nerfs to the Boost Chain class' Boost Chain Modifier also means this class gets its modifier reduced. Lastly, we've given E-10000G a nerf to all of his stat bonuses by about 25% when selected on Ring Gears, as those gears are balanced around not gaining fuel from shortcuts, which made them exceptional on the No-Type character.

Stages

"With changes like these, Sonic and friends won't stand a chance in the next EX World Grand Prix!"

In DX 1.0, a few stages received minor tune-ups for competitive play. However, with DX 2.0, every stage has received a major update in stage design, shortcut balance, and resource balance. Not only that, but stage design has been revolutionized with custom grind rails, fly shortcuts, and even custom ramp geometry! This helps ensure players are able to use these ramps in online play.

Notably, stages such as Green Cave, White Cave, and Sand Ruins have changes that will lengthen races to give players more room to express their skill. What's more, streams of Turbulence will also generate in more places on several stages. Players will have more opportunities to ride the wind to get back into the race! Just make sure you watch for where it might take you.

And as always, we've put a lot of work into balancing the type shortcuts on each stage. We've even put extra work into making E-10000G viable on more stages and accounting for multi-type combinations.

"You better pay attention. Or you won't stand a chance either."

Metal City

Metal City, being the first stage, is both the most well known stage and the stage everyone has the most practice on. As such, this stage has the least amount of changes, yet a lot to talk about. Our goals with Metal City were balancing gears that use Rings as fuel, balancing Omni-type Super forms options such as Super Sonic, and minor quality of life updates to uncommonly used paths. Of course, with every single stage, we've also balanced shortcuts for each type and made improvements, if necessary and possible, to routes used by E-10000G.

With balancing gears that use Rings as fuel (also known as Ring Gears), the amount of Rings accessible on the stage had to be reduced. Notably, Ring Gears were overpowered on Speed-type thanks to the strength of the shortcuts being allocated in Speed-type's first shortcut, allowing the second shortcut to be skipped and players to grab the 10 Ring box in the center of the cross traffic section that is hidden behind a Power Object. E-10000G could also do a similar routing and also be overpowered. After fixing the allocation the speed in Grind Rails, Rings Gears would still use the same routing as before and it was still overpowered, which led us to replace the 10 Ring box with a 50 Air box. This Air box could be used by E-10000G, who is weak on Metal City using gears that use Air as fuel. With this change, Ring Gears on Speed-type began to use their second Grind Rail. This also turned out to be overpowered thanks to the pair of 10 Ring boxes on the quarterpipe before the rail, which led us to removing those 10 Ring boxes. After all these nerfs, Ring Gears were finally balanced on Speed-type, and since they were already balanced on Fly-type and Power-type, we successfully managed to balanced Ring Gears across E-10000G and all 3 types.

Balancing Omni-type Super forms mainly revolved around Super Sonic, as we expected our changes to apply universally for other Super Forms, which they did. If you read the previous paragraph, the second rail in the first Grind Shortcut got reduced in speed and the 10 Ring box in the center of the cross traffic section was replaced with a 50 Air box. This nerfed Omni-type super forms on the stage, who were already just ok. To compensate, and to fix Fly being underpowered with its first shortcut being considered worth skipping on later laps, we decided to buff the first Fly shortcut that Ring Gears use to pick up a 20 Ring box. To balance out Fly-type, we nerfed the second Fly path.

As for quality of life improvements, we decided to keep them minor as Metal City is both an easy stage and well known enough to not need any major updates. We updated the first top path to have the item boxes cover more of the track and some of the boxes be guaranteed in order to make the path useful for gaining resources in exchange for the timeloss the path has. The other update is to the item boxes after the cross traffic section, which are now positioned in 2 thick lines with a gap between them. This is so players taking the quarterpipe trick, such as E-10000G, are able to collect an item box instead of accidentally go between boxes when they have no control due to just landing a trick with a high speed bonus. The gap between the 2 lines allows certain picks that want to intentionally avoid item boxes, such as Gambler, to continue to do so.

Splash Canyon

Splash Canyon has historically been a problematic stage. With the Fly skip throwing shortcut balance out of wack and the two sets of 30 Ring boxes near the start of the race, the stage was seen as one of the worst and least competitive. That's why our goal with Splash Canyon for DX 2.0 was to rework the stage entirely. The Fly skip is now banned, and there's no longer 60 rings from boxes at the start of the race. Instead, the stage plays entirely different, almost as if its a new stage.

Our goals with this new Splash Canyon were simple: balance resources for the stage and balance all 3 types, plus E-10000G. With resource balance, we found the stage feel either too RNG reliant or too precise in its ring collection, so we added a line of item boxes just before the crystal cavern section to stabilize this. For balancing the types and E-10000G, we decided to make Fly's first shortcut useful, the crystals in the cavern to be easier to hit, and to make sure E-10000G had the resources to be viable. There is 7 rings before the regular QTE entrance, in case players want to take a time loss to grab those extra rings. We also made Fly's second shortcut, which is still slower than the QTE, the cinematic version of the shortcut from mission mode.

There's lots to explore with this new version of Splash Canyon with tighter resources that will challenge players to manage their Air. We hope all of you enjoy it and continue to evolve the meta as we learn more about reworking stages.

Egg Factory

Being the most difficult and least forgiving stage, Egg Factory finds itself to be one of the least favorite stages. The reasons are pretty clear once you watch a couple of competitive games on the stage: both a lack of catchup and an extremely powerful skip lend the to have terrible recovery, often allowing whoever lands the first attack or tornado to win, or whoever messes up first to lose. This issue was especially bad when missing the upper path on second ramp and getting knocked to the right by the spinning capsules could lead to massive time losses. Even worse, tornadoes could be placed before the left-QTE entrance that could knock players off the map into perma-death. Type were also problematic with Fly being overpowered, Speed being uninteractive, and E-10000G being underpowered.

These issues led us to have several goals when addressing Egg Factory: increasing the amount of catchup, reducing near auto-lose scenarios, fixing the interactivity of Speed-type, and balancing types. For increasing catchup, we made turbulence spawn on more parts of the stage. When reducing the number of near auto-lose scenarios, we decided to reverse the direction of the spinning capsules to make it less likely for players to be sent to the right-QTE path and buffed both the right-QTE path and the bottom path after the second ramp to be faster. We fixed the interactivity of Speed-type by shortening its second rail, forcing Speed-types to exist on parts of the track that Fly and Power type also traverse. This also made Speed-type able to take the inner-circle of the spinning capsules section, increasing the skill ceiling of the type. After that, we balanced types by nerfing Fly and giving E-10000G a guaranteed Air box in the section where lava falls from above.

Green Cave

Our goals for Green Cave were fairly simple: after voting to remove the web shortcut from both Green Cave and White Cave, we would balance the type shortcuts accordingly. The web shortcut was removed in order to remove the near auto-lose scenario of missing the web and to increase the skill ceiling of the game by making the track longer, requiring more execution. However, there ended up being a few other aspects of Green Cave worth considering, the near auto-loss scenario of missing Vine Skip, essential Item boxes being too easy to miss due to the stage's curvy terrain, Speed-type's lack of Rings early game, multi-type gears being too good with the Power Shortcut QTE, and the Speed Shoes Item being useless or detrimental to the player in some cases.

We have addressed those issues with several fixes. The lower QTE taken when the player misses Vine Skip was sped up and had Ring boxes put at its entrance, so players who missed it wouldn't be massively behind in both time and resources.

Item boxes on both the spiral and on the vines were far too easily to go between and miss, each coming with large time losses if missed. To solve this, we decided to increase the thickness of these Item box lines across the stage.

Since Speed-type skips the first item box with its Grind rails, we put 7 Rings on top of that Grind rail. The Power Shortcut QTE now uses the "Shortcut Air Gain" stat when calculating how much Air to restore, preventing this shortcut from being too potent on multi-type gears who are supposed gain reduced Air from shortcuts.

With the Speed Shoes item either being useless when obtained before entering the Power Shortcut QTE, messing up player's ability to take the manual ramp, or messing up Speed-type's ability to take the rail under the map, we decided to remove Speed Shoes from the list of possible items that can be obtained from Random item boxes.

Sand Ruins

Sand Ruins has historically been one of the most difficult stages to balance. The main reason being that it has so many Rings that gears that use Rings as fuel (known as Ring Gears) have always been overpowered on it, which often led to Power-type being not very good on gears that use Air for fuel. Not only that, the set-up for shortcuts on the stage allows Omni-type picks to be quite good. The stage also naturally benefits gears with fuel efficiency and high cruising speed. All of these are a recipe for benefitting exactly Super Sonic. But that's not the only issue that loomed over Sand Ruins. The drop from the top of the colosseum led to games being decided based on how fast someone could fall, the second ramp was so paper thin that players would often jump over it to their death, Speed-type being gimped by its first set of Grind Rails being shaped poorly, the left path at the start of the stage being abused for stronger RNG, and Speed Shoes right before the QTE throwing players into a wall.

When it comes to Super Sonic, and other Ring Gears in general, we had tested reverting some of the reductions to Rings on the stage as some of them initially felt too heavy. However, its turns out reverting the ones we tested led to several Ring Gears being overpowered. If we left the amount of Rings from DX 1.0 alone and included our other changes to the stage, those gears were perfectly viable, so we kept the Rings the same. Then we tested several different routings for Super Sonic, which led us to nerfing ones that were uninteractive and rebalancing shortcuts to prevent certain routings from being too fast. We also turned the under-the-building section into a Power shortcut that would allow Power-type on gears that use Air as fuel to regain air. We also increased their Air gain during their shortcut after the second ramp. This ensures Power-type is viable on gears that use Air as fuel, not just Ring Gears.

With the drop from the colosseum, we decided to try an idea that had been in the pipeline for awhile. This was the "low throw" from the QTE that was forced upon the player on the final lap of Story Mode, which would remove the need to fall faster than opponents and lengthen the stage. This lengthening of the stage would end up nerfing gears that use Rings as fuel, and to make sure gears that used Air were still fine, we added a 50 Air box at the exit of the colosseum. We then had to adjust the landing position of the QTE's new exit to be further back and in the air to allow room for players to move out of the way of being attacked by players directly behind them.

To solve both the second ramp being paper thin and Speed-type being gimped by poorly shaped rails, we edited the stage's model. The second ramp is now larger, giving plenty of room for players to jump off of it. The first set of Grind Rails now places the player near the item boxes before the second ramp, instead of very far to the left. This is why the Speed of that rail was dramatically decreased.

The left side at the start of the stage is interesting case because it hasn't yet been abused in competitive play. Some players, to differing success, would attempt to take this path and pick up their Random Item box when behind their opponent just enough to get catchup RNG to kick in. With DX 2.0 making catchup RNG always give a better item, this strategy could have become degenerate. However, during testing we did try out this path with guaranteed 100 Air and 20 Ring boxes, and it turned out to be overpowered. For both of these reasons, we decided to make this path guaranteed 50 Air and 10 Rings. Also, some players seem to forget this path has more Rings on the ground than the right path. The random chance to obtain Speed Shoes right before the QTE, which would often times throw you into a wall, was fixed by changing that line of items into 10 Ring boxes.

Babylon Garden

Babylon Garden used to be an unpopular stage, but strangely saw a resurgence in popularity during DX 1.0. When looking to make changes to Garden, we wanted to address what had made the stage unpopular before: a lack of Rings on the stage and Omni-type picks avoiding interaction. However, another issue arose during testing: certain multi-type picks were overpowered.

When it comes to the amount of Rings on Babylon Garden, being able to get an early level 2 used to rely on getting near perfect Ring collection from the Rings right after the startline, which is unreliable due to the placement of those Rings with the curvature of the terrain. To solve this, we added 6 Ring lines after the spiral auto-section. In a future patch, we'd like to try fixing the Rings right after the startline. Another way we've decided to increase the number of Rings on the stage is adding a 10 Ring box on the manual ramp trick. This allows players to level up more reliably and sooner, but it also warps the stage's balance by making gears that use Rings as fuel, except The Crazy, less viable on the stage as going for this 10 Ring box every lap is a time loss.

Due to the placement of shortcuts, Omni-type combinations could easily avoid interaction and certain Dual-type combinations were overpowered. The second Fly shortcut was originally right after the second Grind Rail, and the position of this Fly shortcut avoided a part of the stage where interaction would often occur. This combination of shortcuts next to each other would allow Omni-type and Speed-Fly combinations to avoid interaction. To solve this, as well as give Fly-type a well needed buff as their second shortcut often gave excess air due to being near the QTE and due to the 10 Ring box on the manual ramp trick, we decided to move the second Fly shortcut to the last turn on the stage.

Dual-type picks involving Speed-type were overpowered due to the distribution of Speed between both Grind shortcuts. As both Fly-type and Power-type would take the Power-shortcut at the start of the lap, avoiding the first Grind Rail. As most of the Rail Speed was concentrated in the second rail, taking the second rail on top of Fly-type's or Power-type's original shortcuts was too powerful. To solve this, we nerfed the second rail and buffed the first rail. This is an example of the multi-type balance we had to do for balancing stages in DX 2.0.

Digital Dimension

Digital Dimension is one of the stages we would say did not need many changes. The stage is one of the most competitive and skill testing, but a few minor issues would occasionally make matches feel like a coinflip. Our changes focused on making certain Types less limited and quality-of-life improvements to the stage.

When it comes to types, every Type but Speed-type was limited. While Power-type was the fastest, it had too little air that often made it feel too limited for netplay. As such, we've increased the Air gain for Power Objects again and changed the placement of Power Objects on the bottom path to make them easier to hit, as the shifting sand before made doing so a deceptive task. Fly-type was limited by only having one shortcut available per lap, which often made it feel limited by having less fuel and vulnerable to interaction by intersecting with opponents more. To solve this, we reworked the Fly Shortcut in the Heaven section in order to give Fly two shortcuts per lap. There's also E-10000G, who was considered not even viable on Digital Dimension. To make E-10000G worth picking, we added 50 Air boxes below the shortcuts in the Digital Section, giving a much needed Air restore.

With quality-of-life improvements, the main issues with Digital Dimension were the item boxes. With how long of a stage Digital Dimension is, every resource counts with how sparse they are. A major issue was the wide spacing between item boxes could cause players to miss item boxes, which could often lose them the race as they run out of fuel or miss a crucial level up. Boxes were especially easy to miss on the bottom path due to the shifting sand. Another minor issue was grabbing an Item box before grabbing the side rail in the Heaven section as Speed-type would be difficult due to the placement and spacing of the boxes. As such, we increased the thickness of every Item box line on the stage to solve this. Another issue was getting bad RNG on Digital Dimension could deny the player the ability to level up, which was solved by adding SmartRNG to the game, which we described in the Gameplay Updates section.

SEGA Carnival

SEGA Carnival is another stage that has been pretty well balanced, not needing many big changes. Except for the one major problem it had: Fly type being bound to being abused in Dual-type combinations. This was a major issue that resulted in us reworking Fly-type entirely on the stage. There was also some other issues, notably the first two ramps being way too small, E-10000G not being viable, and Speed-type being overpowered. Like every stage's issues for DX 2.0, we aimed to solve these.

Historically, Fly-type was not viable as a solo type and instead used for Dual-type combinations. This was because the only meaningful Fly shortcut was after the QTE, meaning players would pick a Dual-type gear and be able to take 2 shortcuts instead of 1 per lap. If this Fly shortcut was to be any good for a pure Fly type, it was overpowered for a Dual-type. To solve this, we removed that shortcut, replacing it with a new Fly Shortcut at the start of the lap. This put Fly-type on a similar playing field as the other types, though a little different with Fly ignoring this shortcut Lap 1 to pick up Rings to level up. This was an intended weakness for the first lap, as this shortcut allows Fly to avoid interaction on Laps 2 and 3.

Solving the minor issues was more simplistic. Thanks to stage geometry editing, we extended the length of both the first manual ramp and required ramp. For E-10000G, we changed the first item box line to include guaranteed 30 Air boxes, and added both Dash Panels and 50 Air boxes to the No-Type path at the start of the race. We also added Dash Panels and Speed Shoes boxes to the bottom path on the pirate ship, incase E-10000G finds himself there by accident. As for Speed-type being overpowered, it was as simple as nerfing the main Grind Rail they used. And to prevent an edge with Accelerator, we changed the orientation of Power Objects on the bottom path before the finish line.

Night Chase

Night Chase is one of the first stages we looked when developing DX 2.0. The main issue we sought to address was how limited and vulnerable Fly-type was. The second thing we wanted to do was improving some of the worse paths. Over the course of testing, we also looked into how limited Power-type felt on the stage. Then we made the same quality-of-life update mentioned in the changelog for Metal City.

In order to make Fly-type less limited and vulnerable than other types, we had to rework both of its Fly Shortcuts. The first Fly Shortcut originally led the player to the upper path after the first ramp. This upper path comes with a massive time loss and a huge window of vulnerability, due to needing to waste time falling from above and not having control by taking the Grind Wall and the subsequent cars below. To solve this, we changed the Fly path to exit the player on the inner part of the first turn, the same place the Speed and Power Shortcuts end. The second Fly Shortcut was more problematic in terms of vulnerability. Being originally placed on the quarterpipe after the cross-traffic intersection, Fly-type had the longest distance between its shortcuts by a large amount, in addition to needing to cross the intersection. To reduce both of these issues, we moved the second Fly Shortcut to the quarterpipe before the cross-traffic intersection. This reduced the distance Fly-type had to travel to get from one shortcut to another and removed the pain of having to cross the intersection. Both of these changes, as you can see below, made us reduce the speed of the Fly Shortcuts from ludicrous speeds to something reasonable.

In terms of worse paths we made better, the aforementioned top path after the first ramp and the outer part of the first turn were our targets. For both of these paths, we added a line of 50 Air boxes to them. While it doesn't make these paths faster, it does offset the loss of fuel that comes with taking them. However, we did add a line of Dash Panels to the outer part of the first turn, which does make that path a bit faster. While we did intend the first top path to have 100 Air boxes, to match the Air shortcuts gave, we had to make it 50 Air instead as it would make Super Hang-On overpowered. For another path we decided to buff, we added 50 Air boxes on the right-side quarterpipe before the cross traffic intersection. These boxes are intended for E-10000G, who is underpowered on the stage. While this doesn't fully meet our expectations to make E-10000G worthwhile in competitive play, it is a step in the right direction to make him playable.

With Power-type feeling limited on Night Chase, we looked into methods for making Power-type less limited. The first method we tried was increasing the timer for linking Power Objects, which would make it easier to link cars together. However, it turns out this made Power-type overpowered on Night Chase. In fact, without any buffs, Power was the best type on Night Chase. While the type seems limited in netplay, with good execution this type is much faster than others. Because of this, we decided to not buff Power, and we're going to keep a close eye on how Power performs in netplay in over the DX 2.0 meta.

The one quality-of-life update is to the item boxes after the cross traffic section, which are now positioned in 2 thick lines with a gap between them. This is so players taking the quarterpipe trick, such as E-10000G, are able to collect an item box instead of accidentally go between boxes when they have no control due to just landing a trick with a high speed bonus. The gap between the 2 lines allows certain picks that want to intentionally avoid item boxes, such as Gambler, to continue to do so.

Red Canyon

Red Canyon was one of the stages we had a lot to work on when it came to balancing types. The three main reasons were balancing Fly-type while eliminating the Fly Skip, rebalancing Power-type as we are eliminating bonus speed for hitting Power Objects, fixing issues with the second Power Shortcut, balancing the stage around the Fly Cosplay Skip that E-10000G uses, buffing some of the lesser paths, making essential item boxes harder to miss, and increasing the speed of the Waterwheel auto section.

One of the issues with Red Canyon in DX 1.0 was how overpowered Fly-type was on the stage. To solve this, we decided to eliminate the Fly Skip from existing. Instead, the Fly Shortcut takes a path similar to the Fly Skip, but much slower as the Fly Hoops set the player's speed to a lower value. We also had to deal with multi-type combinations involving Speed and Fly, as players could jump from the first Rail into the second Fly Hoop. As that was shown as overpowered in testing, we had to nerf the first Rail and the last two Fly Hoops, while buffing the last two Rails and the first Fly Hoop.

One of the ways we've tried to buff Power-type in the past is by making Power Objects give the player bonus speed whenever they break them. However, a huge issue with this has been the fact Power Objects do not respawn instantly, which makes this method of buffing Power-type unfair in Power-type mirror matches. To solve this on Red Canyon, we've decided to get rid of Power Objects giving bonus speed and instead put Speed Shoes for the Item box line after the second Power Shortcut. These Item boxes also help E-10000G whenever he takes the No-Type path after the QTE without performing the Fly Cosplay Skip. We also put a line of Dash Panels and a line of 30 Air boxes after the u-turn that both Power-type and E-10000G take. This is a part of our buffs to worse paths. We then had to balance each type to be strong enough compared to the strength of the Fly Cosplay Skip available to E-10000G, including the No-Type path E-10000G takes when he does not use the Fly Cosplay Skip.

Another, and extremely important, change for Power-type is fixing the collision at the end of their second shortcut. Previously, if players end over certain collision at on the bridge at the end of the second Power Shortcut, the player could be sent flying into the air. Thanks to collision editing, this is no longer the case.

When it came to buffing worse paths, one of the examples we've already talked about is the buffs to the No-Type path after the QTE. This helps make races less 'auto loss' whenever Speed-type or Fly-type misses their shortcut. Another way we've made worse paths less bad is adding a line of 30 Air boxes to the bottom path after the last ramp. This help matches the top path, which has a line of 50 Air boxes.

One of the strange parts of Red Canyon's stage balance is the 30 Ring Boxes after the first ramp. These boxes are essential to pick up, either for leveling up or as fuel for a Ring Gear. Because of this, we decided to increase the number of boxes on the Item box line on the bottom path and increase the number of boxes and thickness of the Item box line on the top path, since it is curved terrain. We also extended the length of the first ramp, making it easier to players to use the ramp, solving an issue of players going off the ramp before being able to release their jump.

Lastly, we decided to speed up the Waterwheel autosection. The reason is because this autosection works by having cycles. The faster the autosection is, the shorter each cycle is; the shorter each cycle is, the smaller amount of time that can be gained or lost because cycles exist at all. If you've ever heard of the analogy involving framerules and a bus stop, you'll understand what we're saying.

Ice Factory

Ice Factory is one of the stages we did not have many changes for. We wanted to make Power-type feel less awful coming into their Power Shortcut, balance the types, and make the bottom path less of a time loss. Over time though, we had to deal with minor quality-of-life issues the stage had, particularly involving Fly-type. This led us to making a few more changes to the stage, but overall the stage is similar to the previous patch.

When it comes to making Power-type feeling less awful, the main issue was the placement of the Dash Panels right before the u-turn that leads into their first and only shortcut. The issue was the control lock from the Dash Panels hindered the ability to turn sharp enough to optimally make it into the shortcut. While most gears could use the icy terrain to turn sharper, Default Gear and Powerful Gear were immune to the ice. While they could squeeze through a tiny gap on the left side to dodge the Dash Panels, this space was tiny and let them vulnerable to interaction such as tornadoes. While debating many different ways to handle this, we ultimately came to a compromise and moved the Dash Panels back a few units. This meant the control lock wore off sooner relative to the turn, allowing Power to turn sharper into their shortcut. This actually led to being a very large buff for Power type, which resulted in other types needing to be buffed.

When it comes to making the bottom path less awful, we added Speed Shoes, 50/100 Air boxes, and another line of Speed Shoes to the bottom path. And then we realized we had to nerf the Grind Rail on the bottom path as Speed-type was still faster than all these compensatory Item boxes.

As for quality-of-life updates, these all surround Fly-type. A very obvious issue to anyone who's played Fly-type before hand is their second shortcut, which comes immediately after the first shortcut. This path was extremely vertical, but only had 2 Fly Hoops. This easily led to players accidentally sending themselves off the intended path into certain death. To solve this, we added more Fly Hoops to the path to guide players without the risk of dying. We then changed the line of Item boxes after this shortcut, which happens to also be the same Item box line after the QTE, to be thicker and further away. This is so Fly-types have more room to adjust themselves to pick up an item.

White Cave

Much like Green Cave, our goals for White Cave were simple: after voting to remove the web shortcut from both Green Cave and White Cave, we would balance the type shortcuts accordingly. The web shortcut was removed in order to remove the near auto-lose scenario of missing the web and to increase the skill ceiling of the game by making the track longer, requiring more execution. However, it had many similar issues as its Heroes Cup counterpart. A lack of turbulence across the stage almost entirely, the lower QTE being too slow, essential Item boxes being too easy to miss due to the stage's curvy terrain, early Ring collection being unreliable, Fly-type being underpowered has plagued White Cave for years, and the lack of Random Item boxes leading to unstable RNG.

When it came to experimenting with spawning turbulence in new areas, White Cave was one of the first stages we tried. White Cave often lacked interactivity between players, and lacking turbulence throughout almost all the stage was one of the reasons why. As such, we've made turbulence spawn in the winding tube and section after the QTE.

For things much like Green Cave, we've resolved these issues the same way. The lower QTE was sped up, making that path less of a near auto-lose. For essential item boxes, just like Green Cave, we decided to increase the number of boxes after the first ramp. We've also provided 10 Ring boxes on the outer parts after the first ramp, so those who miss the trick in the center are not fully out of resources.

For issues exclusive to White Cave, we took some unique approaches. With the placement of Ring lines in the area before the first ramp, collecting more than 5 Rings would require the player to get very close to one the trees, which they could accidentally bump into and miss the Rings. To add a safer but slower alternative, we added a short 3 Ring line on the left side. To solve Fly-type being underpowered, we added a second Fly Hoop to the first path to increase the air restored, and then we made the second Fly shortcut viable to use to make the type have the same amount of shortcut usage as Speed-type. With only 1 Random item box per lap, White Cave had very unstable RNG for how short of a course it is, which historically led to statistics like "winrate of High Booster if it picks up an Air box" being tracked. To solve this, we added a line of Random Item boxes before the ramp to the final u-turn.

Dark Desert

Dark Desert is another of our smaller scope stages, mainly aimed at balancing shortcuts and quality-of-life updates. However as time went on, it seemed there were more and more quality of life updates to do.

With balancing type shortcuts, the situation was pretty simple. Fly-type was overpowered, Power-type needed changes as Power Objects would no longer give speed, and Speed-type was underpowered. For Fly-type, we reduced the speed of their first shortcut. With Power-type, we buffed the bonus speed the Dash Panels gave in the Power shortcut. When it came to Speed-type, we buffed both of their shortcuts. For the second shortcut specifically, we changed the shape of the second rail, intending to make it useful for players. Unfortunately, this rail still seems slower to use, but not as awful as before. The first rail in the pair is still worth taking, so Speed-type is very much viable on the stage.

For quality-of-life updates, there's a ton of them. The first is removing the Dash Panels after the first ramp. This makes sure players aren't locked into a specific direction when trying to pick up the first Item boxes. The second is making these first Item boxes a thicker line of boxes, as players did not have much room to maneuver as they just landed their trick. Going backwards a bit, we decided to extend the terrain on the right side after the first ramp. This invisible floor ensures players who take the right side of the first ramp aren't performing tricks into a certain death. After that, we increased all of the pairs of 30 Air boxes in the manual ramp section into quartets of 30 Air boxes. The main change that impacts most games will be the changes to the item box line before the gravity shifting cavern. We've updated this line of boxes to be thicker, extender out further, and for each box to be 30 Rings. This is because we've deemed these boxes essential to pick up, as missing them would almost guaranteed losing the race. To make matters worse, these boxes were harder to pick up as they were right after a u-turn, giving players little room to adjust to being able to pick them up. With our changes, that has been solved. We then decided to make the right half of the Item box line after the QTE 10 Ring boxes to give access to rings for players to recover in the last part of the stage. Our last change is adjusting the spacing between all the Dash Panels after the QTE so players cannot accidentally squeeze between them.

Sky Road

When it comes to stages that are incredibly unpopular, Sky Road is typically near the top of the list. Over the years, we've updated Sky Road in several ways to make the stage more competitive. When it comes to issues with the stage in DX 1.0, most of this is from either balance issues or the second ramp being paper thin. While most of these balance issues have been solved through indirect changes, there were still a few that needed updates.

If you've read the changes to stages previously, you already know what we've done to fix the second ramp being paper thin: we extended the length of the ramp. This solves one of the biggest issues with the stage that would occur in netplay: players flyng off the ramp before they are able to release their jump.

With addressing balance issues on the stage, The Crazy was overpowered and types were unbalanced. The Crazy abused deaths to reset its fuel, allowing it to greatly outpace other gears. This was solved by nerfing the fuel restored by dying. When it came to types, we made major changes to Speed and Power, while just buffing Fly as it was underpowered. Speed has its first rail changed to not be accessible from taking the first ramp, which helps balance multi-type combinations on the stage. Due to Power Objects no longer giving bonus speed when broken, the second Power shortcut was given a set of Dash Panels near the end of it. This allows Power-type to perform an improved version of their Bombastic Skip.

The last thing we did to update Sky Road was to buff paths taken by E-10000G. The goal is an attempt to make E-10000G viable on the stage, but also to make it when non-E-10000G players miss their shortcuts, they aren't put into an 'auto loss' scenario. To do this, we added many things to the final spiral of the stage: a line of Dash Panels and 100 Air boxes before the spiral, and then a line of Speed Shoes boxes and a line of Dash Panels at the end of the spiral.

Babylon Guardian

Babylon Guardian has never been a competitive stage nor ever been balanced for competitive play. The reason is simple, the stage is illegal in competitive play, because its a boss fight and a boring loop. For DX 2.0 though, instead a joke stage with stupidly fast shortcuts, we decided to actually rework Guardian and balance the stage's shortcuts. In doing so, we made it possible for players to level-up on Guardian. Due to the powerful catchup from both slipstream and turbulence, this stage is built around attacking other players to keep their level down. For the best results, this rework of the stage is intended to be played with 4 Laps.

SEGA Illusion

SEGA Illusion is one of the most well designed stages in the original game. However, it wasn't without a few problems. Allowing Fly-type to leave half-way through its first shortcut to stay flying for much longer than intended created issues with gears balanced around limited fuel gain. Types were too weak, with E-10000G overpowering all of them. On the flip side, E-10000G had access to less Rings, making him unviable on Ring Gears. We've solved all that and also did some minor quality-of-life updates to the stage.

With Fly-type able to continue hovering during its first shortcut, the type was able to gain absorbent amounts of Air. Because of this, we had to emergency ban Accelerator on SEGA Illusion during DX 1.0. As such, we've changed the Fly path to prevent players from hovering and we've cut Fly's Air gain in nearly half. To compensate, as the type was otherwise slow, we've made it possible to tap jump on the manual ramp to access the first Fly Shortcut and buffed the second Fly Shortcut greatly.

When it comes to addressing the other two types to be able to compete with E-10000G, we buffed both of the Grind Shortcuts, increased the Air Gain from Power Objects, and increased the speed of the Dash Panels inside the first Power Shortcut. To equalize the Rings between the types, we removed the 10 Ring boxes inside the type shortcuts in the Space Channel 5 section and instead put a line of 10 Ring boxes at the start of the same section. Even though E-10000G might not be viable on Ring Gears on SEGA Illusion right now, it will future proof the stage for any future Ring Gears.

For minor quality-of-life updates, we made three changes. The first was increasing the size of the manual ramp, just like we did on SEGA Carnival. The second was to change the alternating 50/100 Air box line into a line of purely 100 Air boxes, removing the possibility for players to lose time simply by hitting the wrong box. The final one was to change the last line of item boxes from Random to 10 Rings, preventing players from getting Speed Shoes at the end of the race to cheese a win.

Extreme Gear

"You think you can win with that board?"

The Extreme Gear are the heart and soul of Sonic Riders, both aesthetically and in gameplay. Ever since the dawn of competitive Riders, we have been working to try and make every single gear in the game feel unique and competitively viable. With the arrival of DX 2.0, we feel like we've finally hit this mark. Every gear has received a major look, either being buffed into viability, nerfed from being overpowered, or reworked into something unique: every gear offers something different to the table. You can, in fact, win with that board. But that's not all! We've also got some new additions you've seen earlier in the patch notes. Here is where they'll be described in depth.

New Additions

Default Gear

One of the major additions to Sonic Riders DX Version 2.0 is the ability for any character to be able to use anyone's signature gear. This means Shadow can use Blue Star, Wave can use Night Sky, and Sonic can use Type-S (just like he does in the story's opening cutscene). All of these gears function the same, hence why they are referred to as "Default Gear".

Metal Star

With the addition of Metal Sonic to the Sonic Riders DX roster, he brought his own Extreme Gear containing a database worth of racing algorithms: Metal Star!

Psychic Wave

Silver the Hedgehog headed back to the past to join the EX World Grand Prix, but he didn't come without his own Extreme Gear.

Mystic Ruin

Making a splash from the afterlife into the new roster for Sonic Riders DX, Chaos Zero also took this ancient slab engraved with a prophecy of destruction as his Extreme Gear.

Hyper Sonic

Super Emerald

With new challengers coming to the EX World Grand Prix, Sonic has unleashed his full power as Hyper Sonic. Much like his Super counterpart, he shares the same powerful AoE attack. However, maintaining a more powerful form requires using more Rings. Hyper Sonic is the first gear that uses the level system while using Rings as fuel. Playing Hyper Sonic will require players to maintain their Rings in order to increase their stats and utilize more powerful boosts. Run low on Rings, and your low stats will allow opponents to leave you in the dust.

Super Tails

Chaos Emerald

Sonic isn't the only one capable of going Super. Introducing, Super Tails! Super Tails is similar to his partner Sonic, using an AoE attack to shock the competition. However, Tails has many differences from Super Sonic. He trades away having Power-Type and a debuff after his attack for a wider attack hitbox, gaining rings whenever he attacks them, and a lower boost cost allowing him to pressure his attack more often.

Super Knuckles

Chaos Emerald

The protector of the Master Emerald and a member of Team Sonic, Super Knuckles breaks into the EX World Grand Prix! For Super Knuckles' design, we decided to build upon his "Boost Chain" character class. Successive boost chains feel good, but building a gear around it often fails due to the constant high execution required to perform it. Instead, Super Knuckles automates this process. By pressing the Boost button once, Super Knuckles will queue up 3 boosts in a row, performing them instantly one after another, with the latter 2 automatically being Boost Chains, multiplying his current speed. Despite the automation, there is room for higher level play. Canceling any of the boosts will cancel any boosts that are queued up, and you won't pay their cost either. But that's not all! Super Knuckles pauses the duration of his boost from depleting while drifting, allowing players to begin a drift right as one of their boosts is about to end, then releasing their Drift Dash to have the next Boost Chain queued up multiply the speed bonus from the Drift Dash.

Super Amy

Chaos Emerald

Amy is often left out as one of the hedgehog characters in the Sonic universe, with usually being relegated to side roles and not having a Super form. Sonic Riders DX 2.0 changes this, introducing Super Amy to the game. Her visual design takes inspiration from various pieces of fan media conceptualizing what her Super form might look like. You'll also notice that Super Tails has access to Speed and Fly Shortcuts, and Super Knuckles with Fly and Power. Super Amy completes this triangle of Dual-type Super forms with Speed and Power Shortcuts. Her gameplay is built both around her Drift character class and the Light Board Extreme Gear. Super Amy, having Light Board's special effect "Cruise Control", can maintain her Boost Speed for long periods of time. However, this speed is not very high. It is up to the player to use all of the rings Super Amy saves up to perform Drift Dashes, Boost Chains, and Tornadoes in order to keep up and maintain their lead.

Super Shadow

Chaos Emerald

The second character that comes to mind for a Super form is always Shadow the Hedgehog. While he originally was going to use his signature board, Black Shot, we decided to give a more unique gear to the ultimate lifeform: his signature hover skates. For his gameplay, Super Shadow generates a secondary resource, Chaos Gauge, where the Air bar would be located. Chaos Energy fills the gauge whenever Super Shadow performs an action that would gain Air (such as tricks, shortcuts, QTEs, attacks, and Air Boxes). Once the gauge is full, Shadow enters his Chaos Mode, beginning to accelerate and his making his next Boost ultra powerful. This is inspired by his Hero Gauge in his own game, Shadow the Hedgehog. And much like his rival Sonic, Super Shadow has access to every Type shortcut.

Neo Metal Sonic

Chaos Emerald

Metal Sonic, being the first new character added to Sonic Riders, is also the first new character to receive his own transformation in Riders: Neo Metal Sonic! Having acquired all of the data from the other participants and Extreme Gear, Neo Metal Sonic forms himself with optimized stats and the ability to use all Type shortcuts. Starting the game with stats similar to most gears at Level 2, Neo Metal Sonic is the first gear in Sonic Riders DX that cannot level up while running on air. However, Neo Metal Sonic holds a trump card to make sure opponents won't be able to outpace him late game. By pressing UP on the D-Pad or C-Stick while at 30 Rings or higher, Neo Metal Sonic can transform himself into Super Neo Metal Sonic, increasing his stats dramatically and using rings as fuel! Players will need to utilize both forms effectively if they want to overcome their loathsome copies... I mean opponents.

Super Neo Metal Sonic

Chaos Emerald

Transforming from regular Neo Metal Sonic mid-race, Super Neo Metal Sonic uses rings as fuel and has high stats. However, this does come at a cost, quite literally in high ring costs. Once running out of rings, he transforms back to regular Neo Metal Sonic with full air. You can also transform back manually by pressing UP on the D-Pad or C-Stick, which will refill all of your air and give a burst of speed based on how many rings you have, but your rings will drop to 0 when transforming back. This ensures that transforming is a commitment that both you and your opponent have to play around.

All Gear Project & Egg Bullet

If you've read this far in the patch notes, you'll probably have seen the words "(except Eggman)" a few times. One of the biggest issues with Sonic Riders is certain characters being restricted from using certain gears. In previous patches, we've solved this for Air Broom, Magic Carpet, the Cover Series, the Advantage Series, and the type granting gears (Access, Destroyer, Grinder). The last hurdle in this challenge is giving access to gears that are unavailable due to a lack of animations. While we haven't been able create new animations for characters, we created replicas of these gears in animation types available to those characters. As such, every character can now use every gear (except Chaos Emerald).

Universal Ring Gear Update

Gears that use Rings as fuel (referred to as "Ring Gears") are an oddity in Sonic Riders. In the original game, only two gears used rings as fuel (Chaos Emerald and The Crazy). We've expanded this to 4 in SRDX, but designing and understanding these gears has always been difficult throughout the modding history of Riders. Lacking in both utility (by being stuck at Level 1) and fuel efficiency, Ring Gears have historically been designed as either feast-or-famine or built around cruising and storing up rings. Until today! With SRDX 2.0, Ring Gears have received a massive update to set up a new framework to allow these gears to be better designed by fixing their problems of lacking utility and efficiency. This makes these gears have room for more interesting designs, which we've hoped to have explored with our new Super Forms.

Reworks

Access

One of the key things for DX 2.0 that we've wanted to reach ever since we began modding Sonic Riders was to make every single gear unique with its own playstyle. Throughout the patches, one main criticism has been many gears play the same as others, and this became apparent with the type granting gears. As such, we've given all 3 of the type granting gears (Access, Destroyer, and Grinder) unique playstyles.

Access' new design in DX 2.0 is that of a cruising and drifting gear. Boasting high top speed, high acceleration, extra turning, reduced drift costs, and powerful drift stats, Access is able to maneuver around stages paying little air. As a downside for this, like other cruising gears, Access' boost has a high cost. Players will need to utilize their drifts and limited boosting to make the most out of this gear.

We've also addressed the strength of Mono-Type Access and E-10000G Access from DX 1.0. For those unfamiliar, DX 1.0 introduced the ability to pick Type granting gears on the same type, allowing players to enhance their type with better shortcut speed. In DX 1.0, Dual Access was not meta viable, while Mono Access was considered overpowered. We've increased the overall stats of Access while reducing the mono-type bonus to make sure both are viable. Additionally, we've also reduced E-10000G's stats when selecting Type granting gears across the board, as he can select them all now and testing showed he was otherwise be overpowered.

Slide Booster

Slide Booster is, without a doubt, the most interesting gear in the original game. With extremely low drift frames, generating turbulence that is difficult to utilize, and extremely low costs that allow players to afford tornadoes with ease, Slide Booster is arguably the 2nd best gear in vanilla Sonic Riders. However, modding had left this gear in the dust. It's trap of a turbulence can be ignored and updating mechanics led to powercreep that Slide Booster eventually couldn't compete with. Not only that, the gear had weaknesses that prevented it from being viable on certain stages. Being able to rapidly drift dash to accelerate is powerful, but can't compete on stages where auto sections set the user's speed to 0 when other gears can instantly accelerate by boosting.

With all these problems in mind, we've given Slide Booster a mini-rework. We've updated its base stats to give it competent top speed and acceleration. Slide Booster can now boost, allowing it to have access to instant acceleration necessary to be viable on certain stages. Its drift turning stats have been updated to make the gear easier to maneuver with. And we've removed some of the restrictions we had given the gear originally out of caution. As cost for all these improvements, we have raised the air costs to make sure the gear had real costs to make sure it cannot use tornadoes without a downside.

Magic Carpet

Magic Carpet is gear we decided to rework due to the flaws of its previous design, which seemed to overlap other identities, leading it to have either have too little weaknesses or too little stats to make its over-mass of utility useful.

This new Magic Carpet design is completely different. Inspired by a kart design for Mario Kart Riibalanced, Magic Carpet was built with the gimmick of "loses a lot of speed while turning", having worse drift maneuverability, and being a gear based around cruising. To emulate that design, we made Magic Carpet lose an insane amount of speed while turning, but gave it one of the highest acceleration stats in the game. While turning, you will lose a lot of speed, but once you stop turning, you can regain all that speed back. This means players will have to keep moving straight as long as possible to take advantage of this gear's high speed, knowing they are vulnerability to interaction.

Opa Opa

Opa Opa is an odd case for a gear. Often being seen as unviable due to its low boost duration giving the gear too much risk, Opa Opa only found meta use on Egg Factory, a stage where such as weakness can be ignored and its powerful attack has its best use.

As such, we've decided to carefully give Opa Opa a mini-rework to focus more into giving the gear more sustainability and less burst speed options to make the gear less powerful on Egg Factory and more viable on other stages.

Destroyer

If you've read the lengthy explanation for the rework to Access, most of the same things apply to Destroyer. We've made the type granting gears all have unique playstyles. We've also made sure that E-10000G, who can now select all of the type granting gears is not overpowered.

Destroyer's new design in DX 2.0 is based around being a half-way point between Default Gear (Blue Star, Type-J, etc.) and E-Rider. Like E-Rider, Destroyer pays higher air costs for everything (passively, drifting, boosting) and gets extra speed for all of these. Destroyer carries both risk and reward, meaning players will be more vulnerable and have to manage their air more carefully for the higher speed this gear offers.

Cover-S

Admittedly, Cover-S was rushed for DX 1.0. The original design was based on the idea of gaining speed over time. However, the rest of gear wasn't fully fleshed out and thus it was considered boring and unviable. When revisiting the gear for DX 2.0, we decided to keep the original concept, while mixing it with a new idea: Hold to Boost. Pressing either the B or X button will pay an initial boost cost, and either button has to be held down to continue boosting. For character classes that give bonus boost duration, the cost for holding the boost is reduced. If this gimmick sounds familiar, that's because it is. This hold to boost gameplay is similar to Sonic Riders X, a Riders fangame.

Also, a neat trick exclusive to Cover-S is its unique way to spam boost chains with one continuous drift. Since boosts have no duration, you can hold one drift and press the boost button a few times to perform multiple boost chains.

Hang-On

Hang-On's design in previous patches was to be a standard class Ring Gear. Unfortunately, this gameplay was considered boring and didn't fulfill any specific niches. For players, it was far easier to pick a gear that uses Air as fuel for standard gear gameplay. While DX 2.0 aimed to re-evaluate the design of Ring Gears, there wasn't any ideas in the pipeline to realize the standard class ring gear Hang-On was.

Instead, we've decided to get back to the drawing board and use another that's been in the pipeline, "Double Booster". Inspired by the gameplay of High Booster, the "Double Booster" design is based around being High Booster with a lower boost cost and a lower boost speed. While being simple, Hang-On's design as "Double Booster" is a staple design for the high boosting class of gears.

Grinder

If you've read the lengthy explanation for the rework to Access, most of the same things apply to Grinder. We've made the type granting gears all have unique playstyles. We've also made sure that E-10000G, who can now select all of the type granting gears is not overpowered.

Grinder in DX 2.0 is actually designed in a way that is similar to how all of the type granting gear played originally: as Standard class gears. Of course, granting the ability to use Speed-Type shortcuts isn't the only thing Grinder offers. With lower boost costs, tornado costs, and a slightly increased boost chain multiplier, Grinder offers stats that standard gears love.

Advantage-P

Advantage-P, being the last rework in DX 2.0, is a bit of an odd case. The previous design was a gear that removed the player's type in exchange for high stats. However, as DX 2.0 gave every character access to every gear, players could select Darkness on E-10000G, making Advantage-P's current design overlap with E-10000G using Darkness. This is why we've decided to rework Advantage-P.

Advantage-P's new design is one of the most dynamic gears we've made. Built around gaining bonus top speed and boost speed based on missing air, Advantage-P rewards players for playing risky and using their fuel to its fullest extent. Not only that, Adv-P's spread of stats is one of the most unique, with reduced air gain, increased drift costs and passive drain, better drift stats, and halting air drain while charging jump.

Balance Updates

Auto Slider

Auto Slider always historically suffered from two problems: having low base stats and requiring high skill execution. With the introduction of the Drift Overcharge mechanic, the barrier of entry for many Drift class gears has been broken. Players can overcharge their drift to reduce the need to spam drifts as often, while skilled players can still spam drifts for quick maneuverability, recovery, and landing attacks. We've also solved the problem of Auto Slider's low base stats.

Powerful Gear

Powerful Gear has always been a bizarre gear, covering various niches specific to parts of stage terrain: ice immunity, not losing speed going uphill, and immunity to off road terrain. This has lead the gear to some use, but not much. We've decided to push this concept further by giving Powerful Gear the highest weight stat. For those unfamiliar, the weight stat is a new mechanic in DX 2.0 that increases acceleration going downhill. With such a high weight stat, Powerful Gear gains plenty of speed on steep downhills. 

However, this would be another stage specific niche, so we've decided to give Powerful Gear one of the highest acceleration stats and the highest Off Road stat to give this gear good recovery, a niche universal to all stages. While a high Off Road stat might sound redundant given this gear's immunity to off road terrain, the Off Road stat does more than determine your speed on off road terrain. It also determines the minimum speed you can be dropped down to after hitting a wall and the speed you start recovering from a Level 1 attack.

Fastest

Being the original Cruising class gear, Fastest has always been built around cruising and drifting. That unfortunately has led to a host of problems for the gear, mainly not having access to a boost and its drifting being underpowered. Those who read the Slide Booster patch notes should know the important of having access to instant acceleration on certain stages. While the issue of being unable to boost was resolved in DX 1.0, that boost was gimped in several ways: overriding the gear's top speed to give it a lower speed during the boost duration, low duration, and being unable to boost chain.

All of those issues have been fixed, aside from being unable to boost chain as we want to make sure the boost is used exclusively for attacking and recovery. To solve the lack being able to multiply their speed with boost chaining, Fastest can utilize Drift Overcharge and has reduced deceleration. Drift Overcharge allows fastest to reach higher speeds. Lower deceleration means bonus speed is more meaningful, allowing catchup mechanics and drift dashes to be just as powerful on Fastest as they are on gears that can multiply their bonus speed. There have also been adjustments to other stats to account for these buffs, other minor issues the gear has, and to give Fastest more access to its primary combat tool: tornadoes.

Turbo Star

Turbo Star was a fairly balanced gear in DX 1.0. We've given it a slight increase in acceleration to make the gear just a tiny bit better, as well as expand upon the Level 4 mechanic exclusive to the gear by making Level 4 increase other stats that a level up would increase.

Speed Balancer

Speed Balancer is another gear that was fairly balanced in DX 1.0. Since the gear has low manuverability due to its reduced turning, these few changes here are aimed giving the gear more recovery from attacks with a higher Off Road stat and a slight increase in weight as we're exploring ways to use the stat. We've also fixed the special effect we intended to give it in DX 1.0, which is actually the gear's most significant buff.

Blue Star II

Blue Star II was apart of the 4 best gears of DX 1.0, all of which were very overpowered. We've decided to give the blue burster a sizable nerf to its Boost Chain multiplier, the stat we buffed in DX 1.0 that had pushed it over the edge. Don't let these nerfs make you think this gear isn't good anymore, its still very powerful.

Also, every character can now use the original Blue Star II and Sonic can use the gear's Replica.

Beginner

Beginner was viewed as unplayable in DX 1.0 for one reason alone: its drift frames were higher than 60 frames. This was one of the first things addressed about the gear. However, Beginner was too boring, only covering the specific niche of having the fastest drift dash. As such, we decided to expand the gear into having air efficiency, with lower boost and tornado costs, fitting with the gear's name. As a result of this and the introduction of Drift Overcharge, the Drift Cap had to be reduced and the Drift Cost had to be increased.

Accelerator

Accelerator is probably one of the funniest cases of a gear that is insanely overpowered in one specific scenario, and absolutely below average otherwise. In DX 1.0, the ability to constantly fly hover on SEGA Illusion allowed this gear, which is supposed to be balanced around limited Ring gain from shortcuts, to gain nearly 100 Rings from the first fly shortcut. We've fixed this scenario since it would limit future gear design built around limited fuel gain from shortcuts.

After fixing that scenario, we then focused on fixing what makes Accelerator mediocre. The boost duration was cut in half as the boost would have part of its duration wasted on many stages, so cutting it in half and buffing other stats helps make the gear viable on more stages and less linear in terms of where the player can boost.

Also we've decided that gears that use Rings as fuel should have a better Drift Cap, so they've all been buffed to 265. Also also, to prevent abuse on SEGA Illusion, gears with passive fuel gain no longer increase that gain while charging jump.

Trap Gear

Trap Gear is a gear that historically has had the most feast-or-famine playstyle. It's also been powercrept considerably since the 40 frame lockout for placing tornadoes was introduced in DX 1.0. Despite the high top speed and acceleration it has, its inability to utilize catchup by not having any method to multiply speed has given it the same problems as Fastest. Just like Fastest, we've solved this problem by giving Trap Gear reduced deceleration.

While giving a well needed buff for Trap Gear compete with other gears, it turned out a little too potent and made other design issues with Trap Gear more apparent. Players would be able to achieve a lead early, and be able to hold it with ease due to the constant tornadoes cutting off turbulence for opponents. If Trap Gear did get behind, the lower deceleration and high enough speed from Tornado Boosts could carry it back into first place, even if it wasn't able to pressure an attack. As such, we've reduced the Off Road and Weight stats to give Trap Gear more vulnerability, increased the tornado cost to reduce the amount of tornadoes that can be spammed, and reduced the Tornado Boost Speed in the late game to make it easier for opponents to catch up. We've also increased the acceleration so the gear can recovery from auto sections that set it to low speed, since it cannot boost nor tornado boost right away when leaving an auto section.

Light Board

Light Board is one of the strangest gears in terms of how it is balanced. Due to its special effect, the gear basically ignores boost duration modifiers, which most characters are balanced around. This makes Light Board gravitate towards the Drift class of characters. In DX 1.0, we tried to diversify the gear by giving bonus Boost Speed to the Late Boost character class when they select the gear, which ended up a little overpowered. In DX 2.0, we wanted to expand that concept further in an attempt to make the gear viable across more character classes. In addition, we've fixed several bugs involving the gear's signature special effect, including the infamous once thought inconsistency of the its activation condition, which turned out to be the effect not applying if you charged jump during the boost duration.

Legend

Legend is a relatively easy gear due to its automatic trick charge up, but was a little bit understat. So we decided to give it some tiny stat buffs to match powercreep. We've also fixed a bug that prevented getting top paths from turbulence.

Air Broom

Ever since the 40 frame tornado lockout was introduced, Air Broom has become rather weak. Curbing the unfair gameplay of rapid tornado spam is a good thing, but it didn't help the gear got undeserved nerfs in DX 1.0. We've rolled back the nerfs to its tornado cost, as well as gave addition buffs to make up for the inability to spam tornadoes and to match powercreep.

Additionally, the exhaust trail always appears so you can always tell the state your Clutch Toggle is in.

Hovercraft

Hovercraft, more like Hovercracked, was one of the 4 best gears of DX 1.0, being grossly overpowered. How it got to be overpowered is a fairly simple story: no one was playing the gear, so we thought the gear wasn't worth playing, and it got buffed. Once people did play it, they realized how overpowered it was. As such, we've nerfed the gear considerably to put it back in line. Hovercraft is still one of the best gears in SRDX, but the reward for its risks won't be overwhelming anymore. Also the Drift Dash Speed is getting buffed, as we forgot to buff it when increasing the Drift Cap.

Additionally, an exhaust trail now appears so you can tell the state your Clutch Toggle is in.

Super Sonic

Super Sonic was actually balanced before the introduction of other Super Forms and before some of the further changes adjustments made for Ring Gears universally (same goes for Hyper Sonic). Originally the Boost Duration bonus for Ring Gears was +30 frames, and Super Sonic was balanced at that point. When that got buffed to +45 frames, we gave Super Sonic his own -15 frames of Boost Duration, putting him at what would be +30 compared to DX 1.0. We've also given back Super Sonic's reduced drift frames as he was lacking in the Drift department for his all-around style kit.

Also we've decided that gears that use Rings as fuel should have a better Drift Cap, so they've all been buffed to 265.

Faster

Faster, while a safe pick, has been lacking in viability in higher level play over the patches. We've decided to buff its weak point, how often it can boost, in order to help push the gear into being more viable, and possibly being viable on characters that provide Boost Duration instead of Top Speed or Drift stats.

Also, to prevent abuse on SEGA Illusion, gears with passive fuel gain no longer increase that gain while charging jump.

Gambler

Gambler, while it had a core identity with its Overdrive mechanic, felt boring to play. Besides the weak early game limiting the player's options, the actual stats of this weakened state felt cookie-cutter and uninteresting that had to be played for half the race. As such, we decided to adjust Gambler's stats to give it a more interesting early game and more options in the early game.

Gambler-Overdrive

And with the buffs to Gambler's early game, universal buffs to Ring Gears, and buffs to turbulence as a form of catch up, the Overdrive form of Gambler had to be toned down. We've also shifted around a few stats to make it play better in terms of its drain rate.

Power Gear

Power Gear is another of the 4 best gears from DX 1.0. Power Gear was our first step into exploring lower deceleration as a stat. Unfortunately, it turned out to be far more powerful than expected, especially with buffs to catchup mechanics. We've cut the deceleration by about half and reduced the Boost Chain modifier slightly to make the gear a lot less potent with speed bonuses, while still keeping the gear's identity. Don't let the nerfs fool you though, this gear is still the best at utilizing bonus speed and catching up.

The Crazy

The Crazy is one of the Ring Gears with the strongest identity, while simultaneously one the harder to balance identities. With the universal changes towards Ring Gears, the aim for changes to The Crazy were to give it more sustainability rather than making it faster. Lacking sustainability is why The Crazy was viable on so little stages. As such, we've slightly lowered The Crazy's Boost Speed, increased a bunch of its other non-Boost stats, given it additional Boost Duration, and +5 more rings when it enters a QTE to sort of match with its gimmick of gaining Rings from tricks.

Berserker

Berserker is the last of the 4 best gears from DX 1.0. While its usage fell off towards the end of DX 1.0 competitive play, Berserker was by far the easiest thanks to its Berserk Mode mechanic and extra Air Gain to easily facilitate it. Not only that, but the gear could also counter attack whenever it got attacked in Berserk Mode, an unintended side effect.

As such, we've gotten rid of the bonus Air Gain to make the gear less easy, reduced the bonus speed from Berserk Mode to make the gear less powerful, and added a lockout for Berserk Mode activating after being attacked to remove counter attacks.

E-Rider

The rework for E-Rider in DX 1.0 was very successful, but the gear was a little too powerful. We're removing some of the unnecessary early game power we had given to it at Level 1.

Air Tank

Air Tank's rework, while strange, turned out to be a success. The gear ended up a bit too powerful on stages where the player stayed at Level 2 for an extended period of time, most notably Babylon Garden and Digital Dimension. We've decided to hit the Level 2 Boost Speed to tone it down.

Also, to prevent abuse on SEGA Illusion, gears with passive fuel gain no longer increase that gain while charging jump.

Heavy Bike

While we haven't made any direct changes to Heavy Bike, we wanted to inform players that Heavy Bike does have a higher weight stat. After all, we did make Weight matter as a stat.

Omnipotence

If you've read the changes for Access, Destroyer, or Grinder, you'll know a goal for DX 2.0 was making the type granting gears all unique. For Omnipotence, we decided to keep the gear relatively the same. This would be unique since the other 3 branch off into differing niches, while Omnipotence's niche is specifically the fact it gives the ability to use all 3 type shortcuts.

Going with this direction, we buffed the base stats of the gear to match modern standards, increased the Shortcut Air Gain to give the gear more skill expression by using the Air it gains rather than buffing the gear's raw speed, and made selecting the gear on Power-Type less gimmicky compared to DX 1.0. Lastly, we balanced the gear on E-10000G by giving a Boost Speed reduction equal to E-10G's Boost Speed bonus and gave him further reduced shortcut speeds.

Cover-F

Cover-F is another successful rework from DX 1.0, and was also a little too powerful. As such, we've decided to give a decent hit to its Drift Cap. With the addition of Drift Overcharge and this gear being able to be used on E-10000R (the Drift Class Power-Type character), but also keeping in mind the weaknesses of having not having instant acceleration and the difficulty of the gear, we are keeping a close on eye on Cover-F.

Cover-P

Cover-P has sort of always been problematic in its design since its inception. Mainly the issue was the gear was designed around having a high cruising speed locked behind low acceleration. That sort of playstyle works for a traditional kart racer, but doesn't work at all in Riders due to the presence of boosting and catchup mechanics. This is what led to Cover-P's gameplay being problematic in SRTE v1.3, as Night Chase was the perfect stage for utilizing catchup and minimizing speed loss, and ultimately how the gear was nerfed into unviability in DX 1.0.

So when revisiting the gear, we decided to do away with this idea of a low acceleration Cruising gear, and gave Cover-P an acceleration stat befitting of a Cruising gear. We then decided to buff the gear's boost, trying to make the gear more viable on stages that had interrupts where the acceleration from cruising wouldn't be enough. We increased the Weight stat as it helps make gears viable outside Night Chase. Lastly, to help the gear be viable on more drift oriented stages, we decided to make the Drift Dash scale with rings as well.

Super Hang-On

Super Hang-On is one of the most interesting designs in the game by utilizing Pits as its primary method of restoring fuel. When overhauling stages, one of our objectives was to update the placement of Pits and add more Pits to make Super Hang-On viable. We then gave it stat buffs in Acceleration and Weight to help buff it on stages that aren't Night Chase.

Once we did this, the somewhat overtuned nature the gear had on Night Chase became very apparent for several stages. Furthermore, testers had improved in skill, being able to utilize this gear's turning abilities and Pit Stop gameplay in order to land attacks. As such, we decided to nerf the safety nets of the gear: its Air Tank Size early game and the "Legend" special effect. The Boost Cost nerf and removal of the "Legend" special effect also serve as ways to make the gear less fast, and thus less oppressive. Lastly, since E-10000G can now select Super Hang-On, he's got a specific nerf as some of his weaknesses are ignored with Super Hang-On.

Darkness

Darkness had been considered one of the best gears back in the infancy of the Riders competitive scene, but the gear was quickly powercrept as gear designs became more interesting and better designed. Our attempt in DX 1.0 to buff the titular air efficiency gear was to make it more air efficient, as the air efficiency it provided was simply not worth having compared to the speed bonuses other gears provided. This had allowed Darkness to see some niche use with the Drift character class.

Upon coming back to the gear for DX 2.0, we decided to revisit a gimmick that was scrapped for Darkness during the development of DX 1.0: bonus BCM (Boost Chain Multiplier) based on leftover Boost Duration. This gimmick allows Darkness to be both an easy gear for newcomers thanks to its fuel efficiency acting as a safety net while also providing higher level players greater reward for using advanced techniques. By also allowing Darkness to more viable on stages where air efficiency is not an important stat, and by being a thematic fit referencing how taking off Shadow's inhibitor rings provides great power at the steep cost of stamina, this was a perfect fit. Also the base stats of the gear were increased to modern standards.

Advantage-S

Advantage-S, aka Running Gear, has surprisingly been in an acceptable position both balance wise and design wise, so we have no real changes for it. Instead, we've got plenty of quality of life improvements and bugfixes.

Advantage-F

Advantage-F is another gear that had been in an acceptable place for balance in DX 1.0. With often being compared to Blue Star II and due to how other unique gimmicks work on other gears, we decided to make the speed bonus from landing tricks consistent across the all levels. That way Advantage-F will always have a stronger boost chain coming out of a trick compared to Blue Star II.

Cannonball

Cannonball, despite its odd ball status, has been in a surprisingly balanced position for once in its lifespan. With most considering the gear to be slightly underpowered, we decided to give the quick turning gear a buff to its drift frames as drift dashes are underutilized on Cannonball.

Ruling Updates

"About the 'no-holds-barred'... ... ... what do you mean there's rules... ... ... STOP! I get it, okay?! It's just a race and that's good enough for me!"

For the last part of the patch notes, besides the bugfixes (which are for nerds), we have the updates to rules for competitive play! 3 Skips have been banned for both competitive health and game balance purposes. We've changed the number of players banned from Beginner Tournaments to make them more "beginner" like. Lastly, the restriction on using Accelerator on SEGA Illusion has been lifted, since we've solved that balance issue.

Also, as a PSA, newly found skips are banned by default, since skips are banned until otherwise made legal. This includes new skips created by the changes to stages. This is so every player is aware of what skips are and are not legal, as well as not allowing newly found skips to warp the meta.

General Ruling Updates:

Knuckles Art by Naomi.

Splash Canyon Fly Skip

The first skip banned for DX 2.0, and a ban long waited and arguably long deserved, is Splash Canyon Fly Skip and all of its variants. This skip has been argued for years to violate the "5 second rule" for banning skips, and having not banned it has presented several balance issues for the stage. While in previous patches, the Power and Speed shortcuts had been buffed to compensate for this skip, there was ultimately an issue of this skip saving so much time for so little effort that others types were more difficult by comparison, meaning they'd need near perfect execution just to compete with the Fly Skip. Additionally, variants of the skip could save even more time, leading to more wins based on executing a specific skip. As we aimed to redesign Splash Canyon, we decided to remove the Fly Skip as well.

Green Cave Fly Bonk Skip and Green Cave Fly Bonk U-Turn Skip

While a bit of an edge case, we've decided to ban the U-Turn variant of the Green Cave Fly Bonk Skip. When we decided to remove the web from Green Cave, we knew we had to account for both of these skips. The U-Turn variant saved a boatload of time and was arguably faster than taking the web that we had removed. With a 14-0 vote (with 5 abstains), we decided to ban it. On the other hand, the regular version of the skip that only skipped the ramp and saved a minimum amount, so we decided to keep it.

Ice Factory Hairpin Corner Skip

With this skip becoming easier to perform as players improved and selected gears that make this skip easier, we decided to re-evaluate the legality of the Ice Factory Hairpin Corner Skip. Since this skip favors both Fly-types and E-10000G, we believed this skip would warp the meta around those. With a 19-6 vote (with 1 abstain), we decided to ban it.

Bugfixes

"I don't really understand any of this, but the boss said it's pretty important."

These are our many bugfixes in SRDX 2.0, either from previous version of SRDX or the original game. We spent a lot of time fixing bugs when developing DX 2.0, whether it be ones that appeared during development or ones that impacted gameplay. We wanted DX 2.0 to be the best experience Riders can and should be.