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Added more spoilers to Map Hell info.


** The random, screaming Toads that you can run over in Arids Sands. They never respawn.
** The "Battal Bowl", a stage that looks like something straight out of ''Webcomic/SweetBroAndHellaJeff''. In fact, the titular duo's faces appear as the walls of the stage.

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** The [[spoiler:The random, screaming Toads that you can run over in Arids Sands. They never respawn. \n]]
** The [[spoiler:The "Battal Bowl", a stage that looks like something straight out of ''Webcomic/SweetBroAndHellaJeff''. In fact, the titular duo's faces appear as the walls of the stage.]]



* ThatOneLevel: Even outside of Map Hell, some of the tracks in this game get a little insane.

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* ThatOneLevel: Even outside of Map Hell, [[spoiler:Map Hell]], some of the tracks in this game get a little insane.
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** The majority of the ports come from consoles that weren't able to provide much variety in layout, sticking to a single flat elevation. While some ports take creative liberties to alleviate this somewhat (with [[VideoGame/MarioKartSuperCircuit MKSC Sky Garden]] slanting one part of the track upward, and [[VideoGame/SonicDrift SD2 Balloon Panic]] turning the off-roads into steep hills), the tracks otherwise feel bland when placed next to the more varied layouts of the original tracks (with [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] being especially infamous for this).
** Several ports are cramped or filled with obstacles that are hard to avoid. [[VideoGame/SuperMarioKart SMK Ghost Valley 2 and SMK Bowser Castle 3]] are prime examples of this thanks to coming from much slower racing games, with [[VideoGame/MarioKartDS MKDS Peach Gardens]] not too far behind even when one of its obstacles was ''removed'' in the port.
** Even with their wider roads, [=SD2=] Balloon Panic and [=SMK=] Vanilla Lake 2 can easily send a player off-track, slowing them down in the process (Balloon Panic with its bouncy balloons, Vanilla Lake 2 with its icy road), which can drag out the race and become very draining.

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** The majority of the ports ports, thanks to being easy to re-create, come from consoles that weren't able to provide much variety in layout, sticking to a single flat elevation. While some ports take creative liberties to alleviate this somewhat (with [[VideoGame/MarioKartSuperCircuit MKSC Sky Garden]] slanting one part of the track upward, and [[VideoGame/SonicDrift SD2 Balloon Panic]] turning the off-roads into steep hills), the tracks otherwise feel bland when placed next to the more varied layouts of the original tracks (with [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] being especially infamous for this).
this, earning the title "Meme Rectangle" by the community).
** Several ports are cramped or filled with obstacles that are hard to avoid. [[VideoGame/SuperMarioKart SMK Ghost Valley 2 and SMK Bowser Castle 3]] are prime examples of this thanks to coming from much slower racing games, with [[VideoGame/MarioKartDS MKDS Peach Gardens]] not too far behind even when one of its obstacles (the Chain Chomps in the hedge maze) was ''removed'' in the port.
** Even with their wider roads, [=SD2=] Balloon Panic and [=SMK=] Vanilla Lake 2 can easily send a player off-track, slowing them down in the process (Balloon Panic with its bouncy balloons, Vanilla Lake 2 with its icy road), road and the ice blocks), which can drag out the race and become very draining.

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* BigLippedAlligatorMoment: Sonic Robo Blast 2 Kart is no stranger to this trope. A few standout examples include:

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* BigLippedAlligatorMoment: Sonic ''Sonic Robo Blast 2 Kart Kart'' is no stranger to this trope. A few standout examples include:



* BreatherLevel: 3 Color Drive is a smooth, nearly-flat track with no hazards to worry about, making for a less chaotic race than usual. But here's the catch: [[spoiler:This level is found in the [[BrutalBonusLevel notoriously difficult Map Hell cup]], which features plenty of tracks that have hazards and tricky turns.]][[note]]According to WordOfGod, the reason 3 Color Drive is in the Map Hell cup is because the stage is actually unfinished.[[/note]]

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* BreatherLevel: BreatherLevel:
**
3 Color Drive is a smooth, nearly-flat track with no hazards to worry about, making for a less chaotic race than usual. But here's the catch: [[spoiler:This level is found in the [[BrutalBonusLevel notoriously difficult Map Hell cup]], which features plenty of tracks that have hazards and tricky turns.]][[note]]According to WordOfGod, the reason 3 Color Drive is in the Map Hell cup is because the stage is actually unfinished.[[/note]]



* ComplacentGamingSyndrome: If most of the game's custom characters being gravitated towards such stat spread is any indication, most players prefer racers that lean into either being balanced or being fast and/or lightweight. Despite this, players using slower and heavier racers became slightly more common thanks to v1.0.2.
* HilariousInHindsight: This game was in development long before the announcement of an official [[Videogame/TeamSonicRacing Sonic-Universe racing game]].

to:

* ComplacentGamingSyndrome: ComplacentGamingSyndrome:
**
If most of the game's custom characters being gravitated towards such stat spread is any indication, most players prefer racers that lean into either being balanced or being fast and/or lightweight. Despite this, players using slower and heavier racers became slightly more common thanks to v1.0.2.
** With his high speed and decent drift spark rate, Metal Sonic is by far the most popular character to use in Record Attack. Many of the popular track choices for Record Attack will have a Metal Sonic run as the world record, or at least within the top 3.
* HilariousInHindsight: HilariousInHindsight:
**
This game was in development long before the announcement of an official [[Videogame/TeamSonicRacing Sonic-Universe racing game]].



* MostAnnoyingSound / SugarWiki/MostWonderfulSound: Each character has a callout for powerful items, making them either of these depending on whether or not it was you who got the item.

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* MostAnnoyingSound / SugarWiki/MostWonderfulSound: MostAnnoyingSound:
**
Each character has a callout for powerful items, making them either of these depending on whether or this if you'e not it was you the one who got the item.item (in which case it's more of a SugarWiki/MostWonderfulSound).



* TheScrappy: The player base tends to view any track from the ''Videogame/MarioKart'' series [[note]]Sky Garden, Peach Gardens, Rainbow Road [[spoiler:(both of them)]], Donut Plains 1, Mario Circuit 2, Ghost Valley 2, Bowser Castle 3, and Vanilla Lake[[/note]] as this due to their potential to dominate the majority vote in net games and as a result, get picked the most often.

to:

* TheScrappy: Most tracks ported from other MascotRacer games tend to get a poor reputation for a number of reasons:
**
The player base tends majority of the ports come from consoles that weren't able to view any provide much variety in layout, sticking to a single flat elevation. While some ports take creative liberties to alleviate this somewhat (with [[VideoGame/MarioKartSuperCircuit MKSC Sky Garden]] slanting one part of the track from upward, and [[VideoGame/SonicDrift SD2 Balloon Panic]] turning the ''Videogame/MarioKart'' series [[note]]Sky Garden, Peach Gardens, Rainbow Road [[spoiler:(both off-roads into steep hills), the tracks otherwise feel bland when placed next to the more varied layouts of them)]], Donut Plains 1, Mario Circuit 2, the original tracks (with [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] being especially infamous for this).
** Several ports are cramped or filled with obstacles that are hard to avoid. [[VideoGame/SuperMarioKart SMK
Ghost Valley 2, 2 and SMK Bowser Castle 3, 3]] are prime examples of this thanks to coming from much slower racing games, with [[VideoGame/MarioKartDS MKDS Peach Gardens]] not too far behind even when one of its obstacles was ''removed'' in the port.
** Even with their wider roads, [=SD2=] Balloon Panic
and [=SMK=] Vanilla Lake[[/note]] as this due to their potential to dominate Lake 2 can easily send a player off-track, slowing them down in the majority vote in net games process (Balloon Panic with its bouncy balloons, Vanilla Lake 2 with its icy road), which can drag out the race and as a result, get picked the most often.become very draining.
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Added DiffLines:

** Compared to the rest of the tracks in the NintendoHard Egg Cup, Virtual Highway is fairly straightforward, with much less hazards and tricky turns to worry about.
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* NauseaFuel: Kodachrome Void's walls and floors are made up of pulsating black and white patterns, making for an extremely disorienting experience. It ended up being toned down in 1.0.2, but the original disorienting color still remains [[spoiler:as its Encore palette.]]

to:

* NauseaFuel: Kodachrome Void's walls and floors are made up of pulsating black and white patterns, making for an extremely disorienting experience. It ended up being toned down in 1.0.2, 2 to a grey and black gradient which is ''much'' easier on the eyes, but the original disorienting color still remains [[spoiler:as its Encore palette.]]



** Being locked from the start, the Egg Cup in general is difficult, but it's most noticeable with Kodachrome Void (narrow corridors, awkward turns, and a disorienting aesthetic) and Eggman's Nightclub (lots of tight turns, easy-to-miss shortcuts, and another gold medal time that offers next to no room for error).

to:

** Being locked from the start, the Egg Cup in general is difficult, but it's most noticeable with Kodachrome Void (narrow corridors, awkward turns, and a disorienting aesthetic) aesthetic [[spoiler:if you dare play it on Encore Mode]]) and Eggman's Nightclub (lots of tight turns, easy-to-miss shortcuts, and another gold medal time that offers next to no room for error).
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* TierInducedScrappy: Eggman, Chaos, and Gamma tend to get the short end of the stick due to their gameplay style, which relies around bullying lighter racers and abusing their fast drift spark rates to get huge speeds on turns (unlike Metal Sonic, Vector, and Omega who are also heavy but fast as well). This makes them harder to master compared to the likes of Sonic, Tails, and Knuckles and gives them a disadvantage on tracks with not a lot of turns and no wide straightaways to abuse snaking on.

to:

* TierInducedScrappy: Eggman, Chaos, and Gamma tend to get the short end of the stick due to their gameplay style, which relies around bullying lighter racers and abusing their fast drift spark rates to get huge speeds on turns (unlike Metal Sonic, Vector, and Omega who are also heavy but fast as well). This makes them harder to master compared to the likes of Sonic, Tails, and Knuckles and gives them a disadvantage on tracks with not a lot lots of turns and no wide straightaways to abuse snaking on.and not a lot of turns.
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** The "Battal Bowl", a stage that looks like something straight out of ''Webcomic/SweetBroAndHellaJeff''. In fact, the titular duos faces appear as the walls of the stage.

to:

** The "Battal Bowl", a stage that looks like something straight out of ''Webcomic/SweetBroAndHellaJeff''. In fact, the titular duos duo's faces appear as the walls of the stage.
Is there an issue? Send a MessageReason:
None


* TierInducedScrappy: Eggman and Gamma tend to get the short end of the stick due to their gameplay style, which relies around bullying lighter racers and abusing their fast drift spark rates to get huge speeds on turns (unlike Metal Sonic and Omega who are also heavy but fast as well). This makes them harder to master compared to the likes of Sonic, Tails, and Knuckles and gives them a disadvantage on tracks with not a lot of turns and no wide straightaways to abuse snaking on.

to:

* TierInducedScrappy: Eggman Eggman, Chaos, and Gamma tend to get the short end of the stick due to their gameplay style, which relies around bullying lighter racers and abusing their fast drift spark rates to get huge speeds on turns (unlike Metal Sonic Sonic, Vector, and Omega who are also heavy but fast as well). This makes them harder to master compared to the likes of Sonic, Tails, and Knuckles and gives them a disadvantage on tracks with not a lot of turns and no wide straightaways to abuse snaking on.
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Fixed Tier Induced Scrappy saying Omega was faster than Omega by changing the instance of "Omega" at the start to Gamma (who I presume was the intended character to be listed along Eggman, having a speed of 1 versus Omega's speed of 9).


* TierInducedScrappy: Eggman and Omega tend to get the short end of the stick due to their gameplay style, which relies around bullying lighter racers and abusing their fast drift spark rates to get huge speeds on turns (unlike Metal Sonic and Omega who are also heavy but fast as well). This makes them harder to master compared to the likes of Sonic, Tails, and Knuckles and gives them a disadvantage on tracks with not a lot of turns and no wide straightaways to abuse snaking on.

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* TierInducedScrappy: Eggman and Omega Gamma tend to get the short end of the stick due to their gameplay style, which relies around bullying lighter racers and abusing their fast drift spark rates to get huge speeds on turns (unlike Metal Sonic and Omega who are also heavy but fast as well). This makes them harder to master compared to the likes of Sonic, Tails, and Knuckles and gives them a disadvantage on tracks with not a lot of turns and no wide straightaways to abuse snaking on.
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None


* ScrappyMechanic: When the game first released, Battle Mode was not as well-liked by the community as Race mode was. Unlike modern ''Mario Kart'' titles which have a timer and multiple game modes, the only available mode on offer is a simple survival-to-the-end mode, the same one used in earlier ''Mario Kart'' games (styled directly after ''VideoGame/MarioKart64'' and ''VideoGame/MarioKartSuperCircuit''), which means no time limit. While matches in those games contained only two to four players, ''[=SRB2Kart=]''[='s=] can contain many more players- up to 16. Additionally, the resurrection mechanic (dubbed "Attack or Protect") can drag matches on for much longer as players fight for a chance of returning to the action while the currently active players attempt to defeat each other- which can take up to eight minutes tops on a server with lots of players.

to:

* ScrappyMechanic: When the game first released, Battle Mode was not as well-liked by the community as Race mode was. Unlike modern ''Mario Kart'' titles which have a timer and multiple game modes, the only available mode on offer is a simple survival-to-the-end mode, the same one used in earlier ''Mario Kart'' games (styled directly after ''VideoGame/MarioKart64'' and ''VideoGame/MarioKartSuperCircuit''), which means no time limit.limit either. While matches in those games contained only two to four players, ''[=SRB2Kart=]''[='s=] can contain many more players- up to 16. Additionally, the resurrection mechanic (dubbed "Attack or Protect") can drag matches on for much longer as players fight for a chance of returning to the action while the currently active players attempt to defeat each other- which can take up to eight minutes tops on a server with lots of players.
Is there an issue? Send a MessageReason:
None


* ThatOneSidequest: As mentioned above, getting all of the gold medals is a tedious affair. At least part of the difficulty comes from the fact that the times for the medals are based off of staff ghosts, although it's very clear that some staff members were better at the game than others. This results in some SchizophrenicDifficulty; whereas some gold medal times can be accomplished just by racing relatively well, some require you to drive a near-flawless racing line and cut almost every corner to even come close to beating the target time.

to:

* ThatOneSidequest: As mentioned above, getting all of the gold medals is a tedious affair. At least part of the difficulty comes from the fact that the times for the medals are based off of staff ghosts, although it's very clear that some staff members were better at the game than others. This results in some SchizophrenicDifficulty; whereas some gold medal times can be accomplished just by racing relatively well, some require you to drive a near-flawless racing line and cut almost every corner to even come close to beating the target time.time.
* TierInducedScrappy: Eggman and Omega tend to get the short end of the stick due to their gameplay style, which relies around bullying lighter racers and abusing their fast drift spark rates to get huge speeds on turns (unlike Metal Sonic and Omega who are also heavy but fast as well). This makes them harder to master compared to the likes of Sonic, Tails, and Knuckles and gives them a disadvantage on tracks with not a lot of turns and no wide straightaways to abuse snaking on.
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: When the game first released, Battle Mode was not as well-liked by the community as Race mode was. Unlike modern ''Mario Kart'' titles which have a timer and multiple game modes, The only available mode on offer is a simple survival-to-the-end mode, the same one used in earlier ''Mario Kart'' games (styled directly after ''VideoGame/MarioKart64'' and ''VideoGame/MarioKartSuperCircuit''), which means no time limit. While matches in those games contained only two to four players, ''[=SRB2Kart=]''[='s=] can contain many more players- up to 16. Additionally, the resurrection mechanic (dubbed "Attack or Protect") can drag matches on for much longer as players fight for a chance of returning to the action while the currently active players attempt to defeat each other- which can take up to eight minutes tops on a server with lots of players.

to:

* ScrappyMechanic: When the game first released, Battle Mode was not as well-liked by the community as Race mode was. Unlike modern ''Mario Kart'' titles which have a timer and multiple game modes, The the only available mode on offer is a simple survival-to-the-end mode, the same one used in earlier ''Mario Kart'' games (styled directly after ''VideoGame/MarioKart64'' and ''VideoGame/MarioKartSuperCircuit''), which means no time limit. While matches in those games contained only two to four players, ''[=SRB2Kart=]''[='s=] can contain many more players- up to 16. Additionally, the resurrection mechanic (dubbed "Attack or Protect") can drag matches on for much longer as players fight for a chance of returning to the action while the currently active players attempt to defeat each other- which can take up to eight minutes tops on a server with lots of players.
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None

Added DiffLines:

* BrokenBase: The "SPB Tag" mechanic added into 1.0.2, which forces a Self-Propelled Bomb to whoever is in second place if the first-place racer even has the slightest lead gap ahead of the rest of the pack. Most players enjoy the feature as it serves as a useful ComebackMechanic, while others think the mechanic is unnecessary or activates too early, necessitating DoWellButNotPerfect so the first place racer stays within sight of the racer(s) right behind them.
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: Battle Mode has no time limit unless it is set manually, causing battles to often drag on for minutes on end, especially in larger, open-ended stages.

to:

* ScrappyMechanic: When the game first released, Battle Mode has was not as well-liked by the community as Race mode was. Unlike modern ''Mario Kart'' titles which have a timer and multiple game modes, The only available mode on offer is a simple survival-to-the-end mode, the same one used in earlier ''Mario Kart'' games (styled directly after ''VideoGame/MarioKart64'' and ''VideoGame/MarioKartSuperCircuit''), which means no time limit unless it is set manually, causing battles limit. While matches in those games contained only two to often four players, ''[=SRB2Kart=]''[='s=] can contain many more players- up to 16. Additionally, the resurrection mechanic (dubbed "Attack or Protect") can drag matches on for much longer as players fight for a chance of returning to the action while the currently active players attempt to defeat each other- which can take up to eight minutes tops on end, especially in larger, open-ended stages.a server with lots of players.
Is there an issue? Send a MessageReason:
None


* ComplacentGamingSyndrome: If most of the game's custom characters being gravitated towards such stat spread is any indication, most players prefer racers that lean into either being balanced or being fast and lightweight. Despite this, players using slower and heavier racers became slightly more common thanks to v1.0.2.

to:

* ComplacentGamingSyndrome: If most of the game's custom characters being gravitated towards such stat spread is any indication, most players prefer racers that lean into either being balanced or being fast and and/or lightweight. Despite this, players using slower and heavier racers became slightly more common thanks to v1.0.2.

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** The "Battal Bowl", a stage that looks like something straight out of Sweet Bro and Hella Jeff. In fact, the titular duos faces appear as the walls of the stage.
* BreatherLevel: 3 Color Drive is a smooth, nearly-flat track with no hazards to worry about, making for a less chaotic race than usual. But here's the catch: [[spoiler:This level is found in the [[BrutalBonusLevel notoriously difficult Map Hell cup]], which features plenty of tracks that have hazards and tricky turns.]][[note]]According to the developer, the reason 3 Color Drive is in the Map Hell cup is because the stage is actually unfinished.[[/note]]

to:

** The "Battal Bowl", a stage that looks like something straight out of Sweet Bro and Hella Jeff.''Webcomic/SweetBroAndHellaJeff''. In fact, the titular duos faces appear as the walls of the stage.
* BreatherLevel: 3 Color Drive is a smooth, nearly-flat track with no hazards to worry about, making for a less chaotic race than usual. But here's the catch: [[spoiler:This level is found in the [[BrutalBonusLevel notoriously difficult Map Hell cup]], which features plenty of tracks that have hazards and tricky turns.]][[note]]According to the developer, WordOfGod, the reason 3 Color Drive is in the Map Hell cup is because the stage is actually unfinished.[[/note]]


Added DiffLines:

* ComplacentGamingSyndrome: If most of the game's custom characters being gravitated towards such stat spread is any indication, most players prefer racers that lean into either being balanced or being fast and lightweight. Despite this, players using slower and heavier racers became slightly more common thanks to v1.0.2.

Added: 379

Changed: 124

Is there an issue? Send a MessageReason:
None


* NauseaFuel: Kodachrome Void's walls and floors are made up of pulsating black and white patterns, making for an extremely disorienting experience.

to:

* NauseaFuel: Kodachrome Void's walls and floors are made up of pulsating black and white patterns, making for an extremely disorienting experience. It ended up being toned down in 1.0.2, but the original disorienting color still remains [[spoiler:as its Encore palette.]]
* TheScrappy: The player base tends to view any track from the ''Videogame/MarioKart'' series [[note]]Sky Garden, Peach Gardens, Rainbow Road [[spoiler:(both of them)]], Donut Plains 1, Mario Circuit 2, Ghost Valley 2, Bowser Castle 3, and Vanilla Lake[[/note]] as this due to their potential to dominate the majority vote in net games and as a result, get picked the most often.

Added: 284

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** Hearing the "Lose" theme in Battle Mode, especially combined with the audience reacting in shock to your defeat.



* ScrappyMechanic: Battle Mode has no time limit unless it is set manually, causing battles to often drag on for minutes on end, especially in larger, open-ended stages.



* ThatOneSidequest: As mentioned above, getting all of the gold medals is a tedious affair. At least part of the difficulty comes from the fact that the times for the medals are based off of staff ghosts, although it's very clear that some staff members were better at the game than others. This results in some SchizophrenicDifficulty; whereas some gold medal times can be accomplished just by racing relatively well, some require you to drive a near-flawless racing line and cut almost every corner to even come close to beating the target time.
* VideogameCrueltyPotential:
** You can run into Toads standing in the middle of the track in Arid Sands, causing them to get launched and self-destruct as a result. They provide no penalty for doing so and running them over has no impact on the overall race, but the explosion can spin out racers that drive into it.
** A more intentionally implemented example is with the battle mode. After running out of Bumpers, you can drive your kart into other racers still in the game to destroy one of their bumpers. Destroying a certain amount will award you with an extra one of your own and put you back in the game.

to:

* ThatOneSidequest: As mentioned above, getting all of the gold medals is a tedious affair. At least part of the difficulty comes from the fact that the times for the medals are based off of staff ghosts, although it's very clear that some staff members were better at the game than others. This results in some SchizophrenicDifficulty; whereas some gold medal times can be accomplished just by racing relatively well, some require you to drive a near-flawless racing line and cut almost every corner to even come close to beating the target time. \n* VideogameCrueltyPotential:\n** You can run into Toads standing in the middle of the track in Arid Sands, causing them to get launched and self-destruct as a result. They provide no penalty for doing so and running them over has no impact on the overall race, but the explosion can spin out racers that drive into it.\n** A more intentionally implemented example is with the battle mode. After running out of Bumpers, you can drive your kart into other racers still in the game to destroy one of their bumpers. Destroying a certain amount will award you with an extra one of your own and put you back in the game.
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** You can run over Toad (or if you’d prefer, multiple Toads) in Arid Sands. They provide no penalty for doing so and running them over has no impact on the overall race.

to:

** You can run over Toad (or if you’d prefer, multiple Toads) into Toads standing in the middle of the track in Arid Sands. Sands, causing them to get launched and self-destruct as a result. They provide no penalty for doing so and running them over has no impact on the overall race.race, but the explosion can spin out racers that drive into it.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
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Added DiffLines:

** Amusingly enough, [[VideoGame/SonicAdventure Red Barrage Area]], the penultimate track of the sixth cup, is this in Record Attack. Since the gold medal time is ''less than three seconds faster'' than the silver medal time, racing well enough to gain the silver medal will more than likely net you both medals in one fell swoop.


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** The rumbling sound accompanying your character skidding off road is the last thing you want to hear when going for medal times.


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* ThatOneLevel: Even outside of Map Hell, some of the tracks in this game get a little insane.
** Toxic Palace. Several ninety-degree turns, spiked balls ''everywhere'', and the gold medal requires you to drive it pretty much perfectly.
** Misty Maze in Record Attack is the perfect example of a DifficultySpike. Whereas most gold medal times in the earlier tracks could be acquired just by taking the right shortcuts and not falling off course, this is the first track that relies more on a solid racing line in order to beat the best time. Not the hardest, but sure to give new players some trouble.
** Being locked from the start, the Egg Cup in general is difficult, but it's most noticeable with Kodachrome Void (narrow corridors, awkward turns, and a disorienting aesthetic) and Eggman's Nightclub (lots of tight turns, easy-to-miss shortcuts, and another gold medal time that offers next to no room for error).
Is there an issue? Send a MessageReason:
None

Added: 696

Changed: 2

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* BiglippedAlligatorMoment: Sonic Robo Blast 2 Kart is no stranger to this trope. A few standout examples include:

to:

* BiglippedAlligatorMoment: BigLippedAlligatorMoment: Sonic Robo Blast 2 Kart is no stranger to this trope. A few standout examples include:


Added DiffLines:

* NauseaFuel: Kodachrome Void's walls and floors are made up of pulsating black and white patterns, making for an extremely disorienting experience.


Added DiffLines:

* ThatOneSidequest: As mentioned above, getting all of the gold medals is a tedious affair. At least part of the difficulty comes from the fact that the times for the medals are based off of staff ghosts, although it's very clear that some staff members were better at the game than others. This results in some SchizophrenicDifficulty; whereas some gold medal times can be accomplished just by racing relatively well, some require you to drive a near-flawless racing line and cut almost every corner to even come close to beating the target time.
Is there an issue? Send a MessageReason:
links


* Hilarious in Hindsight: This game was in development long before the announcement of an official [[Videogame/TeamSonicRacing Sonic-Universe racing game]].

to:

* Hilarious in Hindsight: HilariousInHindsight: This game was in development long before the announcement of an official [[Videogame/TeamSonicRacing Sonic-Universe racing game]].



* Videogame Cruelty Potential:

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* Videogame Cruelty Potential:VideogameCrueltyPotential:
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* BreatherLevel: 3 Color Drive is a smooth, nearly-flat track with no hazards to worry about, making for a less chaotic race than usual. But here's the catch: [[spoiler:This level is found in the [[BrutalBonusLevel notoriously difficult Map Hell cup]], which features plenty of tracks that have hazards and tricky turns.]]

to:

* BiglippedAlligatorMoment: Sonic Robo Blast 2 Kart is no stranger to this trope. A few standout examples include:
** Whoever comes in last in a race will explode. While it's supposed to be a shout-out to ''Videogame/FZero'', you're unlikely to expect it the first time playing this game blind.
** The random, screaming Toads that you can run over in Arids Sands. They never respawn.
** The "Battal Bowl", a stage that looks like something straight out of Sweet Bro and Hella Jeff. In fact, the titular duos faces appear as the walls of the stage.
* BreatherLevel: 3 Color Drive is a smooth, nearly-flat track with no hazards to worry about, making for a less chaotic race than usual. But here's the catch: [[spoiler:This level is found in the [[BrutalBonusLevel notoriously difficult Map Hell cup]], which features plenty of tracks that have hazards and tricky turns.]]]][[note]]According to the developer, the reason 3 Color Drive is in the Map Hell cup is because the stage is actually unfinished.[[/note]]
* Hilarious in Hindsight: This game was in development long before the announcement of an official [[Videogame/TeamSonicRacing Sonic-Universe racing game]].
** Additionally, the game was released at least a good full week before ''VideoGame/CrashTeamRacingNitroFueled'' was announced at the Video Game Awards.



* SurpriseDifficulty: Record Attack might seem simple, but some of the silver medals can be pretty tough to earn. And then you usually have to shave about another 20 seconds for the gold medal.

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** Aigis' voice clips can become very grating very fast.
* SurpriseDifficulty: Record Attack might seem simple, but some of the silver medals can be pretty tough to earn. And then you usually have to shave about another 20 seconds for the gold medal.medal.
* Videogame Cruelty Potential:
** You can run over Toad (or if you’d prefer, multiple Toads) in Arid Sands. They provide no penalty for doing so and running them over has no impact on the overall race.
** A more intentionally implemented example is with the battle mode. After running out of Bumpers, you can drive your kart into other racers still in the game to destroy one of their bumpers. Destroying a certain amount will award you with an extra one of your own and put you back in the game.
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** Also, when you're in first place, minding your own business... Before hearing the wail of the Self Propelled Bomb as it locks onto you. You better hope you can play as perfectly as possible from now on, otherwise it will blow you up, possibly costing you the race if you're close to the finish line.
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* BreatherLevel: 3 Color Drive is a smooth, nearly-flat track with no hazards to worry about, making for a less chaotic race than usual. But here's the catch: [[spoiler:This level is found in the [[BrutalBonusLevel notoriously difficult Map Hell cup]], which features plenty of tracks that have hazards and tricky turns.]]
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* MostAnnoyingSound / SugarWiki/MostWonderfulSound: Each character has a callout for powerful items, making them either of these depending on whether or not it was you who got the item.
* SurpriseDifficulty: Record Attack might seem simple, but some of the silver medals can be pretty tough to earn. And then you usually have to shave about another 20 seconds for the gold medal.

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