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* SpiritualSuccessor:
** At its core, ''[=SRB2Kart=]'' is primarily a successor to the first three ''Videogame/MarioKart'' installments: ''VideoGame/SuperMarioKart'', ''Videogame/MarioKart64'', and ''Videogame/MarioKartSuperCircuit'', though it takes a number of cues from later installments as well.
** ''[=SRB2Kart=]''[='s=] encouragement of the creation and use of custom characters and tracks can also bring to mind ''Videogame/ModNationRacers'', another kart racer that allows designing characters and tracks.
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** Hill Top Zone and Blue Mountain Zone are also definite favourites in the community, with Megablock Castle Zone, Petroleum Refinery Zone, Midnight Channel and Ancient Tomb Zone trailing not too far behind. The ChallengeGamer part of the community also greatly prefer Toxic Palace Zone, Volcanic Valley Zone, and Eggman's Nightclub Zone (the latter not only having bangin' music, but also being this game's answer to [[VideoGame/MarioKart Rainbow Road]].)
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** The developers seem to agree, which is why Version 1.4 of the game will remove forcing such levels through having everyone in the server vote Random, while keeping the ~1% chance to get a [[spoiler: Hell Map]] on a successful Random vote.

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* AuthorsSavingThrow: The ported tracks from the ''VideoGame/MarioKart'' series (and the one from ''Videogame/KonamiKrazyRacers'') which are widely loathed by the community (see TheScrappy for more details) are confirmed to be not returning for Version 2 / Ring Racers and, in the case of the ''Mario Kart'' tracks, replaced with new ''Sonic''-styled homages. However, this is only partially because of them being hated, as legal concerns also play a role in the decision - justified for the ''Mario Kart'' tracks by Creator/{{Nintendo}}'s [[ScrewedByTheLawyers takedowns of numerous fan games]] such as ''VideoGame/AnotherMetroid2Remake'' and ''VideoGame/PokemonUranium''.

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* AuthorsSavingThrow: AuthorsSavingThrow:
**
The ported tracks from the ''VideoGame/MarioKart'' series (and the one from ''Videogame/KonamiKrazyRacers'') which are widely loathed by the community (see TheScrappy for more details) are confirmed to be not returning for Version 2 / Ring Racers and, in the case of the ''Mario Kart'' tracks, replaced with new ''Sonic''-styled homages. However, this is only partially because of them being hated, as legal concerns also play a role in the decision - justified for the ''Mario Kart'' tracks by Creator/{{Nintendo}}'s [[ScrewedByTheLawyers takedowns of numerous fan games]] such as ''VideoGame/AnotherMetroid2Remake'' and ''VideoGame/PokemonUranium''.''VideoGame/PokemonUranium''.
** The rebranding of Version 2 as a new game titled ''Dr. Robotnik's Ring Racers'' has had this effect for some of the community, who saw the changes introduced by Version 2 as too radical and far-reaching for an update for the original game, but fully embrace it as a standalone title.
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* AuthorsSavingThrow: The ported tracks from the ''VideoGame/MarioKart'' series (and the one from ''Videogame/KonamiKrazyRacers'') which are widely loathed by the community (see TheScrappy for more details) are confirmed to be getting the axe in Version 2 and, in the case of the ''Mario Kart'' tracks, replaced with new ''Sonic''-styled homages. However, this is only partially because of them being hated, as legal concerns also play a role in the decision - justified for the ''Mario Kart'' tracks by Creator/{{Nintendo}}'s [[ScrewedByTheLawyers takedowns of numerous fan games]] such as ''VideoGame/AnotherMetroid2Remake'' and ''VideoGame/PokemonUranium''.

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* AuthorsSavingThrow: The ported tracks from the ''VideoGame/MarioKart'' series (and the one from ''Videogame/KonamiKrazyRacers'') which are widely loathed by the community (see TheScrappy for more details) are confirmed to be getting the axe in not returning for Version 2 / Ring Racers and, in the case of the ''Mario Kart'' tracks, replaced with new ''Sonic''-styled homages. However, this is only partially because of them being hated, as legal concerns also play a role in the decision - justified for the ''Mario Kart'' tracks by Creator/{{Nintendo}}'s [[ScrewedByTheLawyers takedowns of numerous fan games]] such as ''VideoGame/AnotherMetroid2Remake'' and ''VideoGame/PokemonUranium''.



** Related to the rebalance of the damage system is the overhaul of the [[BottomlessPitRescueService respawning system]]. Rather than simply popping the character back on the track with a chance to get a Drop Dash, the new respawn system physically carries the player back to the track before spitting them out, with them retaining the damage state they had when they fell if applicable. Aside from being a bit slow and respawn points being unfairly far back or broken in certain cases(both of which have already been addressed by the community in various mods and tweaks), there wasn't that much outcry for an overhaul to respawning and as it is, it has been shown in testing to be almost hilariously broken in a worst case scenario [[CycleOfHurting with characters who were tossed into the pit while in Tumble being plopped back down in the perfect spot to be whaled on again]] or left to helplessly bounce back into a pit due to the physics of Tumble not playing nice with slanted ground. The respawn is also shown to be a bit too generous in some cases where it actually carries the player a bit farther forward into the track rather than setting them back near where they fell in the vein of something like a Bullet Bill. That being said, a lot of people do appreciate that it physically shows you where you're going to be dropped off rather than just picking a spot seemingly at random and being done in a more snappy manner so that players can get back into the race immediately instead of having to sit through DeathThrows and wait to be dropped back onto the track.

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** Related to the rebalance of the damage system is the overhaul of the [[BottomlessPitRescueService respawning system]]. Rather than simply popping the character back on the track with a chance to get a Drop Dash, the new respawn system physically carries the player back to the track before spitting them out, with them retaining the damage state they had when they fell if applicable. Aside from being a bit slow and respawn points being unfairly far back or broken in certain cases(both cases (both of which have already been addressed by the community in various mods and tweaks), there wasn't that much outcry for an overhaul to respawning and as it is, it has been shown in testing to be almost hilariously broken in a worst case scenario [[CycleOfHurting with characters who were tossed into the pit while in Tumble being plopped back down in the perfect spot to be whaled on again]] or left to helplessly bounce back into a pit due to the physics of Tumble not playing nice with slanted ground. The respawn is also shown to be a bit too generous in some cases where it actually carries the player a bit farther forward into the track rather than setting them back near where they fell in the vein of something like a Bullet Bill. That being said, a lot of people do appreciate that it physically shows you where you're going to be dropped off rather than just picking a spot seemingly at random and being done in a more snappy manner so that players can get back into the race immediately instead of having to sit through DeathThrows and wait to be dropped back onto the track.
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There's lots of contention over various aspects of V2 that have been shown off. Just trying to list a few more examples.

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** Related to the rebalance of the damage system is the overhaul of the [[BottomlessPitRescueService respawning system]]. Rather than simply popping the character back on the track with a chance to get a Drop Dash, the new respawn system physically carries the player back to the track before spitting them out, with them retaining the damage state they had when they fell if applicable. Aside from being a bit slow and respawn points being unfairly far back or broken in certain cases(both of which have already been addressed by the community in various mods and tweaks), there wasn't that much outcry for an overhaul to respawning and as it is, it has been shown in testing to be almost hilariously broken in a worst case scenario [[CycleOfHurting with characters who were tossed into the pit while in Tumble being plopped back down in the perfect spot to be whaled on again]] or left to helplessly bounce back into a pit due to the physics of Tumble not playing nice with slanted ground. The respawn is also shown to be a bit too generous in some cases where it actually carries the player a bit farther forward into the track rather than setting them back near where they fell in the vein of something like a Bullet Bill. That being said, a lot of people do appreciate that it physically shows you where you're going to be dropped off rather than just picking a spot seemingly at random and being done in a more snappy manner so that players can get back into the race immediately instead of having to sit through DeathThrows and wait to be dropped back onto the track.
** The overhaul of the start of a race in V2 has ALSO come under heavy scrutiny. Rather than having a traditional 3 2 1 GO, it instead does something similar to VideoGame/SonicRiders where all the racers are free to move around, bump each other around and position themselves wherever they want on the starting grid for a few moments before the race begins. People in favor of it like how it amps up the chaos and wackiness and acts as a nice callback to one of Sonic's actual racing titles while those who aren't in favor of it see it as needlessly complicating and dragging out the start of the race and opening the door to even more excessive [[{{Griefer}} griefing]] before the race has even begun.

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Addition related to the recent V2 controversy.


* 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.

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* BrokenBase: 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.them.
** The upcoming second version of the game itself is proving to be this, as while many appreciate the introduction of new mechanics and items (rings, the Bubble and Flame Shield, [[ComebackMechanic tethering]], etc.), the new damage system has been a huge point of controversy, namely the introduction of fighting game hitstun and a new "Tumble" damage type that sends your character flying as they [[PinballGag bounce across the map.]] One side considers the new damage system to be [[HilarityEnsues hilarous]] and a fresh change of pace, adding to the chaos and fun of an already wacky game, while others [[TheyChangedItNowItSucks utterly]] [[ScrappyMechanic despise]] the new system, stating that the hitstun is a sudden interruption of the game flow for spectacle that only ends up [[FakeDifficulty prolonging damage]], and that Tumble may [[FailureIsTheOnlyOption completely ruin]] a struggling player's chance of winning, while also encouraging losing players to [[{{Griefer}} grief]] instead of making the effort to win.
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"They Wasted" doesn't apply to characters who are not in the work at all.


* TheyWastedAPerfectlyGoodCharacter: Downplayed with Mario himself, who isn't included in the Bonus Characters pack despite crossing over with Sonic more than once. The reason why he wasn't included was because the creators are trying to ''limit'' the influence of ''Mario'' content, as well as the fact that Mario is owned by ''Nintendo,'' not Sega. This can be remedied, however, if a fanmade addon is downloaded that adds Mario into the game.
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** Whoever comes in last in a race or doesn't cross the finish line in time after the top half finishes 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.

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** Whoever comes in last in a race or doesn't cross the finish line in time after the top half finishes will explode. While it's supposed to be a shout-out to ''Videogame/FZero'', you're explode, ''Videogame/FZero'' style. You're unlikely to expect it the first time playing this game blind.
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* AuthorsSavingThrow: The ported tracks from the ''VideoGame/MarioKart'' series (and the one from ''Videogame/KonamiKrazyRacers'') which are widely loathed by the community (see TheScrappy for more details) are confirmed to be getting the axe in Version 2 and, in the case of the ''Mario Kart'' tracks, replaced with new ''Sonic''-styled overhauls. However, this is only partially because of them being hated, as legal concerns also play a role in the decision - justified for the ''Mario Kart'' tracks by Creator/{{Nintendo}}'s [[ScrewedByTheLawyers takedowns of numerous fan games]] such as ''VideoGame/AnotherMetroid2Remake'' and ''VideoGame/PokemonUranium''.

to:

* AuthorsSavingThrow: The ported tracks from the ''VideoGame/MarioKart'' series (and the one from ''Videogame/KonamiKrazyRacers'') which are widely loathed by the community (see TheScrappy for more details) are confirmed to be getting the axe in Version 2 and, in the case of the ''Mario Kart'' tracks, replaced with new ''Sonic''-styled overhauls.homages. However, this is only partially because of them being hated, as legal concerns also play a role in the decision - justified for the ''Mario Kart'' tracks by Creator/{{Nintendo}}'s [[ScrewedByTheLawyers takedowns of numerous fan games]] such as ''VideoGame/AnotherMetroid2Remake'' and ''VideoGame/PokemonUranium''.
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* AuthorsSavingThrow: The ported tracks from the ''VideoGame/MarioKart'' series (and the one from ''Videogame/KonamiKrazyRacers'') which are widely loathed by the community (see TheScrappy for more details) are confirmed to be getting the axe in Version 2. However, this is only partially because of them being hated, as legal concerns also play a role in the decision - justified for the ''Mario Kart'' tracks by Creator/{{Nintendo}}'s [[ScrewedByTheLawyers takedowns of numerous fan games]] such as ''VideoGame/AnotherMetroid2Remake'' and ''VideoGame/PokemonUranium''.

to:

* AuthorsSavingThrow: The ported tracks from the ''VideoGame/MarioKart'' series (and the one from ''Videogame/KonamiKrazyRacers'') which are widely loathed by the community (see TheScrappy for more details) are confirmed to be getting the axe in Version 2.2 and, in the case of the ''Mario Kart'' tracks, replaced with new ''Sonic''-styled overhauls. However, this is only partially because of them being hated, as legal concerns also play a role in the decision - justified for the ''Mario Kart'' tracks by Creator/{{Nintendo}}'s [[ScrewedByTheLawyers takedowns of numerous fan games]] such as ''VideoGame/AnotherMetroid2Remake'' and ''VideoGame/PokemonUranium''.
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* TheyWastedAPerfectlyGoodCharacter: Downplayed with Mario himself, who isn't included in the Bonus Characters pack. The reason why he wasn't included was because the creators are trying to ''limit'' the influence of ''Mario'' content, as well as the fact that despite crossing over with Sonic more than once, Mario is owned by ''Nintendo,'' not Sega. This can be remedied, however, if a fanmade addon is downloaded that adds Mario into the game.

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* TheyWastedAPerfectlyGoodCharacter: Downplayed with Mario himself, who isn't included in the Bonus Characters pack. pack despite crossing over with Sonic more than once. The reason why he wasn't included was because the creators are trying to ''limit'' the influence of ''Mario'' content, as well as the fact that despite crossing over with Sonic more than once, Mario is owned by ''Nintendo,'' not Sega. This can be remedied, however, if a fanmade addon is downloaded that adds Mario into the game.
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* AbridgedArenaArray: Whenever Daytona Speedway appears on the voting window, you can bet that most if not all of the server's players will choose it, regardless of what the other map options are. Its simplistic layout and opportunities for shortcuts, combined with the iconic background music of [[VideoGame/DaytonaUSA "Let's Go Away"]], have made it a smash hit within the community.
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* MisaimedFandom: [[spoiler: Map Hell]] eventually became this through [[GameMod custom level packs]]. The category was intended as a way to get [[BrutalBonusLevel Brutal Bonus Levels]] like [[spoiler: Crystal Abyss Zone]] and "Classic" versions of levels sparingly in multiplayer, that [[DummiedOut otherwise would or could not be in the game]] because of difficulty or their outdated status, plus to provide a bit of a history lesson of ''Kart'''s more humble origins as ''[=KartZ=]''. However, various modders eventually repurposed the category as a way to justify really out there track designs and gimmicks, specially "donut" levels[[note]]incredibly short tracks with more than 10 laps where racers often drift about 90% of the time[[/note]] and tracks that would belong better if they were designed for Battle mode. If such track packs are being hosted, expect at least one player online inside a server to deliberately try to get entire servers to vote random to force one, sometimes failing (which ends up in them berating non-Random-voting players for preferring to play well-balanced levels), sometimes winning (which sometimes ends up with the server playing a "Classic" track or aforementioned [[BrutalBonusLevel Brutal Bonus Levels]] instead of the "meme" tracks provided by custom track packs), to the complaints of people in such a server who simply wish to play a kart racer. Expect insults being hurl, votekicking (if the server supports it), and collective groaning from either side whenever this happens in a public server, specially more casually-oriented ones.

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* MisaimedFandom: [[spoiler: Map Hell]] eventually became this through [[GameMod custom level packs]]. The category was intended as a way to get [[BrutalBonusLevel Brutal Bonus Levels]] like [[spoiler: Crystal Abyss Zone]] and Zone]], "Classic" versions of levels, and unfinished levels sparingly in multiplayer, that [[DummiedOut otherwise would or could not be in the game]] because of difficulty or their outdated or incomplete status, plus to provide a bit of a history lesson of ''Kart'''s more humble origins as ''[=SRB2 Riders=]'' and ''[=KartZ=]''. However, various modders eventually repurposed the category as a way to justify really out there track designs and gimmicks, specially "donut" levels[[note]]incredibly short tracks with more than 10 laps where racers often drift about 90% of the time[[/note]] time, similar to [[VideoGame/MarioKartDoubleDash Baby Park]][[/note]] and tracks that would belong better if they were designed for Battle mode. If such track packs are being hosted, expect at least one player online inside a server to deliberately try to get entire servers to vote random to force one, sometimes failing (which ends up in them berating non-Random-voting players for preferring to play well-balanced levels), sometimes winning (which sometimes ends up with the server playing a "Classic" track or aforementioned [[BrutalBonusLevel Brutal Bonus Levels]] instead of the "meme" tracks provided by custom track packs), to the complaints of people in such a server who simply wish to play a kart racer. Expect insults being hurl, votekicking (if the server supports it), and collective groaning from either side whenever this happens in a public server, specially more casually-oriented ones.
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** 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 and the many ice blocks) and drag out the race in the process.

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** 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 and the many ice blocks) and drag dragging out the race in the process.
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** Other 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 never implemented due to the age of the port, and thus technically removed.
** 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 and the many ice blocks), which can drag out the race and become very draining.

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** Other 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 never implemented due to the age of the port, and thus technically removed.
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 and the many ice blocks), which can blocks) and drag out the race and become very draining.in the process.
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* MisaimedFandom: [[spoiler: Map Hell]] eventually became this through [[GameMod custom level packs]]. The category was intended as a way to get [[BrutalBonusLevel Brutal Bonus Levels]] like [[spoiler: Crystal Abyss Zone]] and "Classic" versions of levels sparingly in multiplayer, that [[DummiedOut otherwise would or could not be in the game]] because of difficulty or their outdated status, plus to provide a bit of a history lesson of ''Kart'''s more humble origins as ''[=KartZ=]''. However, various modders eventually repurposed the category as a way to justify really out there track designs and gimmicks, specially "donut" levels[[note]]incredibly short tracks with more than 10 laps where racers often drift about 90% of the time[[/note]] and tracks that would belong better if they were designed for Battle mode. If such track packs are being hosted, expect at least one player online inside a server to deliberately try to get entire servers to vote random to force one, sometimes failing (which ends up in them berating non-Random-voting players for preferring to play well-balanced levels), sometimes winning (which sometimes ends up with the server playing a "Classic" track or aforementioned [[BrutalBonusLevel Brutal Bonus Levels]] instead of the "meme" tracks provided by custom track packs), to the complaints of people in such a server who simply wish to play a kart racer. Expect insults being hurl, votekicking (if the server supports it), and collective groaning from either side whenever this happens in a public server, specially more casually-oriented ones.
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** [[spoiler:The "Battal Bowl", a stage that looks like something straight out of ''Webcomic/SweetBroAndHellaJeff''.

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** [[spoiler:The "Battal Bowl", a stage that looks like something straight out of battle arena heavily based on ''Webcomic/SweetBroAndHellaJeff''.]]
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** [[spoiler:The random, screaming Toads that you can run over in Arids Sands. They never respawn.]]
** [[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.]]

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** [[spoiler:The random, screaming Toads that you can run over in Arids Arid Sands. They never respawn.]]
** [[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.]]
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** The majority of the ports, thanks to being easy to re-create and originating from ''Super [=SRB2=] Kart Z'' (which was unable to render proper sloped terrain), come from consoles that weren't able to provide much variety in layout and stuck 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]] being a full-3D remake not restricted to a ''Videogame/PolePosition''-like gameplay style the ''Drift'' series used), 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, earning the title "Meme Rectangle" by the community).

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** The majority of the ports, thanks to being easy to re-create and and/or originating from ''Super [=SRB2=] Kart Z'' (which was unable to render proper sloped ([=SRB2=] Kart's predecessor built from an earlier version of ''Robo Blast 2'' and having no support for slopped terrain), come from consoles that weren't able to provide much variety in layout and stuck 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]] being a full-3D remake not restricted to a ''Videogame/PolePosition''-like gameplay style the ''Drift'' series used), the tracks otherwise feel bland when placed next to the more varied layouts of the original tracks (with tracks. [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] being especially became infamous for this, being a port with a very simple rectangular track and some narrow roads that get cluttered quickly in multiplayer, earning the title "Meme Rectangle" Rectangle 2" by the community).
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** Eventually, Flicky would turn into this in the community by being near impossible to use in crowded servers without a sheer amount of luck thanks to the over-exaggerated GlassCannon playstyle reliant on never taking hits and avoiding contact with other drivers. Compared to other fast lightweights Sonic and Blaze that have some acceleration and weight to give them a slight saving grace, Flicky has a trickier time bulldozing through packs of racers and recovering from taking hits.

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** Eventually, Flicky would turn into this in the community by being near impossible to use in crowded servers without a sheer amount of luck thanks to the over-exaggerated GlassCannon playstyle reliant on never taking hits and avoiding contact with other drivers. Compared to other fast lightweights in Sonic and Blaze that have some extra acceleration and weight to give them a slight saving grace, Flicky has a trickier time bulldozing through packs of racers and recovering from taking hits.
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moving to Trivia


** Eventually, Flicky would turn into this in the community by being near impossible to use in crowded servers without a sheer amount of luck thanks to the over-exaggerated GlassCannon playstyle reliant on never taking hits and avoiding contact with other drivers. Compared to other fast lightweights Sonic and Blaze that have some acceleration and weight to give them a slight saving grace, Flicky has a trickier time bulldozing through packs of racers and recovering from taking hits.
* WhyFandomCantHaveNiceThings:
** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the overusage of Red Springs used as a main mechanic in custom levels[[note]]They were designed first and foremost around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they have been removed in Version 2. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.
** The decision to make [=''BonusChars''=] built into the game and introduce new ''Sonic'' and SEGA racers in Version 2 while at the same time keeping the {{Cap}} of total available racers loaded at a time to 128 was enforced in order to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid-late 2019.

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** Eventually, Flicky would turn into this in the community by being near impossible to use in crowded servers without a sheer amount of luck thanks to the over-exaggerated GlassCannon playstyle reliant on never taking hits and avoiding contact with other drivers. Compared to other fast lightweights Sonic and Blaze that have some acceleration and weight to give them a slight saving grace, Flicky has a trickier time bulldozing through packs of racers and recovering from taking hits.
* WhyFandomCantHaveNiceThings:
** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the overusage of Red Springs used as a main mechanic in custom levels[[note]]They were designed first and foremost around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they have been removed in Version 2. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.
** The decision to make [=''BonusChars''=] built into the game and introduce new ''Sonic'' and SEGA racers in Version 2 while at the same time keeping the {{Cap}} of total available racers loaded at a time to 128 was enforced in order to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid-late 2019.
hits.
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** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the overusage of Red Springs used as a main mechanic in custom levels (as they play them themselves sometimes during in-dev testing), so much so that they have been removed in Version 2 . Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used instead in Version 2 will be as wacky and fun as Red Springs.

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** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the overusage of Red Springs used as a main mechanic in custom levels (as levels[[note]]They were designed first and foremost around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they play them themselves sometimes during in-dev testing), bled into other tracks[[/note]], so much so that they have been removed in Version 2 .2. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used instead in Version 2 will be as wacky and fun as Red Springs.
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** The decision to make ''BonusChars'' built into the game and introduce new ''Sonic'' and SEGA racers in Version 2 while at the same time keeping the {{Cap}} of total available racers loaded at a time to 128 was enforced in order to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid-late 2019.

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** The decision to make ''BonusChars'' [=''BonusChars''=] built into the game and introduce new ''Sonic'' and SEGA racers in Version 2 while at the same time keeping the {{Cap}} of total available racers loaded at a time to 128 was enforced in order to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid-late 2019.

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* WhyFandomCantHaveNiceThings: A downplayed, yet interesting game mechanic example. The Kart Krew loathes the overusage of Red Springs used as a main mechanic in custom levels (as they play them themselves sometimes during in-dev testing), so much so that they have been removed in the Version 2 of the game. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used instead in Version 2 will be as wacky and fun as Red Springs.

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* WhyFandomCantHaveNiceThings: WhyFandomCantHaveNiceThings:
**
A downplayed, yet interesting game mechanic example. The Kart Krew loathes the overusage of Red Springs used as a main mechanic in custom levels (as they play them themselves sometimes during in-dev testing), so much so that they have been removed in the Version 2 of the game.2 . Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used instead in Version 2 will be as wacky and fun as Red Springs.Springs.
** The decision to make ''BonusChars'' built into the game and introduce new ''Sonic'' and SEGA racers in Version 2 while at the same time keeping the {{Cap}} of total available racers loaded at a time to 128 was enforced in order to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid-late 2019.
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* TheyWastedAPerfectlyGoodCharacter: Downplayed with Mario himself, who isn't included in the Bonus Characters pack. The reason why he wasn't included was because the creators are trying to ''limit'' the influence of ''Mario'' content, as well as the fact that despite crossing over with Sonic more than once, Mario is owned by ''Nintendo,'' not Sega. This can be remedied, however, if a fanmade addon is downloaded that adds Mario into the game.
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* CreatorsPet: SMK Vanilla Lake is a level example - the Kart Krew absolutely loves the level despite of its [[TheScrappy scrappy]] status in the community, and for the v2 version of the game, they'll make a Sonic-based successor to it.

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* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite of its [[TheScrappy scrappy]] status in the community, and for the v2 version of the game, they'll community. For Version 2, there are plans to make a Sonic-based successor to it.



** 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 and the ice blocks), which can drag out the race and become very draining.

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** 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 and the many ice blocks), which can drag out the race and become very draining.
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** Eventually, Flicky would turn into this in the community by being near impossible to use in crowded servers without a sheer amount of luck thanks to the over-exaggerated GlassCannon playstyle reliant on never taking hits and avoiding contact with other drivers. Compared to other fast lightweights Sonic and Blaze that have some acceleration and weight to give them a slight saving grace, Flicky has a trickier time bulldozing through packs of racers and recovering from taking hits.

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** Eventually, Flicky would turn into this in the community by being near impossible to use in crowded servers without a sheer amount of luck thanks to the over-exaggerated GlassCannon playstyle reliant on never taking hits and avoiding contact with other drivers. Compared to other fast lightweights Sonic and Blaze that have some acceleration and weight to give them a slight saving grace, Flicky has a trickier time bulldozing through packs of racers and recovering from taking hits.hits.
* WhyFandomCantHaveNiceThings: A downplayed, yet interesting game mechanic example. The Kart Krew loathes the overusage of Red Springs used as a main mechanic in custom levels (as they play them themselves sometimes during in-dev testing), so much so that they have been removed in the Version 2 of the game. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used instead in Version 2 will be as wacky and fun as Red Springs.
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Added DiffLines:

* CreatorsPet: SMK Vanilla Lake is a level example - the Kart Krew absolutely loves the level despite of its [[TheScrappy scrappy]] status in the community, and for the v2 version of the game, they'll make a Sonic-based successor to it.

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** The majority of the ports, thanks to being easy to re-create (and with many of these ports originating from ''Super [=SRB2=] Kart Z'' which lacked proper support for slopped terrain), come from consoles that weren't able to provide much variety in layout and stuck 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]] being a full-3D remake not restricted to a ''Videogame/PolePosition''-like gameplay style the ''Drift'' series used), 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, earning the title "Meme Rectangle" by the community).

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** The majority of the ports, thanks to being easy to re-create (and with many of these ports and originating from ''Super [=SRB2=] Kart Z'' which lacked (which was unable to render proper support for slopped sloped terrain), come from consoles that weren't able to provide much variety in layout and stuck 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]] being a full-3D remake not restricted to a ''Videogame/PolePosition''-like gameplay style the ''Drift'' series used), 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, earning the title "Meme Rectangle" by the community).



** The Race gamemode itself, despite being the main one, is not immune to these, either, to the point that there is a mod (named [=KartMP=]) that addresses them and that it's omnipresent in all non-vanilla servers. For example, falling off usually puts you very far away from where you went out of bounds, to the point that it can lose you the game outright or prevent you from catching up for entire laps. Orbinauts don't have a time or bounce limit (bouncing on surfaces causes them to lose speed instead), so if they don't hit anyone, they become permanent hazards, that might sometimes be unreactable depending on their speed. The invulnerability period after being spun out is very short, barely 3 seconds, so it's possible to get dunked by items into off-road sections of a map constantly without any ability to defend yourself. It's impossible to pass by players who have 2x Jawz orbiting around them, as the orbiting time is infinite, and they'll deploy them on sight if you pass them, meaning you have to use items to either hit them and make them drop their orbiting defenses or destroy them slowly before you can go past them. Losing Drift Sparks when you bonk a wall is also a point of contemption because sometimes you might lose them through no fault of your own, because someone bonked into you, and then made you bonk into a wall... The list goes on.

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** The Race gamemode itself, despite being the main one, is not immune to these, either, to the point that there is a mod (named [=KartMP=]) that addresses them and that it's omnipresent in all non-vanilla servers. For example, falling off usually puts you [[CheckpointStarvation very far away away]] from where you went out of bounds, to the point that it can lose you the game outright or prevent you from catching up for entire laps. Orbinauts don't have a time or bounce limit (bouncing on surfaces causes them to lose speed instead), so if they don't hit anyone, they become permanent hazards, that might sometimes be unreactable depending on their speed.hazards until they're eventually struck by a racer. The invulnerability period after being spun out is very short, barely 3 seconds, so it's possible to get dunked by items into off-road sections of a map constantly without any ability to defend yourself. It's impossible to pass by players who have 2x Jawz orbiting around them, as the orbiting time is infinite, and they'll deploy them on sight if you pass them, meaning you have to use items to either hit them and make them drop their orbiting defenses or destroy them slowly before you can go past them. Losing Drift Sparks when you bonk a wall is also a point of contemption because sometimes you might lose them through no fault of your own, because someone bonked into you, and then made you bonk into a wall... The list goes on.
* {{Squick}}: One of the custom colors for racers is called "Vomit" as a result of a developer injoke and the unorthodox combination of pink, yellow, and greenish-blue contained within the color.

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