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* ThatOneLevel: Death Egg is so long a course that its three laps count as 12 sections on the HUD. There are convenyor belts that push you out to the side and out of platforms, with some sections demanding precise control to gain enough speed to jump over multiple gaps. One wacky section launches you upside-down into the ceiling and then makes you and the other racers briefly ''drive backwards'' while you can't see behind you! Each lap also has an unique hazard: the first starts with the racers dodging the projectiles circling Red Eye, and in the latter two the Giant Mech appears near the end. The first time he tries crushing the racers with his palms, and in the second he fires his WaveMotionGun across a long straight road.
to:
* ThatOneLevel: ThatOneLevel:
** Balloon Park features a sharp turn into a pair of moving walls with a small gap in the middle. It is one of the most annoying and chaotic parts of the game. And this track has five laps. ''Of course'' it has five laps...
** Death Egg is so long a course that its three laps count as 12 sections on the HUD. There are convenyor belts that push you out to the side and out of platforms, with some sections demanding precise control to gain enough speed to jump over multiple gaps. One wacky section launches you upside-down into the ceiling and then makes you and the other racers briefly ''drive backwards'' while you can't see behind you! Each lap also has an unique hazard: the first starts with the racers dodging the projectiles circling Red Eye, and in the latter two the Giant Mech appears near the end. The first time he tries crushing the racers with his palms, and in the second he fires his WaveMotionGun across a long straight road.
** Balloon Park features a sharp turn into a pair of moving walls with a small gap in the middle. It is one of the most annoying and chaotic parts of the game. And this track has five laps. ''Of course'' it has five laps...
** Death Egg is so long a course that its three laps count as 12 sections on the HUD. There are convenyor belts that push you out to the side and out of platforms, with some sections demanding precise control to gain enough speed to jump over multiple gaps. One wacky section launches you upside-down into the ceiling and then makes you and the other racers briefly ''drive backwards'' while you can't see behind you! Each lap also has an unique hazard: the first starts with the racers dodging the projectiles circling Red Eye, and in the latter two the Giant Mech appears near the end. The first time he tries crushing the racers with his palms, and in the second he fires his WaveMotionGun across a long straight road.
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Changed line(s) 69 (click to see context) from:
** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones from the first 14 cups. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out of chances during the Sealed Star stage, and you have to start all over again from the beginning of the GP just for another chance at the Emerald.
to:
** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones from the first 14 cups. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out of chances during the Sealed Star stage, and you have to start all over again from the beginning of the GP just for another chance at the Emerald. You also can't access the Sealed Star Zones on the Easy difficulty.
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** Thanks to MemeticMutation brought on by the popularity of [=SRB2Kart=] compilations, you can expect almost any fully stocked room to be populated by at least a handful of Amys and Creams, with a lot of them parroting Amy's now-infamous "[[CondescendingCompassion I pity you]]". It helps that both characters are lightweight, making them easy to control for newcomers (Cream is as light as ''[[LethalJokeCharacter Flicky]]'', to give you an idea), and that they are well-balanced regarding acceleration and top speed (even if Cream slightly tends towards the former).
to:
** Thanks to MemeticMutation brought on by the popularity of [=SRB2Kart=] compilations, you can expect almost any fully stocked room to be populated by at least a handful of Amys and Creams, with a lot of them parroting Amy's now-infamous "[[CondescendingCompassion I pity you]]". It helps that both characters are lightweight, making them easy to control for newcomers (Cream (Amy is as light as Sonic and Tails while Cream is as light as ''[[LethalJokeCharacter Flicky]]'', to give you an idea), and that they are well-balanced regarding acceleration and top speed (even if Cream slightly tends towards the former).
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Added DiffLines:
* TheyWastedAPerfectlyGoodPlot: The initial boot-up sequence and tutorial establish that Eggman and Tails have become friends, developing the Ring Racer together using the power of the High-Voltage Ring. However, [[ExcusePlot this is the only context provided for the entire game]], with the rest of it playing out like a standard-fare kart racer. It's not explained how other characters have reacted to the partnership (besides Metal Sonic, who attacked Eggman before the game's events), how Eggman earned Tails' trust in the first place, or why [[spoiler:the player collects the Emeralds in the Sealed Star stages]].
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Changed line(s) 69 (click to see context) from:
** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out, and you have to start all over again, or try your luck on the next cup.
to:
** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones.Zones from the first 14 cups. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out, out of chances during the Sealed Star stage, and you have to start all over again, or try your luck on again from the next cup.beginning of the GP just for another chance at the Emerald.
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None
Changed line(s) 7,8 (click to see context) from:
** Thanks to MemeticMutation brought on by the popularity of [=SRB2Kart=] compilations, you can expect almost any fully stocked room to be populated by at least a handful of Amys and Creams with a lot of them parroting Amy's now-infamous "[[CondescendingCompassion I pity you.]]"
* SugarWiki/GeniusProgramming: This is a standalone mod for [[VideoGame/SonicRoboBlast2 a 3D platformer]], which in turn is a standalone mod for [[VideoGame/{{Doom}} a first-person-shooter]]. That says a lot about how flexible the ''Doom'' engine truly is, despite being three decades old.
* SugarWiki/GeniusProgramming: This is a standalone mod for [[VideoGame/SonicRoboBlast2 a 3D platformer]], which in turn is a standalone mod for [[VideoGame/{{Doom}} a first-person-shooter]]. That says a lot about how flexible the ''Doom'' engine truly is, despite being three decades old.
to:
** Thanks to MemeticMutation brought on by the popularity of [=SRB2Kart=] compilations, you can expect almost any fully stocked room to be populated by at least a handful of Amys and Creams Creams, with a lot of them parroting Amy's now-infamous "[[CondescendingCompassion I pity you.]]"
you]]". It helps that both characters are lightweight, making them easy to control for newcomers (Cream is as light as ''[[LethalJokeCharacter Flicky]]'', to give you an idea), and that they are well-balanced regarding acceleration and top speed (even if Cream slightly tends towards the former).
* SugarWiki/GeniusProgramming:This is a Both iterations are standalone mod mods for [[VideoGame/SonicRoboBlast2 a 3D platformer]], which in turn is a standalone mod for [[VideoGame/{{Doom}} a first-person-shooter]].first-person-shooter]] which maps were programmed on a 2D map before being rendered into 3D. That says a lot about how flexible the ''Doom'' engine truly is, despite being three decades old.
* SugarWiki/GeniusProgramming:
Changed line(s) 10 (click to see context) from:
** This game was in development long before the announcement of an official [[Videogame/TeamSonicRacing Sonic-Universe racing game]].
to:
** This game was in development long before the announcement of an official [[Videogame/TeamSonicRacing [[VideoGame/TeamSonicRacing Sonic-Universe racing game]].
Changed line(s) 17 (click to see context) from:
** 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.
to:
** At its core, ''[=SRB2Kart=]'' is primarily a successor to the first three ''Videogame/MarioKart'' ''VideoGame/MarioKart'' installments: ''VideoGame/SuperMarioKart'', ''Videogame/MarioKart64'', and ''Videogame/MarioKartSuperCircuit'', though it takes a number of cues from later installments as well.
Changed line(s) 62 (click to see context) from:
* BrokenBase: ''Ring Racers'', the second version of the game, is proving to be this by itself.
to:
* BrokenBase: ''Ring Racers'', the second version of the game, Racers'' is proving to be this by itself.
Changed line(s) 65 (click to see context) from:
** The overhaul of the start of a race 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.
to:
** The overhaul of the start of a race has also come under heavy scrutiny. Rather than having a traditional 3, 2, 1, GO, it instead does something similar to VideoGame/SonicRiders ''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.
Changed line(s) 68,70 (click to see context) from:
* ThatOneSidequest:
** There is a wall of achievements which come in two sizes. While they can be unlocked using Chao Keys which are gained after completing enough races, the bigger achievements require not only all surrounding achievements to be unlocked '''and''' require 10 Chao Keys to unlock.
*** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out, and you have to start all over again, or try your luck on the next cup.
** There is a wall of achievements which come in two sizes. While they can be unlocked using Chao Keys which are gained after completing enough races, the bigger achievements require not only all surrounding achievements to be unlocked '''and''' require 10 Chao Keys to unlock.
*** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out, and you have to start all over again, or try your luck on the next cup.
to:
* ThatOneSidequest:
**ThatOneSidequest: There is a wall of achievements which come in two sizes. While they can be unlocked using Chao Keys which are gained after completing enough races, the bigger achievements require not only all surrounding achievements to be unlocked '''and''' require 10 Chao Keys to unlock.
*** ** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out, and you have to start all over again, or try your luck on the next cup.
**
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separating the folders for more clarity; kept the tropes concerning levels and missions in specific folders to let tropers detail their motivations
Changed line(s) 1,18 (click to see context) from:
* 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.
** 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]].)
* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial on release was slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard [=CPUs=] at 4th place or higher, or being able to put in [[spoiler:gaster]] as a password. Thankfully, the very first patch only made the first level of the tutorial mandatory, but also made the tutorial challenge race more visible at every step of the tutorial, as well as made the actual challenge much more in line with normal difficulty, and completing it unlocks online play, addons and time attack all in one go, while also making it easier to add in the password to skip the tutorial.
* BigLippedAlligatorMoment: ''Sonic Robo Blast 2 Kart'' is no stranger to this trope. A few standout examples include:
** Whoever comes in last in a race or doesn't cross the finish line in time after the top half finishes will explode, ''Videogame/FZero'' style. You're unlikely to expect it the first time playing this game blind.
** [[spoiler:The random, screaming Toads that you can run over in Arid Sands. They never respawn.]]
** [[spoiler:The "battal BOWL", a battle arena heavily based on ''Webcomic/SweetBroAndHellaJeff''.]]
* 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]]
** 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.
** 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.
* 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.
** ''Ring Racers'', the second version of the game, 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-styled 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 hilarious]] 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.
** 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 lengthy DeathThrows and wait to be dropped back onto the track.
** The overhaul of the start of a race in ''Ring Racers'' 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.
** The whole idea in ''Ring Racers'' of locking a lot of its content behind an achievement system has led to mixed feelings amongst players. Whilst plenty of players enjoy this system, feeling that it increases the playability and longevity of the game in general (which attributes to players being rewarded characters, color palettes and companions for beating certain requirements), others haven't enjoyed how some key content that they came for, such as '''online play''' and '''mod support''', are also locked behind this system and require grinding through the Grand Prix cups to unlock. Fortunately, it's possible to unlock the latter two early on via inputting [[spoiler:"Wi-Fi Warrior"]] and [[spoiler:"[=McDonalds=]" / "mustard gas"]] respectively into the password system. [[https://www.kartkrew.org/news/2024-04-26_dr-robotniks-ring-racers-version-21.html The first patch]] also made the unlock system more forgiving as well as made it much easier to unlock online, addons and time attack just by completing the tutorial challenge, which in itself is much easier.
** 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.
** 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]].)
* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial on release was slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard [=CPUs=] at 4th place or higher, or being able to put in [[spoiler:gaster]] as a password. Thankfully, the very first patch only made the first level of the tutorial mandatory, but also made the tutorial challenge race more visible at every step of the tutorial, as well as made the actual challenge much more in line with normal difficulty, and completing it unlocks online play, addons and time attack all in one go, while also making it easier to add in the password to skip the tutorial.
* BigLippedAlligatorMoment: ''Sonic Robo Blast 2 Kart'' is no stranger to this trope. A few standout examples include:
** Whoever comes in last in a race or doesn't cross the finish line in time after the top half finishes will explode, ''Videogame/FZero'' style. You're unlikely to expect it the first time playing this game blind.
** [[spoiler:The random, screaming Toads that you can run over in Arid Sands. They never respawn.]]
** [[spoiler:The "battal BOWL", a battle arena heavily based on ''Webcomic/SweetBroAndHellaJeff''.]]
* 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]]
** 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.
** 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.
* 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.
** ''Ring Racers'', the second version of the game, 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-styled 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 hilarious]] 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.
** 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 lengthy DeathThrows and wait to be dropped back onto the track.
** The overhaul of the start of a race in ''Ring Racers'' 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.
** The whole idea in ''Ring Racers'' of locking a lot of its content behind an achievement system has led to mixed feelings amongst players. Whilst plenty of players enjoy this system, feeling that it increases the playability and longevity of the game in general (which attributes to players being rewarded characters, color palettes and companions for beating certain requirements), others haven't enjoyed how some key content that they came for, such as '''online play''' and '''mod support''', are also locked behind this system and require grinding through the Grand Prix cups to unlock. Fortunately, it's possible to unlock the latter two early on via inputting [[spoiler:"Wi-Fi Warrior"]] and [[spoiler:"[=McDonalds=]" / "mustard gas"]] respectively into the password system. [[https://www.kartkrew.org/news/2024-04-26_dr-robotniks-ring-racers-version-21.html The first patch]] also made the unlock system more forgiving as well as made it much easier to unlock online, addons and time attack just by completing the tutorial challenge, which in itself is much easier.
to:
** 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.
** 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]].)
* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial on release was slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard [=CPUs=] at 4th place or higher, or being able to put in [[spoiler:gaster]] as a password. Thankfully, the very first patch only made the first level of the tutorial mandatory, but also made the tutorial challenge race more visible at every step of the tutorial, as well as made the actual challenge much more in line with normal difficulty, and completing it unlocks online play, addons and time attack all in one go, while also making it easier to add in the password to skip the tutorial.
* BigLippedAlligatorMoment: ''Sonic Robo Blast 2 Kart'' is no stranger to this trope. A few standout examples include:
** Whoever comes in last in a race or doesn't cross the finish line in time after the top half finishes will explode, ''Videogame/FZero'' style. You're unlikely to expect it the first time playing this game blind.
** [[spoiler:The random, screaming Toads that you can run over in Arid Sands. They never respawn.]]
** [[spoiler:The "battal BOWL", a battle arena heavily based on ''Webcomic/SweetBroAndHellaJeff''.]]
* 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]]
** 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.
** 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.
* 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.
** ''Ring Racers'', the second version of the game, 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-styled 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 hilarious]] 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.
** 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 lengthy DeathThrows and wait to be dropped back onto the track.
** The overhaul of the start of a race in ''Ring Racers'' 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.
** The whole idea in ''Ring Racers'' of locking a lot of its content behind an achievement system has led to mixed feelings amongst players. Whilst plenty of players enjoy this system, feeling that it increases the playability and longevity of the game in general (which attributes to players being rewarded characters, color palettes and companions for beating certain requirements), others haven't enjoyed how some key content that they came for, such as '''online play''' and '''mod support''', are also locked behind this system and require grinding through the Grand Prix cups to unlock. Fortunately, it's possible to unlock the latter two early on via inputting [[spoiler:"Wi-Fi Warrior"]] and [[spoiler:"[=McDonalds=]" / "mustard gas"]] respectively into the password system. [[https://www.kartkrew.org/news/2024-04-26_dr-robotniks-ring-racers-version-21.html The first patch]] also made the unlock system more forgiving as well as made it much easier to unlock online, addons and time attack just by completing the tutorial challenge, which in itself is much easier.
[[folder:Both iterations]]
Changed line(s) 22,24 (click to see context) from:
** Thanks to MemeticMutation brought on by the popularity of [=SRB2Kart=] compilations, you can expect almost any fully stocked room to be populated by at least a handful of Amys and Creams with a lot of them parroting Amy's now-infamous [[CondescendingCompassion "I pity you."]]
* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite its [[TheScrappy scrappy]] status in the community for featuring slippery terrain, ice blocks, and a large amount of offroad. For ''Ring Racers'', there are plans to make a Sonic-based successor to it, alongside the rest of the base game's ''Super Mario Kart'' tracks.
* FanNickname: "Meme Rectangle" for KKR Ganbare Dochu 2, see TheScrappy below for details. Special mention goes to its "Meme Bridge" as well, infamous for being a huge chokepoint at the start of races, and very easy to trap as well. This nickname is so widely known by the community that the unofficial Time Attack leaderboards for the game refer to this map as such as well.
* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite its [[TheScrappy scrappy]] status in the community for featuring slippery terrain, ice blocks, and a large amount of offroad. For ''Ring Racers'', there are plans to make a Sonic-based successor to it, alongside the rest of the base game's ''Super Mario Kart'' tracks.
* FanNickname: "Meme Rectangle" for KKR Ganbare Dochu 2, see TheScrappy below for details. Special mention goes to its "Meme Bridge" as well, infamous for being a huge chokepoint at the start of races, and very easy to trap as well. This nickname is so widely known by the community that the unofficial Time Attack leaderboards for the game refer to this map as such as well.
to:
** Thanks to MemeticMutation brought on by the popularity of [=SRB2Kart=] compilations, you can expect almost any fully stocked room to be populated by at least a handful of Amys and Creams with a lot of them parroting Amy's now-infamous [[CondescendingCompassion "I "[[CondescendingCompassion I pity you."]]
* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite its [[TheScrappy scrappy]] status in the community for featuring slippery terrain, ice blocks, and a large amount of offroad. For ''Ring Racers'', there are plans to make a Sonic-based successor to it, alongside the rest of the base game's ''Super Mario Kart'' tracks.
* FanNickname: "Meme Rectangle" for KKR Ganbare Dochu 2, see TheScrappy below for details. Special mention goes to its "Meme Bridge" as well, infamous for being a huge chokepoint at the start of races, and very easy to trap as well. This nickname is so widely known by the community that the unofficial Time Attack leaderboards for the game refer to this map as such as well.]]"
* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite its [[TheScrappy scrappy]] status in the community for featuring slippery terrain, ice blocks, and a large amount of offroad. For ''Ring Racers'', there are plans to make a Sonic-based successor to it, alongside the rest of the base game's ''Super Mario Kart'' tracks.
* FanNickname: "Meme Rectangle" for KKR Ganbare Dochu 2, see TheScrappy below for details. Special mention goes to its "Meme Bridge" as well, infamous for being a huge chokepoint at the start of races, and very easy to trap as well. This nickname is so widely known by the community that the unofficial Time Attack leaderboards for the game refer to this map as such as well.
Deleted line(s) 32,33 (click to see context) :
* 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]], "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, 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.
** The developers seem to agree, which is why Version 1.4 of the game removed 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, as well as eliminating the category entirely for ''Ring Racers''.
** The developers seem to agree, which is why Version 1.4 of the game removed 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, as well as eliminating the category entirely for ''Ring Racers''.
Deleted line(s) 35,43 (click to see context) :
* 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 to a grey and black gradient, and was retooled a second time to remove the pulsating gradients all-together.
* TheScrappy: Most tracks ported from other MascotRacer games tend to get a poor reputation for a number of reasons:
** The majority of the ports, thanks to being easy to re-create and/or originating from ''Super [=SRB2=] Kart Z'' ([=SRB2=] Kart's predecessor built from an earlier version of ''Robo Blast 2'', which had 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 the ''Videogame/PolePosition''-like gameplay style of the ''Drift'' series), the tracks otherwise feel bland when placed next to the more varied layouts of the original tracks. [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] became infamous for this, being a port of a very simple rectangular track containing some narrow roads that get cluttered quickly in multiplayer, earning it the title "Meme Rectangle 2" by the community).
** 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 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 dragging out the race in the process.
* 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 to increase the variety and accommodate for big twelve-player battle sessions, 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 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. This led to Battle Mode getting an extensive retool in ''Ring Racers'' to increase the overall speed and pace of the mode and allow it to stand on its own alongside the Race mode.
** The Race gamemode itself, despite being the main mode, 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]] 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 limit (bouncing on surfaces causes them to lose speed instead), so if they don't hit anyone, they become almost permanent hazards in straights until they are 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 contention 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.
** The WAD/pk3 download issues[[note]]as in, the game frequently freezes when downloading large files and forces the player to try reconnecting[[/note]] from ''VideoGame/SonicRoboBlast2'' are retained in this game, and it's arguably worse here because the game greatly encourages the use of mods (especially since there's currently no single-player mode outside of Record Attack). Several heavily modded servers have worked around this by setting up external download sources and providing links to them via the servers' names.
* TheScrappy: Most tracks ported from other MascotRacer games tend to get a poor reputation for a number of reasons:
** The majority of the ports, thanks to being easy to re-create and/or originating from ''Super [=SRB2=] Kart Z'' ([=SRB2=] Kart's predecessor built from an earlier version of ''Robo Blast 2'', which had 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 the ''Videogame/PolePosition''-like gameplay style of the ''Drift'' series), the tracks otherwise feel bland when placed next to the more varied layouts of the original tracks. [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] became infamous for this, being a port of a very simple rectangular track containing some narrow roads that get cluttered quickly in multiplayer, earning it the title "Meme Rectangle 2" by the community).
** 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 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 dragging out the race in the process.
* 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 to increase the variety and accommodate for big twelve-player battle sessions, 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 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. This led to Battle Mode getting an extensive retool in ''Ring Racers'' to increase the overall speed and pace of the mode and allow it to stand on its own alongside the Race mode.
** The Race gamemode itself, despite being the main mode, 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]] 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 limit (bouncing on surfaces causes them to lose speed instead), so if they don't hit anyone, they become almost permanent hazards in straights until they are 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 contention 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.
** The WAD/pk3 download issues[[note]]as in, the game frequently freezes when downloading large files and forces the player to try reconnecting[[/note]] from ''VideoGame/SonicRoboBlast2'' are retained in this game, and it's arguably worse here because the game greatly encourages the use of mods (especially since there's currently no single-player mode outside of Record Attack). Several heavily modded servers have worked around this by setting up external download sources and providing links to them via the servers' names.
Deleted line(s) 47 (click to see context) :
* {{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.
[[/folder]]
[[folder:''Sonic Robo Blast 2 Kart'']]
* 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.
** 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]].)
* BigLippedAlligatorMoment: ''Sonic Robo Blast 2 Kart'' is no stranger to this trope. A few standout examples include:
** Whoever comes in last in a race or doesn't cross the finish line in time after the top half finishes will explode, ''Videogame/FZero'' style. You're unlikely to expect it the first time playing this game blind.
** [[spoiler:The random, screaming Toads that you can run over in Arid Sands. They never respawn.]]
** [[spoiler:The "battal BOWL", a battle arena heavily based on ''Webcomic/SweetBroAndHellaJeff''.]]
* 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]]
** 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.
** 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.
* 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.
* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite its [[TheScrappy scrappy]] status in the community for featuring slippery terrain, ice blocks, and a large amount of offroad. For ''Ring Racers'', there are plans to make a Sonic-based successor to it, alongside the rest of the base game's ''Super Mario Kart'' tracks.
* FanNickname: "Meme Rectangle" for KKR Ganbare Dochu 2, see TheScrappy below for details. Special mention goes to its "Meme Bridge" as well, infamous for being a huge chokepoint at the start of races, and very easy to trap as well. This nickname is so widely known by the community that the unofficial Time Attack leaderboards for the game refer to this map as such as well.
* 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]], "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, 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.
** The developers seem to agree, which is why Version 1.4 of the game removed 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, as well as eliminating the category entirely for ''Ring Racers''.
* 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 to a grey and black gradient, and was retooled a second time to remove the pulsating gradients all-together.
* TheScrappy: Most tracks ported from other MascotRacer games tend to get a poor reputation for a number of reasons:
** The majority of the ports, thanks to being easy to re-create and/or originating from ''Super [=SRB2=] Kart Z'' ([=SRB2=] Kart's predecessor built from an earlier version of ''Robo Blast 2'', which had 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 the ''Videogame/PolePosition''-like gameplay style of the ''Drift'' series), the tracks otherwise feel bland when placed next to the more varied layouts of the original tracks. [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] became infamous for this, being a port of a very simple rectangular track containing some narrow roads that get cluttered quickly in multiplayer, earning it the title "Meme Rectangle 2" by the community).
** 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 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 dragging out the race in the process.
* 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 to increase the variety and accommodate for big twelve-player battle sessions, 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 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. This led to Battle Mode getting an extensive retool in ''Ring Racers'' to increase the overall speed and pace of the mode and allow it to stand on its own alongside the Race mode.
** The Race gamemode itself, despite being the main mode, 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]] 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 limit (bouncing on surfaces causes them to lose speed instead), so if they don't hit anyone, they become almost permanent hazards in straights until they are 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 contention 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.
** The WAD/pk3 download issues[[note]]as in, the game frequently freezes when downloading large files and forces the player to try reconnecting[[/note]] from ''VideoGame/SonicRoboBlast2'' are retained in this game, and it's arguably worse here because the game greatly encourages the use of mods (especially since there's currently no single-player mode outside of Record Attack). Several heavily modded servers have worked around this by setting up external download sources and providing links to them via the servers' names.
* {{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.
[[folder:''Sonic Robo Blast 2 Kart'']]
* 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.
** 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]].)
* BigLippedAlligatorMoment: ''Sonic Robo Blast 2 Kart'' is no stranger to this trope. A few standout examples include:
** Whoever comes in last in a race or doesn't cross the finish line in time after the top half finishes will explode, ''Videogame/FZero'' style. You're unlikely to expect it the first time playing this game blind.
** [[spoiler:The random, screaming Toads that you can run over in Arid Sands. They never respawn.]]
** [[spoiler:The "battal BOWL", a battle arena heavily based on ''Webcomic/SweetBroAndHellaJeff''.]]
* 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]]
** 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.
** 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.
* 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.
* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite its [[TheScrappy scrappy]] status in the community for featuring slippery terrain, ice blocks, and a large amount of offroad. For ''Ring Racers'', there are plans to make a Sonic-based successor to it, alongside the rest of the base game's ''Super Mario Kart'' tracks.
* FanNickname: "Meme Rectangle" for KKR Ganbare Dochu 2, see TheScrappy below for details. Special mention goes to its "Meme Bridge" as well, infamous for being a huge chokepoint at the start of races, and very easy to trap as well. This nickname is so widely known by the community that the unofficial Time Attack leaderboards for the game refer to this map as such as well.
* 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]], "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, 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.
** The developers seem to agree, which is why Version 1.4 of the game removed 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, as well as eliminating the category entirely for ''Ring Racers''.
* 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 to a grey and black gradient, and was retooled a second time to remove the pulsating gradients all-together.
* TheScrappy: Most tracks ported from other MascotRacer games tend to get a poor reputation for a number of reasons:
** The majority of the ports, thanks to being easy to re-create and/or originating from ''Super [=SRB2=] Kart Z'' ([=SRB2=] Kart's predecessor built from an earlier version of ''Robo Blast 2'', which had 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 the ''Videogame/PolePosition''-like gameplay style of the ''Drift'' series), the tracks otherwise feel bland when placed next to the more varied layouts of the original tracks. [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] became infamous for this, being a port of a very simple rectangular track containing some narrow roads that get cluttered quickly in multiplayer, earning it the title "Meme Rectangle 2" by the community).
** 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 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 dragging out the race in the process.
* 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 to increase the variety and accommodate for big twelve-player battle sessions, 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 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. This led to Battle Mode getting an extensive retool in ''Ring Racers'' to increase the overall speed and pace of the mode and allow it to stand on its own alongside the Race mode.
** The Race gamemode itself, despite being the main mode, 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]] 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 limit (bouncing on surfaces causes them to lose speed instead), so if they don't hit anyone, they become almost permanent hazards in straights until they are 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 contention 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.
** The WAD/pk3 download issues[[note]]as in, the game frequently freezes when downloading large files and forces the player to try reconnecting[[/note]] from ''VideoGame/SonicRoboBlast2'' are retained in this game, and it's arguably worse here because the game greatly encourages the use of mods (especially since there's currently no single-player mode outside of Record Attack). Several heavily modded servers have worked around this by setting up external download sources and providing links to them via the servers' names.
* {{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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** Death Egg in ''Ring Racers'' is so long a course that its three laps count as 12 sections on the HUD. There are convenyor belts that push you out to the side and out of platforms, with some sections demanding precise control to gain enough speed to jump over multiple gaps. One wacky section launches you upside-down into the ceiling and then makes you and the other racers briefly ''drive backwards'' while you can't see behind you! Each lap also has an unique hazard: the first starts with the racers dodging the projectiles circling Red Eye, and in the latter two the Giant Mech appears near the end. The first time he tries crushing the racers with his palms, and in the second he fires his WaveMotionGun across a long straight road.
* 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, others require you to drive a near-flawless racing line, cut almost every corner, and use Sneakers at the right time to even come close to beating the target time.
** In ''Ring Racers'', there is a wall of achievements which come in two sizes. While they can be unlocked using Chao Keys which are gained after completing enough races, the bigger achievements require not only all surrounding achievements to be unlocked '''and''' require 10 Chao Keys to unlock.
*** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out, and you have to start all over again.
* 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, others require you to drive a near-flawless racing line, cut almost every corner, and use Sneakers at the right time to even come close to beating the target time.
** In ''Ring Racers'', there is a wall of achievements which come in two sizes. While they can be unlocked using Chao Keys which are gained after completing enough races, the bigger achievements require not only all surrounding achievements to be unlocked '''and''' require 10 Chao Keys to unlock.
*** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out, and you have to start all over again.
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[[/folder]]
[[folder:''Dr. Robotnik's Ring Racers'']]
* ArcFatigue: ''Ring
* BrokenBase: ''Ring Racers'', the second version of the game, is proving to be this by itself.
** 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-styled 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 hilarious]] 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.
** 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 lengthy DeathThrows and wait to be dropped back onto the track.
** The overhaul of the start of a race 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.
** The whole idea of locking a lot of its content behind an achievement system has led to mixed feelings amongst players. Whilst plenty of players enjoy this system, feeling that it increases the playability and longevity of the game in general (which attributes to players being rewarded characters, color palettes and companions for beating certain requirements), others haven't enjoyed how some key content that they came for, such as '''online play''' and '''mod support''', are also locked behind this system and require grinding through the Grand Prix cups to unlock. Fortunately, it's possible to unlock the latter two early on via inputting [[spoiler:"Wi-Fi Warrior"]] and [[spoiler:"[=McDonalds=]" / "mustard gas"]] respectively into the password system. [[https://www.kartkrew.org/news/2024-04-26_dr-robotniks-ring-racers-version-21.html The first patch]] also made the unlock system more forgiving as well as made it much easier to unlock online, addons and time attack just by completing the tutorial challenge, which in itself is much easier.
* ThatOneLevel: Death Egg is so long a course that its three laps count as 12 sections on the HUD. There are convenyor belts that push you out to the side and out of platforms, with some sections demanding precise control to gain enough speed to jump over multiple gaps. One wacky section launches you upside-down into the ceiling and then makes you and the other racers briefly ''drive backwards'' while you can't see behind you! Each lap also has an unique hazard: the first starts with the racers dodging the projectiles circling Red Eye, and in the latter two the Giant Mech appears near the end. The first time he tries crushing the racers with his palms, and in the second he fires his WaveMotionGun across a long straight
*
**
** In ''Ring Racers'', there
*** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out, and you have to start all over
[[/folder]]
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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.
to:
* AbridgedArenaArray: 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.
** 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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* AuthorsSavingThrow: [[https://www.kartkrew.org/news/2024-04-26_dr-robotniks-ring-racers-version-21.html The very first patch]] fixes or alleviates a lot of the issues around the tutorial and unlock system, as well as significantly reducing CPU rubberbanding.
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* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial on release was slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard [=CPUs=] at 4th place or higher, or being able to put in [[spoiler:gaster]] as a password. Thankfully, the very first patch only made the first level of the tutorial mandatory, but also made the tutorial challenge race more visible at every step of the tutorial, as well as made the actual challenge much more in line with normal difficulty, and completing it unlocks online play, addons and time attack all in one go.
to:
* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial on release was slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard [=CPUs=] at 4th place or higher, or being able to put in [[spoiler:gaster]] as a password. Thankfully, the very first patch only made the first level of the tutorial mandatory, but also made the tutorial challenge race more visible at every step of the tutorial, as well as made the actual challenge much more in line with normal difficulty, and completing it unlocks online play, addons and time attack all in one go.go, while also making it easier to add in the password to skip the tutorial.
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** In ''Ring Racers'', there is a wall of achievements which come in two sizes. While they can be unlocked using Chao Keys which are gained after completing enough races, the bigger achievements require not only all surrounding achievements to be unlocked '''and''' require 10 Chao Keys to unlock.
to:
** In ''Ring Racers'', there is a wall of achievements which come in two sizes. While they can be unlocked using Chao Keys which are gained after completing enough races, the bigger achievements require not only all surrounding achievements to be unlocked '''and''' require 10 Chao Keys to unlock.unlock.
*** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out, and you have to start all over again.
*** Among those achievements are obtaining the Chaos and Super Emeralds, which can only be obtained from the Sealed Star Zones. But to even get the chance to get to a Sealed Star Zone, it is required to complete a specific GP with enough points from Rings, Lap Bonuses, Egg Prisons, GP Points and the final GP placement, while also not using too many continues - and then however many continues you have left is the number of chances you have to get the Emerald. Run out, and you have to start all over again.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** Death Egg in ''Ring Racers'' is so long a course that its three laps count as 12 sections on the HUD. There are convenyor belts that push you out to the side and out of platforms, with some sections demanding precise control to gain enough speed to jump over multiple gaps. One wacky section launches you upside-down into the ceiling and then makes you and the other racers briefly ''drive backwards'' while you can't see behind you! Each lap also has an unique hazard: the first starts with the racers dodging the projectiles circling Red Eye, and in the latter two the Giant Mech appears near the end. The first time he tries crushing the racers with his palms, and in the second he fires his WaveMotionGun across a long straight road.
Is there an issue? Send a MessageReason:
None
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** The upcoming second version of the game, ''Ring Racers'', 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-styled 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 hilarious]] 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.
to:
** The upcoming second version of the game, ''Ring Racers'', the second version of the game, 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-styled 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 hilarious]] 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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* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial has been slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard [=CPUs=] at 4th place or higher, or being able to put in [[spoiler:gaster]] as a password.
to:
* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial has been on release was slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard [=CPUs=] at 4th place or higher, or being able to put in [[spoiler:gaster]] as a password. Thankfully, the very first patch only made the first level of the tutorial mandatory, but also made the tutorial challenge race more visible at every step of the tutorial, as well as made the actual challenge much more in line with normal difficulty, and completing it unlocks online play, addons and time attack all in one go.
* AuthorsSavingThrow: [[https://www.kartkrew.org/news/2024-04-26_dr-robotniks-ring-racers-version-21.html The very first patch]] fixes or alleviates a lot of the issues around the tutorial and unlock system, as well as significantly reducing CPU rubberbanding.
* AuthorsSavingThrow: [[https://www.kartkrew.org/news/2024-04-26_dr-robotniks-ring-racers-version-21.html The very first patch]] fixes or alleviates a lot of the issues around the tutorial and unlock system, as well as significantly reducing CPU rubberbanding.
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** The whole idea in ''Ring Racers'' of locking a lot of its content behind an achievement system has led to mixed feelings amongst players. Whilst plenty of players enjoy this system, feeling that it increases the playability and longevity of the game in general (which attributes to players being rewarded characters, color palettes and companions for beating certain requirements), others haven't enjoyed how some key content that they came for, such as '''online play''' and '''mod support''', are also locked behind this system and require grinding through the Grand Prix cups to unlock. Fortunately, it's possible to unlock the latter two early on via inputting [[spoiler:"Wi-Fi Warrior"]] and [[spoiler:"[=McDonalds=]" / "mustard gas"]] respectively into the password system.
to:
** The whole idea in ''Ring Racers'' of locking a lot of its content behind an achievement system has led to mixed feelings amongst players. Whilst plenty of players enjoy this system, feeling that it increases the playability and longevity of the game in general (which attributes to players being rewarded characters, color palettes and companions for beating certain requirements), others haven't enjoyed how some key content that they came for, such as '''online play''' and '''mod support''', are also locked behind this system and require grinding through the Grand Prix cups to unlock. Fortunately, it's possible to unlock the latter two early on via inputting [[spoiler:"Wi-Fi Warrior"]] and [[spoiler:"[=McDonalds=]" / "mustard gas"]] respectively into the password system. [[https://www.kartkrew.org/news/2024-04-26_dr-robotniks-ring-racers-version-21.html The first patch]] also made the unlock system more forgiving as well as made it much easier to unlock online, addons and time attack just by completing the tutorial challenge, which in itself is much easier.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** The whole idea in ''Ring Racers'' of locking a lot of its content behind an achievement system has led to mixed feelings amongst players. Whilst plenty of players enjoy this system, feeling that it increases the playability and longevity of the game in general (which attributes to players being rewarded characters, color palettes and companions for beating certain requirements), others haven't enjoyed how some key content that they came for, such as '''online play''' and '''mod support''', are also locked behind this system and require grinding through the Grand Prix cups to unlock. Fortunately, it's possible to unlock the latter two early on via inputting [[spoiler:"Wi-Fi Warrior"]] and [[spoiler:"[=McDonalds=]" / "mustard gas"]] respectively into the password system.
Is there an issue? Send a MessageReason:
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* 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, others require you to drive a near-flawless racing line, cut almost every corner, and use Sneakers at the right time to even come close to beating the target time.
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* ThatOneSidequest: 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, others require you to drive a near-flawless racing line, cut almost every corner, and use Sneakers at the right time to even come close to beating the targettime.time.
** In ''Ring Racers'', there is a wall of achievements which come in two sizes. While they can be unlocked using Chao Keys which are gained after completing enough races, the bigger achievements require not only all surrounding achievements to be unlocked '''and''' require 10 Chao Keys to unlock.
** 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, others require you to drive a near-flawless racing line, cut almost every corner, and use Sneakers at the right time to even come close to beating the target
** In ''Ring Racers'', there is a wall of achievements which come in two sizes. While they can be unlocked using Chao Keys which are gained after completing enough races, the bigger achievements require not only all surrounding achievements to be unlocked '''and''' require 10 Chao Keys to unlock.
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* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial has been slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard [=CPUs=] at 4th place or higher.
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* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial has been slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard [=CPUs=] at 4th place or higher.higher, or being able to put in [[spoiler:gaster]] as a password.
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* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial has been slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard CPUs at 4th place or higher.
to:
* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial has been slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard CPUs [=CPUs=] at 4th place or higher.
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* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial has been slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters.
to:
* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial has been slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters. There ''is'' a way to skip the tutorial, but it requires [[GuideDangIt doubling back into a tunnel behind you]] and completing a race with hard CPUs at 4th place or higher.
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* ArcFatigue: ''Ring Racers''[='=] ForcedTutorial has been slammed by many people online for being needlessly long, clocking in at around 40 minutes ''at least''. This wouldn't be as much of an issue if it didn't waste the players' time by recapping basic mechanics already known from other racers including ''[=SRB2K=]'' as well as talking about niche mechanics that are heavily situational at best, and the fact that you are required to do this to access the main game doesn't help matters.
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* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite its [[TheScrappy scrappy]] status in the community. For Version 2, there are plans to make a Sonic-based successor to it, alongside the rest of the base game's ''Super Mario Kart'' tracks.
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* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite its [[TheScrappy scrappy]] status in the community. community for featuring slippery terrain, ice blocks, and a large amount of offroad. For Version 2, ''Ring Racers'', there are plans to make a Sonic-based successor to it, alongside the rest of the base game's ''Super Mario Kart'' tracks.
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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 to a grey and black gradient, and was retooled further to remove the pulsating gradients all-together.
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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 to a grey and black gradient, and was retooled further a second time to remove the pulsating gradients all-together.
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** 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, picking characters with Speed in-between 5 and 9 and Weight in-between 1 and 6. It helps that these racers are prime examples of SkillGateCharacter from being able to move at good speeds unlike Tails and the Chao trio without sacrificing too much in their ability to steer well without needing to drift, especially Blaze, Sonic, and Flicky.
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** 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, picking characters with Speed in-between 5 and 9 and Weight in-between 1 and 6. It helps that these racers are prime examples of SkillGateCharacter SkillGateCharacters from being able to move at good speeds unlike Tails and the Chao trio without sacrificing too much in their ability to steer well without needing to drift, especially Blaze, Sonic, and Flicky.
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** [[spoiler:The "Battal Bowl", a battle arena heavily based on ''Webcomic/SweetBroAndHellaJeff''.]]
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** [[spoiler:The "Battal Bowl", "battal BOWL", a battle arena heavily based on ''Webcomic/SweetBroAndHellaJeff''.]]
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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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* 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 "[[VideoGame/DaytonaUSA Let's Go Away"]], Away]]", have made it a smash hit within the community.
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* SugarWiki/GeniusProgramming: This is a standalone mod for [[VideoGame/SonicRoboBlast2 a 3D platformer]], which in turn is a standalone mod for [[VideoGame/{{Doom}} a first-person-shooter]]. That says a lot about how flexible the ''Doom'' engine truly is, despite being almost three decades old.
to:
* SugarWiki/GeniusProgramming: This is a standalone mod for [[VideoGame/SonicRoboBlast2 a 3D platformer]], which in turn is a standalone mod for [[VideoGame/{{Doom}} a first-person-shooter]]. That says a lot about how flexible the ''Doom'' engine truly is, despite being almost three decades old.
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They do have a bounce limit.
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** The Race gamemode itself, despite being the main mode, 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]] 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 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 contention 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.
to:
** The Race gamemode itself, despite being the main mode, 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]] 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 almost permanent hazards in straights until they're they are 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 contention 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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* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite its [[TheScrappy scrappy]] status in the community. For Version 2, there are plans to make a Sonic-based successor to it.
* FanNickname: "Meme Rectangle" for KKR Ganbare Dochu 2, see TheScrappy below for details. Special mention goes to its "Meme Bridge" as well, infamous for being a huge chokepoint at the start of races, and very easy to trap as well. This nickname is so widely known by the community that the unofficial leaderboards for the game refer to this map as such as well.
* FanNickname: "Meme Rectangle" for KKR Ganbare Dochu 2, see TheScrappy below for details. Special mention goes to its "Meme Bridge" as well, infamous for being a huge chokepoint at the start of races, and very easy to trap as well. This nickname is so widely known by the community that the unofficial leaderboards for the game refer to this map as such as well.
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* CreatorsPet: [[Videogame/SuperMarioKart SMK Vanilla Lake 2]] is a level example - the Kart Krew absolutely loves the level despite its [[TheScrappy scrappy]] status in the community. For Version 2, there are plans to make a Sonic-based successor to it.
it, alongside the rest of the base game's ''Super Mario Kart'' tracks.
* FanNickname: "Meme Rectangle" for KKR Ganbare Dochu 2, see TheScrappy below for details. Special mention goes to its "Meme Bridge" as well, infamous for being a huge chokepoint at the start of races, and very easy to trap as well. This nickname is so widely known by the community that the unofficial Time Attack leaderboards for the game refer to this map as such as well.
* FanNickname: "Meme Rectangle" for KKR Ganbare Dochu 2, see TheScrappy below for details. Special mention goes to its "Meme Bridge" as well, infamous for being a huge chokepoint at the start of races, and very easy to trap as well. This nickname is so widely known by the community that the unofficial Time Attack leaderboards for the game refer to this map as such as well.
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** The developers seem to agree, which is why Version 1.4 of the game removed 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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** The developers seem to agree, which is why Version 1.4 of the game removed 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.vote, as well as eliminating the category entirely for ''Ring Racers''.
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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 to a grey and black gradient which is ''much'' easier on the eyes, and was retooled further to remove the pulsating gradients all-together.
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 to a grey and black gradient which is ''much'' easier on the eyes, gradient, and was retooled further to remove the pulsating gradients all-together.
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** The majority of the ports, thanks to being easy to re-create and/or originating from ''Super [=SRB2=] Kart Z'' ([=SRB2=] Kart's predecessor built from an earlier version of ''Robo Blast 2'', which had 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 the ''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. [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] became infamous for this, being a port of a very simple rectangular track containing some narrow roads that get cluttered quickly in multiplayer, earning it the title "Meme Rectangle 2" by the community).
** 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.
** 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.
to:
** The majority of the ports, thanks to being easy to re-create and/or originating from ''Super [=SRB2=] Kart Z'' ([=SRB2=] Kart's predecessor built from an earlier version of ''Robo Blast 2'', which had 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 the ''Videogame/PolePosition''-like gameplay style of the ''Drift'' series used), series), the tracks otherwise feel bland when placed next to the more varied layouts of the original tracks. [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] became infamous for this, being a port of a very simple rectangular track containing some narrow roads that get cluttered quickly in multiplayer, earning it the title "Meme Rectangle 2" by the community).
** 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 farbehind even when one of its obstacles (the Chain Chomps in the hedge maze) was never implemented due to the age of the port.behind.
** 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
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** 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 to increase the variety and accommodate for big twelve-player battle sessions, 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 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. This led to Battle Mode getting an extensive retool in ''Ring Racers'' to increase the overall speed and pace of the mode.
to:
** 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 to increase the variety and accommodate for big twelve-player battle sessions, 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 either. While matches in those games contained only two to four players, ''[=SRB2Kart=]''[='s=] can contain many more players- up 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. This led to Battle Mode getting an extensive retool in ''Ring Racers'' to increase the overall speed and pace of the mode.mode and allow it to stand on its own alongside the Race mode.
** The Race gamemode itself, despite being the main mode, 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]] 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 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 contention 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.
** The Race gamemode itself, despite being the main mode, 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]] 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 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 contention 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 mode, 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]] 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 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 contention 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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* SugarWiki/GeniusProgramming: This is a standalone mod for [[VideoGame/SonicRoboBlast2 a 3D platformer]], which in turn is a standalone mod for [[VideoGame/{{Doom}} a first-person-shooter]]. That says a lot about how flexible the ''Doom'' engine truly is, despite being more than two decades old.
to:
* SugarWiki/GeniusProgramming: This is a standalone mod for [[VideoGame/SonicRoboBlast2 a 3D platformer]], which in turn is a standalone mod for [[VideoGame/{{Doom}} a first-person-shooter]]. That says a lot about how flexible the ''Doom'' engine truly is, despite being more than two almost three decades old.
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Requires Word Of God confirmation
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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''.
** 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.
** 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''.
** 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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* LowTierLetdown:
** 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 naturally 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 lots of straightaways and not a lot of turns.
** 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.
** 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 naturally 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 lots of straightaways and not a lot of turns.
** 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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* 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, others require you to drive a near-flawless racing line, cut almost every corner, and use Sneakers at the right time to even come close to beating the target time.
* 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 naturally 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 lots of straightaways and not a lot of turns.
** 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.
* 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 naturally 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 lots of straightaways and not a lot of turns.
** 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.
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, others require you to drive a near-flawless racing line, cut almost every corner, and use Sneakers at the right time to even come close to beating the target time.
* 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 naturally 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 lots of straightaways and not a lot of turns.
** 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.time.
* 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 naturally 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 lots of straightaways and not a lot of turns.
** 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.
Is there an issue? Send a MessageReason:
None
Changed line(s) 43 (click to see context) from:
** ''[=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.
to:
** ''[=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 (well, [[DefunctOnlineVideoGames allowed]]) designing and sharing characters and tracks.
Is there an issue? Send a MessageReason:
None
Changed line(s) 16 (click to see context) from:
** 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-styled 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 hilarious]] 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.
to:
** The upcoming second version of the game itself game, ''Ring Racers'', 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-styled 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 hilarious]] 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.
Is there an issue? Send a MessageReason:
None
Changed line(s) 16,18 (click to see context) from:
** 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.
** 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.
** 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.
to:
** 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 game-styled 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]] hilarious]] 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.
** 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 lengthy DeathThrows and wait to be dropped back onto the track.
** The overhaul of the start of a race inV2 ''Ring Racers'' has ALSO also come under heavy scrutiny. Rather than having a traditional 3 2 1 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.
** 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 lengthy DeathThrows and wait to be dropped back onto the track.
** The overhaul of the start of a race in
Changed line(s) 28 (click to see context) from:
** Additionally, the game was released at least a good full week before ''VideoGame/CrashTeamRacingNitroFueled'' was announced at the Video Game Awards.
to:
** Additionally, the game was released at least a good full week before ''VideoGame/CrashTeamRacingNitroFueled'' was announced at the Video Game Awards.Awards 2018.
Changed line(s) 30 (click to see context) from:
** 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.
to:
** The developers seem to agree, which is why Version 1.4 of the game will remove removed 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.
Changed line(s) 32 (click to see context) from:
* 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 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.]]
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 to a grey and black gradient which is ''much'' easier on the eyes, but and was retooled further to remove the original disorienting color still remains [[spoiler:as its Encore palette.]]pulsating gradients all-together.
Changed line(s) 34 (click to see context) from:
** The majority of the ports, thanks to being easy to re-create and/or originating from ''Super [=SRB2=] Kart Z'' ([=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. [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] 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 2" by the community).
to:
** The majority of the ports, thanks to being easy to re-create and/or originating from ''Super [=SRB2=] Kart Z'' ([=SRB2=] Kart's predecessor built from an earlier version of ''Robo Blast 2'' and having 2'', which had 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 the ''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. [[VideoGame/KonamiKrazyRacers KKR Ganbare Dochu 2]] became infamous for this, being a port with of a very simple rectangular track and containing some narrow roads that get cluttered quickly in multiplayer, earning it the title "Meme Rectangle 2" by the community).
Changed line(s) 38,40 (click to see context) from:
** 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 to increase the variety and accommodate for big twelve-player battle sessions, 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 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. This led to Battle Mode getting an extensive retool in Version 2 to increase the overall speed and pace of the mode.
** The WAD/pk3 download issues[[note]]as in, the game frequently freezes when downloading large files and forces the player to try reconnecting[[/note]] from ''VideoGame/SonicRoboBlast2'' are retained in this game, and it's arguably worse here because the game encourages the use of mods (especially since there's currently no single-player mode outside of Record Attack). Several heavily modded servers have worked around this by setting up external download sources and providing links to them via the servers' names.
** 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]] 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 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.
** The WAD/pk3 download issues[[note]]as in, the game frequently freezes when downloading large files and forces the player to try reconnecting[[/note]] from ''VideoGame/SonicRoboBlast2'' are retained in this game, and it's arguably worse here because the game encourages the use of mods (especially since there's currently no single-player mode outside of Record Attack). Several heavily modded servers have worked around this by setting up external download sources and providing links to them via the servers' names.
** 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]] 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 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.
to:
** 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 to increase the variety and accommodate for big twelve-player battle sessions, 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 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. This led to Battle Mode getting an extensive retool in Version 2 ''Ring Racers'' to increase the overall speed and pace of the mode.
** The WAD/pk3 download issues[[note]]as in, the game frequently freezes when downloading large files and forces the player to try reconnecting[[/note]] from ''VideoGame/SonicRoboBlast2'' are retained in this game, and it's arguably worse here because the game greatly encourages the use of mods (especially since there's currently no single-player mode outside of Record Attack). Several heavily modded servers have worked around this by setting up external download sources and providing links to them via the servers' names.
** The Race gamemode itself, despite being the mainone, mode, 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]] 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 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 contention 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.
** The WAD/pk3 download issues[[note]]as in, the game frequently freezes when downloading large files and forces the player to try reconnecting[[/note]] from ''VideoGame/SonicRoboBlast2'' are retained in this game, and it's arguably worse here because the game greatly encourages the use of mods (especially since there's currently no single-player mode outside of Record Attack). Several heavily modded servers have worked around this by setting up external download sources and providing links to them via the servers' names.
** The Race gamemode itself, despite being the main
Changed line(s) 49 (click to see context) from:
** 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 [[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).
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 and, in earlier versions, a disorienting 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).
Changed line(s) 51 (click to see context) from:
** Crimson Core is extremely unforgiving to inexperienced players, featuring many pitfalls, spike balls in the way, some slippery terrain here and there, and lots of sharp turns. Thankfully, there isn't a Record Attack medal to earn on this level, since there are no staff ghosts to race against.
to:
** Crimson Core is extremely unforgiving to inexperienced players, featuring many pitfalls, spike balls in the way, some slippery terrain here and there, and lots of blind and sharp turns. Thankfully, there isn't a Record Attack medal to earn on this level, since there are no staff ghosts to race against.
Changed line(s) 53 (click to see context) from:
* 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, cut almost every corner, and use Sneakers at the right time 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 others require you to drive a near-flawless racing line, cut almost every corner, and use Sneakers at the right time to even come close to beating the target time.
Changed line(s) 55 (click to see context) from:
** 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 lots of straightaways and not a lot of turns.
to:
** 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 naturally 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 lots of straightaways and not a lot of turns.