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* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks in the base game were also more numerous. Only a small number return for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether for Ring Racers.

to:

* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks in the base game were also more numerous. Only a small number of ''Mario Kart'' ports return for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether for Ring Racers.''Ring Racers'' in favor of original tracks designed with the game's new features, mechanics, and physics in mind.



** The decision to make all the racers from "bonuschars.kart" built into the game without the need of being manually added and introduce new ''Sonic'' and SEGA racers in ''Ring Racers'' while keeping the {{Cap}} of total available racers that may be loaded at a time to 128 was enforced to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid to late 2019. [[SubvertedTrope Subverted]] by version 1.6, which lifted the player and WAD limits both to 255, with little reason not to expect the new limits to stay for ''Ring Racers''.

to:

** The decision to make all the racers from "bonuschars.kart" built into the game without the need of being manually added and introduce new ''Sonic'' and SEGA racers in ''Ring Racers'' while keeping the {{Cap}} of total available racers that may be loaded at a time to 128 was enforced to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid to late 2019. [[SubvertedTrope Subverted]] by version 1.6, which lifted the player and WAD limits both to 255, with little reason not to expect the new limits to stay for ''Ring Racers''.
Is there an issue? Send a MessageReason:
None


* ThrowItIn: How bonuschars.kart came to be: A member of the development team simply wanted Chao, Shadow and Gamma in the game, even if their spriting skills weren't up to par with the quality of the default cast. Because the team didn't want to throw their work away, it was added as extra content. This eventually developed into a massive collaboration between creators to add more Sonic (and SEGA) characters into the addon, as OfficialFanSubmittedContent notes up above, and the file would be part of the default ''[=SRB2Kart=]'' package in Version 2/''Ring Racers''.

to:

* ThrowItIn: How bonuschars.kart came to be: A member of the development team simply wanted Chao, Shadow and Gamma in the game, even if their spriting skills weren't up to par with the quality of the default cast. Because the team didn't want to throw their work away, it was added as extra content. This eventually developed into a massive collaboration between creators to add more Sonic (and SEGA) characters into the addon, as OfficialFanSubmittedContent notes up above, and the file would be part of the default ''[=SRB2Kart=]'' package in Version 2/''Ring ''Ring Racers''.



** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Spring Sectors used as a main mechanic in custom levels[[note]]They were designed around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 / ''Ring Racers'' to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Spring Sectors are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their over-usage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Spring Sectors.

to:

** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Spring Sectors used as a main mechanic in custom levels[[note]]They were designed around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 / ''Ring Racers'' to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Spring Sectors are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their over-usage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 ''Ring Racers'' will be as wacky and fun as Red Spring Sectors.
Is there an issue? Send a MessageReason:
None


* ThrowItIn: How bonuschars.kart came to be: A member of the development team simply wanted Chao, Shadow and Gamma in the game, even if their spriting skills weren't up to par with the quality of the default cast. Because the team didn't want to throw their work away, it was added as extra content. This eventually developed into a massive collaboration between creators to add more Sonic (and SEGA) characters into the addon, as OfficialFanSubmittedContent notes up above, and the file would be part of the default ''[=SRB2Kart=]'' package in Version 2/Ring Racers.

to:

* ThrowItIn: How bonuschars.kart came to be: A member of the development team simply wanted Chao, Shadow and Gamma in the game, even if their spriting skills weren't up to par with the quality of the default cast. Because the team didn't want to throw their work away, it was added as extra content. This eventually developed into a massive collaboration between creators to add more Sonic (and SEGA) characters into the addon, as OfficialFanSubmittedContent notes up above, and the file would be part of the default ''[=SRB2Kart=]'' package in Version 2/Ring Racers.2/''Ring Racers''.



** As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter).

to:

** As shown by bonuschars.wad kart predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter).



** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Spring Sectors used as a main mechanic in custom levels[[note]]They were designed around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 / Ring Racers to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Spring Sectors are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their over-usage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Spring Sectors.
** The decision to make all the racers from [=''BonusChars''=] built into the game without the need of being manually added and introduce new ''Sonic'' and SEGA racers in Ring Racers while keeping the {{Cap}} of total available racers that may be loaded at a time to 128 was enforced to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid to late 2019.

to:

** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Spring Sectors used as a main mechanic in custom levels[[note]]They were designed around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 / Ring Racers ''Ring Racers'' to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Spring Sectors are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their over-usage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Spring Sectors.
** The decision to make all the racers from [=''BonusChars''=] "bonuschars.kart" built into the game without the need of being manually added and introduce new ''Sonic'' and SEGA racers in Ring Racers ''Ring Racers'' while keeping the {{Cap}} of total available racers that may be loaded at a time to 128 was enforced to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid to late 2019.2019. [[SubvertedTrope Subverted]] by version 1.6, which lifted the player and WAD limits both to 255, with little reason not to expect the new limits to stay for ''Ring Racers''.
Is there an issue? Send a MessageReason:
None


** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Spring Sectors used as a main mechanic in custom levels[[note]]They were designed around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 / Ring Racers to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Spring Sectors are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Spring Sectors.
** The decision to make all the racers from [=''BonusChars''=] built into the game without the need of being manually added and introduce new ''Sonic'' and SEGA racers in Version 2 while keeping the {{Cap}} of total available racers that may be loaded at a time to 128 (a fraction of the total number of custom characters currently available and in rotation for Version 1) was enforced to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid to late 2019.

to:

** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Spring Sectors used as a main mechanic in custom levels[[note]]They were designed around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 / Ring Racers to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Spring Sectors are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage over-usage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Spring Sectors.
** The decision to make all the racers from [=''BonusChars''=] built into the game without the need of being manually added and introduce new ''Sonic'' and SEGA racers in Version 2 Ring Racers while keeping the {{Cap}} of total available racers that may be loaded at a time to 128 (a fraction of the total number of custom characters currently available and in rotation for Version 1) was enforced to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid to late 2019.
Is there an issue? Send a MessageReason:
None


** Before development of new racers was moved to in-house contributions, many of the characters in [=BonusChars=] across v1 and v2 were donations by various community members from separately-released mods, either as is or with new sets of sprites.

to:

** Before development of new racers was moved to in-house contributions, many of the characters in [=BonusChars=] across v1 Version 1 and v2 the early development periods of Version 2 before its re-branding as ''Ring Racers'' were donations by various community members from separately-released mods, either as is or with new sets of sprites.
Is there an issue? Send a MessageReason:
None


* DivorcedInstallment: Version 2 was conformed to be on the receiving end of one though the re-branding to ''Dr. Robotnik's Ring Racers'', dropping the ''Videogame/SonicRoboBlast2'' moniker altogether.

to:

* DivorcedInstallment: Version 2 was conformed confirmed to be on the receiving end of one though the re-branding to ''Dr. Robotnik's Ring Racers'', dropping the ''Videogame/SonicRoboBlast2'' moniker altogether.

Added: 201

Changed: 12

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* DivorcedInstallment: Version 2 was conformed to be on the receiving end of one though the re-branding to ''Dr. Robotnik's Ring Racers'', dropping the ''Videogame/SonicRoboBlast2'' moniker altogether.



* ThrowItIn: How bonuschars.kart came to be: A member of the development team simply wanted Chao, Shadow and Gamma in the game, even if their spriting skills weren't up to par with the quality of the default cast. Because the team didn't want to throw their work away, it was added as extra content. This eventually developed into a massive collaboration between creators to add more Sonic (and SEGA) characters into the addon, as OfficialFanSubmittedContent notes up above, and the file would be part of the default ''[=SRB2Kart=]'' package in Version 2.

to:

* ThrowItIn: How bonuschars.kart came to be: A member of the development team simply wanted Chao, Shadow and Gamma in the game, even if their spriting skills weren't up to par with the quality of the default cast. Because the team didn't want to throw their work away, it was added as extra content. This eventually developed into a massive collaboration between creators to add more Sonic (and SEGA) characters into the addon, as OfficialFanSubmittedContent notes up above, and the file would be part of the default ''[=SRB2Kart=]'' package in Version 2.2/Ring Racers.
Is there an issue? Send a MessageReason:
not to confuse the sector types with the actual spring objects.


** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Springs used as a main mechanic in custom levels[[note]]They were designed around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 / Ring Racers to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.

to:

** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Springs Spring Sectors used as a main mechanic in custom levels[[note]]They were designed around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 / Ring Racers to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Springs Spring Sectors are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.Spring Sectors.
Is there an issue? Send a MessageReason:
None


* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks in the base game were also more numerous. Only a small number return for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2.

to:

* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks in the base game were also more numerous. Only a small number return for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2.for Ring Racers.



** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Springs used as a main mechanic in custom levels[[note]]They were designed around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.

to:

** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Springs used as a main mechanic in custom levels[[note]]They were designed around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 / Ring Racers to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.

Added: 291

Changed: 422

Is there an issue? Send a MessageReason:
None


* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks in the base game were also more numerous, only a small number return for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter).

to:

* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks in the base game were also more numerous, only numerous. Only a small number return for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. 2.
**
As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter).



** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Springs used as a main mechanic in custom levels[[note]]They were designed first and foremost around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.
** The decision to make [=''BonusChars''=] built into the game as opposed to keeping it as a bundled add-on and introduce new ''Sonic'' and SEGA racers in Version 2 while keeping the {{Cap}} of total available racers loaded at a time to 128 (a fraction of the total number of characters currently created and in rotation for Version 1) was enforced in order to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid to late 2019.

to:

** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Springs used as a main mechanic in custom levels[[note]]They were designed first and foremost around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they were heavily re-tooled in Version 2 to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.
** The decision to make all the racers from [=''BonusChars''=] built into the game as opposed to keeping it as a bundled add-on without the need of being manually added and introduce new ''Sonic'' and SEGA racers in Version 2 while keeping the {{Cap}} of total available racers that may be loaded at a time to 128 (a fraction of the total number of custom characters currently created available and in rotation for Version 1) was enforced in order to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid to late 2019.
Is there an issue? Send a MessageReason:
None


** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Springs used as a main mechanic in custom levels[[note]]They were designed first and foremost around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they have been removed in Version 2. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.

to:

** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the over-usage of Red Springs used as a main mechanic in custom levels[[note]]They were designed first and foremost around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they have been removed were heavily re-tooled in Version 2.2 to complement the game's new Trick system. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.
Is there an issue? Send a MessageReason:
None


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

to:

** The decision to make [=''BonusChars''=] built into the game as opposed to keeping it as a bundled add-on and introduce new ''Sonic'' and SEGA racers in Version 2 while at the same time keeping the {{Cap}} of total available racers loaded at a time to 128 (a fraction of the total number of characters currently created and in rotation) rotation for Version 1) was enforced in order to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid to late 2019.
Is there an issue? Send a MessageReason:
None


** Most of the characters in [=BonusChars=] across v1 and v2 are donations by various community members from separately-released mods, either as is or with new sets of sprites, including Blaze, Mighty, Arle, Aiai, Vector, Miku, Billy, and Headdy.

to:

** Most Before development of new racers was moved to in-house contributions, many of the characters in [=BonusChars=] across v1 and v2 are were donations by various community members from separately-released mods, either as is or with new sets of sprites, including Blaze, Mighty, Arle, Aiai, Vector, Miku, Billy, and Headdy.sprites.



* ThrowItIn: How bonuschars.kart came to be: A member of the development team simply wanted Chao, Shadow and Gamma in the game, even if their spriting skills weren't up to par with the quality of the default cast. Because the team didn't want to throw their work away, it was added as extra content. This eventually developed into a massive collaboration between creators to add more Sonic (and SEGA) characters into the addon, as OfficialFanSubmittedContent notes up above.

to:

* ThrowItIn: How bonuschars.kart came to be: A member of the development team simply wanted Chao, Shadow and Gamma in the game, even if their spriting skills weren't up to par with the quality of the default cast. Because the team didn't want to throw their work away, it was added as extra content. This eventually developed into a massive collaboration between creators to add more Sonic (and SEGA) characters into the addon, as OfficialFanSubmittedContent notes up above.above, and the file would be part of the default ''[=SRB2Kart=]'' package in Version 2.



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

to:

** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the overusage over-usage of Red Springs used as a main mechanic in custom levels[[note]]They were designed first and foremost around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they have been removed in Version 2. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.
** The decision to make [=''BonusChars''=] built into the game and introduce new ''Sonic'' and SEGA racers in Version 2 while at the same time keeping the {{Cap}} of total available racers loaded at a time to 128 (a fraction of the total number of characters currently created and in rotation) was enforced in order to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid-late mid to late 2019.
Is there an issue? Send a MessageReason:
None


** A number of selectable player colors that were added post-launch were community designs, such examples include Pigeon, Artichoke, Cinnamon, Lemonade, Crocodile, Wristwatch, and Pastel.

to:

** A number of selectable player skin colors that were added post-launch were community designs, such examples include Pigeon, Artichoke, Cinnamon, Lemonade, Crocodile, Wristwatch, and Pastel.
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** Most of the characters in [=BonusChars=] across v1 and v2 are donations by various community members from separately-released mods, including Blaze, Mighty, Arle, Aiai, Vector, Miku, Billy, and Headdy.

to:

** Most of the characters in [=BonusChars=] across v1 and v2 are donations by various community members from separately-released mods, either as is or with new sets of sprites, including Blaze, Mighty, Arle, Aiai, Vector, Miku, Billy, and Headdy.
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* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks in the base game were also more numerous, only a small number return for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter).

to:

* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks in the base game were also more numerous, only a small number return for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter).latter).
* WhyFandomCantHaveNiceThings:
** A downplayed, yet interesting game mechanic example. The Kart Krew loathes the overusage of Red Springs used as a main mechanic in custom levels[[note]]They were designed first and foremost around the ''Super Mario Kart'' tracks to emulate their jump strips more accurately than the ''Sonic'' springs before they bled into other tracks[[/note]], so much so that they have been removed in Version 2. Although map format restrictions[[note]]Red and Yellow Springs are considered sector types, all stored in a 16-bit number, meaning that there can only be so many sector types in the game before they run out of space, unlike map objects of which there can be many types without running out of room.[[/note]] were cited as a reason, their overusage in custom levels was the deciding point, although they reassure the fandom that the new spring types used in Version 2 will be as wacky and fun as Red Springs.
** The decision to make [=''BonusChars''=] built into the game and introduce new ''Sonic'' and SEGA racers in Version 2 while at the same time keeping the {{Cap}} of total available racers loaded at a time to 128 was enforced in order to make the game a more proper ''Sonic'' title and greatly downplay the MassiveMultiplayerCrossover aspect most custom servers adopted in mid-late 2019.
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** Most of the characters in [=BonusChars=] are donations by various community members from separately-released mods, including Blaze, Mighty, Arle, Aiai, Vector, Miku, Billy, and Headdy.

to:

** Most of the characters in [=BonusChars=] across v1 and v2 are donations by various community members from separately-released mods, including Blaze, Mighty, Arle, Aiai, Vector, Miku, Billy, and Headdy.
Is there an issue? Send a MessageReason:
None


* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks were also more numerous, with only a small number returning for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter).

to:

* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks in the base game were also more numerous, with only a small number returning return for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter).
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Added DiffLines:

* ThrowItIn: How bonuschars.kart came to be: A member of the development team simply wanted Chao, Shadow and Gamma in the game, even if their spriting skills weren't up to par with the quality of the default cast. Because the team didn't want to throw their work away, it was added as extra content. This eventually developed into a massive collaboration between creators to add more Sonic (and SEGA) characters into the addon, as OfficialFanSubmittedContent notes up above.
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* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks were also more numerous, with only a small number returning for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter.)

to:

* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks were also more numerous, with only a small number returning for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter.)latter).
Is there an issue? Send a MessageReason:
None


* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks were also more numerous, with only a small number returning for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter.

to:

* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks were also more numerous, with only a small number returning for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter.)
Is there an issue? Send a MessageReason:
None


* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks were also more numerous, with only a small number returning for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] were fair game for bundled addons, as shown in Knockout the Echidna.

to:

* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks were also more numerous, with only a small number returning for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] and ''Franchise/SuperMarioBros'' characters were fair game for bundled addons, as shown in Knockout the Echidna.Echidna and Waluigi (albeit a [[Webcomic/BrawlInTheFamily certain]] version of the latter.
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None


** The Community Cup consists of five tracks made by community members.

to:

** The Community Cup consists of five tracks made by community members.members.
* WhatCouldHaveBeen: ''[=Super SRB2 Kart Z=]'' illustrated a ''very'' different future for ''[=SRB2Kart=]'', including a greater ''Mario Kart'' inspiration up to using items directly from the series instead of [[{{Expy}} expies]] and original tracks based on the ''Mario'' universe. The number of ported tracks were also more numerous, with only a small number returning for the project's rebranding in ''[=SRB2Kart=]'' before being removed altogether in Version 2. As shown by bonuschars.wad predecessor "misc.wad", [[OriginalCharacter Original Characters]] were fair game for bundled addons, as shown in Knockout the Echidna.
Is there an issue? Send a MessageReason:
None


** A number of selectable player colors that were added post-launch were community designs.

to:

** A number of selectable player colors that were added post-launch were community designs.designs, such examples include Pigeon, Artichoke, Cinnamon, Lemonade, Crocodile, Wristwatch, and Pastel.
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** Some of the characters in [=BonusChars=] are donations by various community members, including Blaze, Mighty, Arle, Aiai, Vector, and Miku.

to:

** Some Most of the characters in [=BonusChars=] are donations by various community members, members from separately-released mods, including Blaze, Mighty, Arle, Aiai, Vector, Miku, Billy, and Miku.Headdy.
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Added DiffLines:

* ColbertBump: The developers deliberately avoided adding music from popular sources (including the ''Sonic'' franchise itself) unless necessary, thus many obscure songs gained some exposure thanks to this game. A standout example is the game's main menu theme, [[https://www.youtube.com/watch?v=xinlX2VJgvY "Fluvial Beat Deposits"]]; some people thought it was a custom remix of the {{Leitmotif}} from ''VideoGame/SonicMania''!
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** A number of selectable player colors that were added post-launch were community designs.

to:

** A number of selectable player colors that were added post-launch were community designs.designs.
** The Community Cup consists of five tracks made by community members.

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Changed: 140

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* OfficialFanSubmittedContent: Some of the characters in [=BonusChars=] are donations by various community members, including Blaze, Mighty, Arle, Aiai, Vector, and Miku.

to:

* OfficialFanSubmittedContent: OfficialFanSubmittedContent:
**
Some of the characters in [=BonusChars=] are donations by various community members, including Blaze, Mighty, Arle, Aiai, Vector, and Miku.Miku.
** A number of selectable player colors that were added post-launch were community designs.
Is there an issue? Send a MessageReason:
None


* OfficialFanSubmittedContent: Some of the characters in BonusChars are actually donations by various community members, including Blaze, Mighty, Arle, Aiai, Vector, and Miku.

to:

* OfficialFanSubmittedContent: Some of the characters in BonusChars [=BonusChars=] are actually donations by various community members, including Blaze, Mighty, Arle, Aiai, Vector, and Miku.
Is there an issue? Send a MessageReason:
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Added DiffLines:

* OfficialFanSubmittedContent: Some of the characters in BonusChars are actually donations by various community members, including Blaze, Mighty, Arle, Aiai, Vector, and Miku.

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