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Super SRB2 Kart Z =NOT EXACTLY CANCELED= Details »»
Super SRB2 Kart Z =NOT EXACTLY CANCELED=
Version: 12.10.29, by ZarroTsu (Crumpled Up And Thrown Away) ZarroTsu is offline
Developer Last Online: Feb 2018

Version: SRB2 Kart Rating: (18 votes - 4.72 average)
Released: 01-21-2012 Last Update: 01-20-2013 Installs: 18

This project has been discontinued.

( Download the last version of the game here )

( Download the music files here )

( Download the source code here )

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File Type: rar SRB2KART.121029.Required.rar (13.50 MB, 8621 views)
File Type: zip music1.zip (21.33 MB, 4742 views)
File Type: 001 music2.7z.001 (30.00 MB, 5236 views)
File Type: 002 music2.7z.002 (8.97 MB, 4931 views)
File Type: 001 music3.7z.001 (30.00 MB, 5042 views)
File Type: 002 music3.7z.002 (15.01 MB, 4713 views)
File Type: zip source-part1.zip (28.55 MB, 4133 views)
File Type: zip source-part2.zip (14.68 MB, 3843 views)

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Comments
Old 02-21-2012   #202
fickleheart
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Quote:
Originally Posted by Razor View Post
Haha, its possible. It just takes lots of skill to make it. But most of the tracks on F-Zero GX are impossible to make, not all.
No, that's not the problem.

The problem is that F-Zero GX makes gravity bend over backwards like its bitch, while SRB2's whole engine is designed to only handle gravity that heads straight down. It's the same reason slopes don't exist; supporting all those weird angles would turn the already high number of sprites a character takes into the realm of absurd.

Also, the whole concept of ports irks me slightly, since those maps are made for a completely different engine than SRB2Kart's. Why not spend the time making something designed for our physics instead?
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Last edited by fickleheart; 02-21-2012 at 11:23 PM.
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Old 02-21-2012   #203
D00D64
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Quote:
Originally Posted by RedEnchilada View Post
Also, the whole concept of ports irks me slightly, since those maps are made for a completely different engine than SRB2Kart's. Why not spend the time making something designed for our physics instead?
This is why I drew the line on ports. I didn't want to scrap all of them, as some people still find them fun, so I made a full set of 4 cups and left it at that. There will be no more ports (except if Battle mode gets implemented, possibly). I want to encourage other users to actually make NEW maps, preferably non-Mario ones, given how much they outweigh Sonic's settings.
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Old 02-22-2012   #204
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I respect the amount of ports we have. Some of them are the best tracks we have, but I wanna see more originals too.
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Old 02-22-2012   #205
Chaotic Chao
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I still want more. =p
But I'm OK.
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Old 02-22-2012   #206
Latius
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True, I'm not exactly helping the number of ports we have with my F-Zero pack, but at least with SOME of them (Especally Fire Field) I'm adding extra stuff to them, like new routes. Plus, I'm taking advantage of the WW shield with my III maps. But at least I'm also making new tracks in a similer style, and I've also got a backlog of custom tracks that I could improve on, too.
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Old 02-22-2012   #207
Master Cheater X
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You can drift on the air in any track, even after you jumped from a spring!
Found this out while I was playing Dark Desert.
Look on the pictures below.
Oh yeah and why canít Player 2 drift?
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Old 02-22-2012   #208
D00D64
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While P2 not drifting is an issue (and a known one), drifting in mid-air is not so much an issue and practically a game mechanic at this point. Infact, several kart games with drifting allow you to kind of do this, retaining your drift charge if you fell off something and landed while holding drift. I think we'll be keeping this "bug".
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Old 02-23-2012   #209
ZarroTsu
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Spoiler:
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Old 02-23-2012   #210
I'll Begin
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Quote:
Originally Posted by ZarroTsu View Post
Spoiler:
Son of THE bitch that's sweet!

... what is it
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Old 02-23-2012   #211
Badnik
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Quote:
Originally Posted by I'll Begin View Post
Son of THE bitch that's sweet!

... what is it
According to IRC, it's SRB2Kart's version of a rainbow road.
Spoiler:
I wonder what will happen in the ERZ themed part...
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Old 02-23-2012   #212
kyllian1212
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Looks like awesome.But the GFZ thingy makes it wierd.
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Old 02-23-2012   #213
Katch
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Quote:
Originally Posted by RedEnchilada View Post
No, that's not the problem.

The problem is that F-Zero GX makes gravity bend over backwards like its bitch, while SRB2's whole engine is designed to only handle gravity that heads straight down. It's the same reason slopes don't exist; supporting all those weird angles would turn the already high number of sprites a character takes into the realm of absurd.

Also, the whole concept of ports irks me slightly, since those maps are made for a completely different engine than SRB2Kart's. Why not spend the time making something designed for our physics instead?
Have you guys ever fully completed F-Zero GX? There is a plain oval track you know. There is also zoomtubes that you can make for the hard twisty parts.
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Old 02-23-2012   #214
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Quote:
Originally Posted by Razor View Post
There is a plain oval track you know.
We've already got GCN Luigi Circuit, we don't need another oval track.

If I would suggest an F-Zero GX port, then it would be probably that Red Canyon from Chapter 2 of Story Mode. It would also be the first no lap track.
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Old 02-23-2012   #215
I'll Begin
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I was originally going to make my map a no-lap/sections track, but then I decided it would be too much work, but I have other ideas that'd work nice in sections.
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Old 02-23-2012   #216
Latius
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Well, when I do my RR, it'll most likely be the first sections track in SRB2Kart history.
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Old 02-23-2012   #217
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Quote:
Originally Posted by ah2190 View Post
Well, when I do my RR, it'll most likely be the first sections track in SRB2Kart history.
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Old 02-23-2012   #218
Master Cheater X
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On most kart games, once you drift of a ramp you lose your drifting!?
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Old 02-23-2012   #219
Katch
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Quote:
Originally Posted by Fooruman View Post
We've already got GCN Luigi Circuit, we don't need another oval track.

If I would suggest an F-Zero GX port, then it would be probably that Red Canyon from Chapter 2 of Story Mode. It would also be the first no lap track.
GCN Luigi Circut isn't a oval track, it is a kinda "infinity" shape track.
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Old 02-23-2012   #220
Chaotic Chao
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Why would we need a plain oval track, anyway? It's close enough.
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Old 02-23-2012   #221
Monster Iestyn
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Quote:
Originally Posted by Razor View Post
GCN Luigi Circut isn't a oval track, it is a kinda "infinity" shape track.
Sure, but the track itself is definitely just a simple loop, not infinity-shaped.
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