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SRB2Kart v1.0.4 Details »»
SRB2Kart v1.0.4
Version: v1.0.4, by VelocitOni (KartKrew Dev) VelocitOni is offline
Developer Last Online: Mar 2019

Version: SRB2 Kart Rating: (18 votes - 4.89 average)
Released: 11-16-2018 Last Update: Never Installs: 10
Characters Single Player Levels Multiplayer Levels Code Changes Models Sprites/Graphics Is in Beta Stage

Spoiler: A note from Oni

First of all... 5029. 5029. 5029.
For any normies who somehow got here, "5029." is the natural port number for SRB2 as a whole. This release DOES NOT HAVE SINGLE PLAYER CONTENT OUTSIDE OF STAFF ATTACK. To get the full experience, you HAVE to rely on servers to be up to play with other human beings. There are no CPU-players.
If you wanna put up your own? You have to port-forward TCP/UDP to 5029

It isn't a totally client-sided game either, you will experience latency. So make sure your opponents (and YOU) have low ping.


That's all from me.

Now without further ado, in Sryder's own words...

SRB2Kart is a classic styled kart racer, complete with beautiful courses, and wacky items. Of course, because it’s SRB2Kart, it has a Sonic twist that really shows the classic charm that a lot of us know and love from the good old days™.

We have 100 jam-packed maps for you to bump, explode, and sparkle your way through, from luscious beaches, to Eggman’s dance floor, to England on a good day. All lovingly crafted by many different people. You’ll notice almost every aspect of the game has an immense love and inspiration from the classic sonic games. From the items such as Ballhog, which literally throws bouncey explodey balls at people, to the maps which are bursting with that Sonic feel.

Of course, you'll only start off with a few cups available, but you can unlock more by playing offline/online matches. Alternatively, you can immediately jump into challenging yourself and race us personally in Staff Attack mode! Don't worry, we'll go easy on you.

Game Modes
We have 2 game modes for you to choose from: Race, and Battle.
Race mode is the normal: Race through the track to beat your opponents, use your items and skill to swooce past the competition, Oh my God what is that following behind me HELP! You know, the usual.

Battle mode asks you to violently throw spikeballs at your friends until they have no bumpers and you have some. But watch out, they can come back with a vengeance and chase you to the ends of the earth afterwards! Or maybe if they’re feeling nice they might help you with a powered up item

Spoiler: Characters

As you’ll find, we have 5 characters in the base game to enjoy, all with very distinct stats. Before we go into them individually, I’ll explain how our stats work. We have separate variables that effect the way a character plays. Speed, and Weight. Higher speed gives you a greater top speed, but sacrifices your ability to accelerate, higher weight reduces your control over your drifting, but you bump players that you are heavier than more violently. Your combination of speed & weight decide how fast you earn drift sparks. We have this shown clearly on a handy dandy grid on the character selection screen in the main menu, pick the character that aligns with your desires most!


Sonic is just what you’d expect from our favorite blue hero! Pretty fast and agile! He’s got some good speed, and can control his drifts pretty well, just make sure you get the drift boosts because otherwise you’ll fall behind!


Our cute fox boy Tails! Tails has slow speed, but can really get going quickly, he can also take incredibly tight turns all the time, get close to those corners for him to really slip past people!


Here he comes, tougher than the rest of them. Knuckles is average in both stats, he’s very balanced, and likely a good pick if you don’t know who to try first!

Dr. Eggman

Ohohohohoho! Eggman has come along to steal the competition! He’s quite slow though, so take advantage of his fast drift-spark rate and his immense weight to stop others from overtaking!

Metal Sonic

*Loud Angry Robot Noises* Metal Sonic is fast, and heavy. He’ll fly through the courses if given the chance, but his cornering leaves much to be desired…

Bonus Ducks Characters
Included with the main download is bonuschars.kart. We don’t add it by default, but you can easily do so from the add-ons menu for many more characters to play with! A slew of extras, by a trio of our other devs in their free-time!

The Various Other Things
-Make sure to check out the in-game manual by pressing F1 or using the menu if you need some help or tips!
-We’ve added some extra Quality of Life features from the vanilla game to help out, such as multi-admin and a chat system that is readable!
-There’s a slight lack of documentation for modding currently, we’ll try and get on that as soon as we can.

We plan to redo the crediting in some fashion eventually so all the track sources can be included in-game, but until then they'll all just be right here for very easy viewing!

Spoiler: Music Sources


Green Hills Zone | Toot Toot Sonic Warrior (Instrumental) - Sonic CD (2011)
Dark Race | Chao Race (Extended Mix) - Sonic Adventure 2
Northern District Zone | Broken Moon - Tokyo Active NEETs
Darkvile Garden Zone | Mortivia Fountain - Michiru Yamane
Daytona Speedway Zone | Let's Go Away - Takenobu Mitsuyoshi
Egg Zeppelin Zone | War Machine's Theme - Marvel vs Capcom
Sonic Speedway Zone | Green Grove Zone, Act 1 - Tee Lopes (Remix)
Hill Top Zone | Sonic Drift 2 Hill Top - SeventhSentinel (Remix)
Misty Maze Zone | Industrial District - Columns III
Grand Metropolis | Dream Uneven Bars - Mario & Sonic... 2012 Olympic Games
Sunbeam Paradise Zone | Moon Palace 2 - Drift City
Diamond Square Zone | Authentic Sky - TEKKEN 4
Midnight Meadow Zone | Plant Man's Stage - Megaman 6 Complete Works
Twinkle Cart | Twinkle Cart - Jun Senoue
Pleasure Castle | Pleasure Castle - Jun Senoue
Paradise Hill Zone | Horizon Heights Zone, Act 2 - Sonic: After the Sequel
Sub-Zero Peak Zone | Frost Man - Mega Man 8
Sapphire Coast Zone | Foliage Furnace Zone, Act 1 - Sonic: After the Sequel
Sand Valley Zone | Sand Ocean - F-Zero
Megablock Castle Zone | El Anoir Field South - LaTale
Canyon Rush Zone | Western GunRun - LaTale
Casino Resort Zone | Jr. Street - Mario Hoops 3 on 3
Silvercloud Island Zone | Fight or Flight "Air Armada" - Rivals of Aether
Blue Mountain Zone | White Land I - F-Zero (SNES)
Petroleum Refinery Zone | Fear Factory - Vincent Rubinetti (Remix)
Desert Palace Zone | Desert Palace - Sonic the Hedgehog 3
Aurora Atoll Zone | Aurora Atoll Zone - SeventhSentinel
Barren Badlands Zone | Hol Horse's Theme - JoJo's Bizarre Adventure (Arcade)
Red Barrage Area | Red Barrage Area - Jun Senoue
Midnight Channel | Reach Out to The Truth - Persona 4 Arena (Remix)
Vanilla Hotel Zone | Ave de Rapina - Beatmania IIDX 7th Style
Toxic Palace Zone | Atomic Waste Zone - Michael Staple
Ancient Tomb Zone | Desert Area - LaTale
Cloud Cradle Zone K | The Moon - Chris Holland & Luke Kwing (Remix)
Volcanic Valley Zone | Eggman Empire Zone - Michael Staple
Kodachrome Void Zone | Shooting Star - Elwood
Boiling Bedrock Zone | Vigaku (Theme of Ein) - Dead or Alive 2
Egg Quarters | Lovely Gate 3 - Sonic Adventure 2
Virtual Highway Zone | The Biggest Dreamer - Digimon Rumble Arena
Eggman's Nightclub Zone | Soft Collision - Mighty Switch Force 2
KKR Ganbare Dochu 2 | Ganbare Dochu - Konami Krazy Racers
CK Chao Circuit 1 | Theme of 'CHAO' - Jun Senoue
CK Chao Circuit 2 | Join us 4 Happy Time - Jun Senoue
CK Cloud Tops 2 | Search ~ In the Midst - Ace Attorney: Justice for All
D2 Balloon Panic | Balloon Panic - Sonic Drift 2
SM Special Stage 3 | Dimension Heist - Sonic Mania
MKSC Sky Garden | Sky Garden - Mario Kart DS
MKDS Peach Gardens | Peach Gardens - Mario Kart Wii
MKSC Rainbow Road | GBA Rainbow Road Remix - Panman14
SMK Donut Plains 1 | Donut Plains - Super Mario Kart
SMK Mario Circuit 2 | Mario Circuit - Super Mario Kart
SMK Ghost Valley 2 | Ghost Valley - Super Mario Kart
SMK Bowser Castle 3 | Bowser Castle - Super Mario Kart
SMK Vanilla Lake 2 | Vanilla Lake - Super Mario Kart

????? ????? ???? | Neo City - Drift City
????? ????? ???? | World Open Finals - Mario Power Tennis
????? ????? ???? | Arid Sands: Day - Sonic Unleashed
????? ????? ???? | Graveyard Gig - ...All-Stars Racing Transformed
????? ????? ???? | 2 Player - Jonny Atma Ft. The8BitDrummer (Remix)
????? ????? ???? | Living In One More City - 7 Somari Dad
????? ????? ???? | Ema Skye ~ Scientific Detective - Apollo Justice: Ace Attorney
????? ????? ???? | 4 Minutes Before Death - Ghost Trick: Phantom Detective
????? ????? ???? | Napoleon Disappeared!? - Pop'n Music 10
????? ????? ???? | Main Menu & Retro Maze - Pac-Man World Rally
????? ????? ???? | Midnight Freeze Zone - Arrow, SSNTails
????? ????? ???? | Townsville Raceway - Cartoon Network Racing (DS)
????? ????? ???? | Silence - Tony Thai (Remix)
????? ????? ???? | Rainbow Road - Super Mario Kart


Municipal Meadow Zone | Tropic Turf Zone Act 1 - Karl Brueggemann
Tricircle Marina Zone | Seascape - Knuckles Chaotix
Tinkerer's Arena Zone | Boss Challenge I - Diddy Kong Racing
Cucky Farms Zone | Al's Toy Barn - Toy Story 2 (PS1)
Techno Hill Zone | Techno Hill Zone, Act 1 - SeventhSentinel (Remix)
Marble Zone | Marble Zone '12 - Tee Lopes (Remix)
Colosseum | Phi Battle - Sonic Battle
Dried Battledune Zone | Khan's Theme - JoJo's Bizarre Adventure (Arcade)
Eerie Grove Zone | Underground - Wild Guns Reloaded
Rusty Rig Zone | Disease Transport - DrTapeworm
Fantastic Tabernacle Zone | Shrine | Trap - gxf4c3 (Remix)
Bad Taste Aquarium | Bad Taste Aquarium - Jun Senoue
Spotlight Syndicate Zone | Space Ship: Strut - Space Channel 5
City Skyline Zone | Strollin' the City - Karl Brueggemann
Fakery Way | Fakery Way - Sonic Adventure
Bumper Carts| Twinkle Circuit - Sonic Adventure
Death Egg's Eye | Never Let It Go - Sonic the Fighters
Power Plant | Stage 04: Power Plant - Sonic Heroes
Tails' Lab | Tails' Lab - Sonic Battle
Armored Armadillo | Armored Armadillo Stage (Arranged) - Synthescissor
Trigger Happy Havoc | School Ordeal - Danganronpa V3: Killing Harmony
Mementos | Mementos - Persona 5
CD Special Stage 1 | Special Stage (US) - Sonic CD
SMK Battle Course 1 | Battle Mode - Super Mario Kart
SMK Battle Course 2 | Battle Mode - Super Mario Kart
SMK Battle Course 3 | Vanilla Lake (Beta) - Super Mario Kart
SMK Battle Course 4 | Battle Mode - Super Mario Kart
MK64 Block Fort | Choco Mountain - Mario Kart 64
MK64 Double Deck | Choco Mountain - Mario Kart 64

????? ????? ???? | Meadow Match Zone - Arrow, SSNTails
????? ????? ???? | merge-break - xaki


Title Screen | Fluvial Beat Deposits - Simon Stålenhag
Voting Screen | Chaotic World - Knuckles' Chaotix
Voting Screen End | Decision - Knuckles' Chaotix
Invincibility | Invincibility - Sonic the Hedgehog 3
Grow | Surging Power - Knuckles' Chaotix
Race Intermission (Win) | Practice - sora: SUGURI II (DEKU)
Race Intermission (Lose) | Hit Em Up (Instrumental) - 2Pac
Race Intermission (NO CONTEST) | Results - F-Zero
Battle Finish Jingles | Bomberman Tournament (Game Boy)
Battle Intermission/Staff Attack | Menu - Metropolis Street Racer
Waiting to Join | Race Results - Sonic the Hedgehog 3
New Challenger | Minor Boss - Sonic the Hedgehog 3 - MarkeyJester (Dual PCM)
Credits | Chomp - Moot Booxle

If you don't have the game, then you want the Full Install. If you already have v1.0.3 or higher, then you might want to use the Patch to save on download size, but it is otherwise functionally identical to using the full installer on the same folder.

Full Install (Windows 32-bit)
Patch (Windows 32-bit)

Full Install (Windows 64-bit)
Patch (Windows 64-bit)

Full Install (Mac)

Spoiler: Linux Installation Instructions

SRB2Kart now uses an APT repository via Launchpad for handling Linux editions. Your add-ons and data will be saved in your home folder (~/.srb2kart). To view information about each install package, visit our Launchpad PPA page:

Debian users will first need to use these commands to retrieve the repository public key:
$ sudo apt-get install dirmngr
$ sudo apt-key adv --keyserver hkp:// --recv-keys BC359FFF5A04B56C41DBC134289CABAB043F53A7
Next, Debian & Ubuntu users can run these commands to install the game.
$ sudo add-apt-repository ppa:kartkrew/srb2kart
$ sudo apt-get update
$ sudo apt-get install srb2kart
If Terminal does not have a "add-apt-repository" command, then also enter:
$ sudo apt-get install software-properties-common
These instructions are largely identical to base SRB2's, just switched out repo & package names. For more detailed information, visit this page:

MANUAL (F1 in-game)

Spoiler: Changelog

  • Major changes:
    • Added a ping display in the lower-right hand corner of the screen that's on by default
    • Fixed the game not being properly marked as modified when loading addons from the command line
    • Up to 128 characters can now be loaded, up from 64
    • The field of view can now be adjusted with the fov console variable
    • Added the ability to set a password for joining a server
    • Game speed is now displayed on the in-game server browser for Race servers
  • Map changes:
    • Strengthened offroad in sections of Green Hills, Sonic Speedway, Sunbeam
    • Paradise, Megablock Castle, Blue Mountain, Barren Badlands, CK Cloud Tops 2, and SM Special Stage 3
    • Extended the finish line on Paradise Hill, Misty Maze, Midnight Channel, Cloud Cradle K, and Aurora Atoll
    • Daytona Speedway: Raised guard walls
    • Grand Metropolis: Completely removed the building skip
    • Megablock Castle: Fixed a lap exploit
    • Sapphire Coast: Checkpoint adjustment to fix players spawning in the cliff of the thin bridge shortcut
    • Casino Resort: Fixed wall scrolling textures
    • Misty Maze: Fixed boundary bricks around the finish line causing players to get stuck in off-road
    • Donut Plains 1: Fixed layering issues with players and off-road grass
    • Black Bliss: New Hell map, replacing CNR Townsville Raceway
    • Blue Mountain Classic: Changed the level select picture
  • Item changes:
    • Fix item toggle menu disabling the wrong items when used
    • Fixed Orbinaut*4 and Jawz*2 not appearing in the item rotation
    • Fixed many power items disappearing from the rotation in 9P+ races
    • Fixed drift sparks not generating on offroad when using an item that negates offroad's effect
    • Using a Sneaker now cuts your flashing invincibility short
    • Added a possible fix for synch failures related to using Shrink
    • Shrink timer is now a consistent 20 seconds long
    • Prevent certain items from being rolled for the first 30 seconds of a race
    • Adjusted Mine:
      • Increased startup time
      • Greatly increased startup time when dropping mines
      • Reduced the explosion radius
      • Removed automatic explosion after a certain time
      • Mines that have not activated yet can now be punted on collision, instead of exploding immediately
    • Fixed Hyudoro being tangible to Jawz and Orbinauts
    • Only allow one Hyudoro to be rolled every five seconds
    • Added the ability to cancel Grow early by holding the item button
    • SFX now plays when sniping someone with a throwable item
    • 2nd place SPB Rush odds are not affected by player count
    • Reticule is displayed on minimap while SPB is out
    • Removed limit on how many players can simultaneously have invincibility or grow
    • Make thunder shield explosion radius properly adjust to map scale
    • Prevent players from stacking multiple thunder shields in their item box
  • Modding changes:
    • Added player.splitscreenplayer variable for determining if a player is a splitscreen player 2/3/4
    • Added cmd.latency variable for reading how many frames of latency a player has
  • Other gameplay changes:
    • Greatly improved anti-gravity support
    • Fixed various issues related to player collisions causing absurd thrusts
    • Fixed an issue with latency detection that would occasionally cause steering problems
    • Adjusted speed requirements for water skipping
    • Adjust vertical launch momentum underwater in various cases
    • 2P splitscreen now uses an FOV adjustment for better consistency with other view mode cameras
    • Simplified various explosion effects to improve framerate
    • Fixed occasional bonks on staircases
    • Added a bunch of new player colors and modified some old ones
  • Crash/freeze fixes:
    • Fixed occasional crash in Daytona Speedway and other maps from drawing papersprites
    • Fixed Linux builds hanging after 34 hours of continuous runtime
    • Fixed memory leaks leading to potential crashes when sitting on certain menus for an extended period of time
    • Fixed server crash when receiving a join request while playing certain maps from PK3 addons
  • Misc changes:
    • Gave FPS display a smaller font
    • Improved ping limit detection
    • Fixed arrows indicating chat can be scrolled not appearing
    • Fixed full servers at maximum player counts not showing up on the master server or responding to join requests
    • Added toggles for various behaviors on losing game focus
  • Bonuschars updates:
    • Added Cream, by Virt
    • Added NiGHTS, by Mr. McScrewup
    • Added Beat, by Ezo
    • Added Kiryu, by LJStar
    • Added Ulala, by zxyspku and LJStar
    • Added Ray, by Voltrix
    • Added Chaos Zero, by 1-Up Mason
    • Updated sprites for AiAi, E-102 Gamma, Espio, and Wonder Boy
    • Replaced sprites for Rouge, by FlareBlade
    • Replaced sprites for Shadow, by MotorRoach
    • Adjusted Rouge's stats

  • Fixed 64-bit builds delaying inputs by up to an entire year, and crashing when you tried to tell it not to do that.
  • Item changes:
    • Power item frequencies scale with player counts always, instead of only below 8 players. This is to keep driving a sole focus over being spammed out with items.
    • In Battle Mode, power item frequencies can now scale with player counts, instead of only Race Mode. This count does not include Karma players, meaning the item frequencies become more hectic as the match reaches the end.
    • The number of allowed invincibility items scale with player count. Instead of a static 2 allowed at once, approx. 1/4 of played can be allowed invincibility items at the same time.
    • Orbiting item shield (Orbinaut, Jawz) changes:
      • Base orbit speed is much lower.
      • Orbit speed gets slower with more shields being held at once.
      • Orbiting item shields always have at least one spawn directly behind the deployer.
      • The hit confirm sound effect now plays on shield collision, instead of only for thrown collision.
    • Jawz target reticule changes:
      • Added a 5 tic delay on target switching.
      • Made Jawz make sure its target is set immediately, when initially thrown.
      • Jawz targetting cone is now slightly wider in Race.
    • Thrown Orbinaut & Jawz have higher falling speeds.
    • Reduced the frequency of Eggman items.
  • Offroad changes:
    • Weight no longer gives an advantage for off-road leniency -- everyone plays even with a 0.5 second leniency window.
    • Speed drops faster in off-road overall.
    • Drift sparks can no longer be started in the middle of off-road.
  • Map changes:
    • Fixed an intangible barrier in Daytona Speedway Zone.
    • Blocked off a few gaps between the ring arches in Sonic Speedway Zone.
    • Fixed floating grass textures in Hill Top Zone.
    • Extended the finish line in Petroleum Refinery Zone.
  • Modding changes:
    • Added a distinction between "fair add-ons" and "major add-ons". Most notably, standard character WADs & non-replacing maps will no longer trip cheat detection, and can be used in Record Attack! You can even earn medals with most add-on characters.
    • Lua: Added a "PlayerCmd" hook. Function format is "function(player [player_t], cmd [ticcmd_t])". This allows modders to change player input as it gets created.
    • Lua: Exposed player taunt functions. (K_PlayAttackTaunt, K_PlayBoostTaunt, K_PlayOvertakeSound, K_PlayHitEmSound, K_PlayPowerGloatSound)
    • Lua: Exposed drawKartString for HUD hooks.
    • Lua: Added HUD disables for "freeplay" and "battlerankingsbumpers".
    • Lua: Added splitscreen camera number to camera_t (camera.pnum).
  • bonuschars.kart changes:
    • Added Dark Chao, by Ezo.
    • Overhauled Chao and Miku's sprites.
    • Adjusted the color changing on Arle and Aigis.
    • Better sound quality for Arle and Aigis' sound clips.
  • Increased the strength of wipeout (spinout + bump) slowdown.
  • Reduced how much the spinout timer can be added to when wiping out.
  • Flashing players can no longer be collided with.
  • Lookback camera switch is now instanteous.
  • Added the "ingamecap" console variable. Sets a cap on non-spectating players.
  • The thin font is now used for text on the intermission and TAB rankings when a server reaches 9+ players, rather than shortening names to 5 characters.
  • Allowed more characters to be typed in the "Specify IPv4 Address" option on the Multiplayer menu.
  • Exposed the "serversort" console variable.
  • Disabled the respawn command when mid-air.
  • Fixed players being able to timeout from a server during a transition fade.
  • Fixed a crash that could happen from a player colliding with an Eggman item as it gets dropped.
  • Changed default cpusleep to 1. (You can set it to 0 again if you really want the game to use up an entire CPU core. :V)

  • Self-Propelled Bomb improvements:
    • SPB Rush: 2nd place now gets drastically better items to catch up with 1st while a SPB is active.
    • SPB will find another target if its current target is no longer in the lead after 7 seconds.
    • Made SPB play fair when its target is on a conveyor belt.
    • SPB is now forcefully given to 2nd whenever 1st gets too far away.
    • Changed how SPB difficulty scales depending on character -- instead of getting harder for high acceleration characters, it takes both acceleration and drift-spark rate into account.
    • Fixed an exploit with SPB that caused it switch targets when its existing one died.
  • Item & roulette improvements:
    • The spinning roulette is now player-colored, to make it easier to tell if you haven't gotten the item yet during lag-spikes.
    • Your item flashes when the roulette finishes.
      • It flashes white with normal item odds, red for reduced odds, and rainbow for enhanced odds.
      • Flashing also acts as a short grace-period that prevents it being stolen by Hyudoro.
    • Reduced and enhanced odds now have their own item roulette finish sounds.
    • Enhanced Karma items spawn fireworks when picked up.
    • Fixed SPB/Shrink being able to be rolled while either is dropped.
    • Fixed dropped items not being removed in death pits.
  • Voting improvements:
    • Improved map variety. Duplicate maps only show up once a majority of maps have been played, instead of only seen.
    • Made gametype switch votes much more frequent under all settings, and changed the default from "Sometimes" to "Frequent".
    • The chance for Map Hell appearing was accidentally made 2000% higher than intended; this has been fixed.
    • Splitscreen parties can now get yeeeah'd when their votes are picked.
  • Shrink improvements:
    • Shrink no longer causes spinout and instant speed loss.
    • Getting squished while shrunk reduces the length of your shrink timer.
    • Fixed Shrink being able to hit Grown or Invincible players since v1.0.1.
    • Fixed Shrink being able to hit spectators.
  • Map improvements:
    • Added a SRB2Kart finish flag to Daytona Speedway Zone.
    • Added a death pit to Hill Top Zone's jump.
    • Increased the difficulty of Misty Maze Zone.
    • Added missing player starts to Sand Valley Zone and SMK Bowser Castle 3.
    • Added minor missing finish line areas in Blue Mountain Zone.
    • Made the toll gates in Northern District Zone intangible.
    • Added fencing to the sides of the ice bridge in Sub-Zero Peak Zone.
    • Fixed a patch of offroad on the last spiral of Daytona Speedway Zone.
    • Fixed the alignment of the last two booster textures in Sand Valley Zone.
    • Added death pits to a few hard to get to areas that would normally soft-lock you.
    • Changed checkpoints for several maps.
    • Changed the textures in Kodachrome Void Zone.
    • Fixed position calculations being wonky in sprint maps.
    • This list is a general gloss-over -- 60+ maps have been changed from v1.0.1 in total!
  • Gamepad improvements:
    • Enabled explicit support for XInput controllers. In the rare instance that this messes with your gamepad, then try running the game with the command line parameter -noxinput to revert to the old behavior, or -nohidapi to disable any automatic SDL HID API mappings.
    • Added controller hot-plugging. Plugging in a controller mid-game tries to assign it without requiring the game to be restarted.
    • Added the ability to use axes, accelerate, and brake to control menus.
    • Fixed Player 4 being unable to use a controller.
  • Netcode/server host changes & fixes:
    • Added lag compensation to turning. Turning in lag should feel much more responsive now.
    • Added lag compensation to starting boosts. You should no longer have to adjust your timing as much compared to Record Attack.
    • Added a "netticbuffer" console variable that attempts to reduce connection-induced frame drops at the cost of, in the absolute worst case scenario, one additional frame of control lag. Setting to 0 reverts to the old behavior.
    • Renamed "giveadmin" to "promote", and "removeadmin" to "demote".
    • Stricter network variable defaults. (Server hosts will need to change some of these settings to the new defaults manually, if desired.)
      • Changed default nettimeout & jointimeout from 350 (10 seconds) to 105 (3 seconds).
      • Changed default maxping from 0 to 800.
      • Changed default resynchattempts from 10 to 5.
    • Added an "Advanced Server Options" menu with numerous network variables that server hosts normally tweak.
    • Everything is now automatically unlocked for dedicated server hosts.
    • Exiting countdown can now properly be set if players disconnect.
    • Fixed a bug where player count could overflow in dedicated servers.
    • Fixed a bug where remote admins would sometimes give illegal commands.
    • Fixed clicking "refresh" multiple times in the Internet Server Browser showing less servers each time.
  • Modding changes:
    • PK3 add-ons are now supported! These are renamed ZIP format files, using folders to separate different lump types instead of markers. In SLADE, you can create these by clicking "New Zip Archive" instead of "New WAD Archive". Obvious boons are the decreased the file-size from ZIP compression, organization via folders, and being able to quickly create & edit a usable add-on via batch.
    • Heavily extended the character set of the thin font. Notably, it contains lowercase characters now.
    • The maximum number of characters has been doubled (from 32, to 64).
    • Speed/Weight stats have been locked more consistently for modders.
      • Skin values are now locked between 1-9, but it's no longer locked when changing skins. This results in no gameplay change, but the character select screen no longer lies to you. Lua is still allowed to change these to absurd values.
      • Random instances where Weight was locked between 1-9 during run-time have been removed.
      • Engine sounds can no longer overflow with overly-high Speed/Weight stats.
    • Lua: Exposed the K_KartUpdatePosition function.
    • Lua: Added hooks for player damage. (PlayerSpin, PlayerSquish, PlayerExplode, ShouldSpin, ShouldSquish, and ShouldExplode)
    • Lua: Added constants for translation colormaps for HUD drawing.
    • Lua: Added a mapobjectscale global, which makes retrieving the map's scale less tedious to type.
    • Lua: Fixed SKINCOLOR constants not being accessible.
    • Lua: Fixed being unable to use "colorize" translation colormaps for HUD drawing.
  • bonuschars.kart changes:
    • Added Flicky, by VAdaPEGA.
    • Added Motobug, by DrTapeworm.
    • Added Mighty, by Snu.
    • Added Vector, by DirkTheHusky.
    • Added Blaze, by Virt.
    • Added Arle, by Lat'.
    • Added Aiai, by DirkTheHusky.
    • Added Hatsune Miku, by zxyspku.
    • Reorganized character stats.
  • Added a reticule over all WANTED players' minimap icons.
  • The minimap and WANTED poster now appear in splitscreen.
  • Song credits are now shown in-game. Custom music can be defined with a MUSICDEF lump.
  • Added a fancy new character select stat grid (courtesy of sphere), which better illustrates drift-spark rates & engine classes.
  • Buffed item hitbox sizes. This includes item boxes, HUD dropped items, and karma-controlled items. This does NOT include Eggman items or karma-controlled Eggmen.
  • Nerfed the activation range of Mines, after the first tic. (The explosion radius remains unchanged.)
  • Drifting now requires a minimum speed to be reached at any time during the drift before drift-sparks can be earned.
  • Made the finish lines for sprint maps create respawn points.
  • Opponents' points in Battle Mode are no longer hidden behind their item arrows.
  • Made the offroad/item drag slowdown dust take your momentum, so more of it is visible.
  • Turning while respawning no longer needs you to hold accelerate & brake.
  • Added a "Reset to defaults" option to Control Setup.
  • The Music/SFX on/off setting is now saved to config.
  • The game now checks for new unlocks after getting a Record Attack medal.
  • Darkened the disabled booster textures for more visibility.
  • Drifting and Pogo Spring states get reset on damage, when bumping walls, or touching Adventure speed pads.
  • Battle announcements are no longer shown for spectators.
  • NO CONTEST explosions no longer wait 2 seconds to start spawning the smoke stack.
  • OpenGL: 3D models now rotate to align with sloped surfaces.
  • OpenGL: Added support for a fallback player MD2 if one isn't found.
  • Fixed most missiles (Orbinaut, Jawz, etc) not accepting speed changes when fired backwards or when fired above top speed.
  • Fixed the offroad/banana slowdown dust effect spawning when not moving or while spectating.
  • Fixed squishing other players being unreliable in scaled maps.
  • Fixed sound distance not scaling with map scale.
  • Fixed HUD animations pausing on death.
  • Fixed zoom tubes being able to permanently give a player low friction.
  • Fixed per-map palettes not resetting when going back to the title screen.
  • Fixed the all-unlocks cheat not always saving after use.
  • Fixed spectator controls using the wrong gamepad axis for floating up/down.
  • Fixed an odd green frame on SPB's sprites.
  • Fixed patch.kart being loaded after sounds.kart.
  • Fixed the Master Server web page reading "Tag" instead of "Match" for Battle Mode servers.
  • Fixed the green zig-zag replacement textures from v1.0.1 being named incorrectly.
  • Attempted to fix Race finishes using the wrong music on rare occasions.
  • Removed Gay Baby Jail.
  • Updated the codebase to match SRB2 v2.1.23; most unlisted changes from there will also apply here.
  • GAMEPLAY CHANGE: Initiate the level finish countdown only when all winning players (ie, those in the top half of rankings) have been declared.
  • Make modified game prints more descriptive.
  • Default gr_md2 to on.
  • Fix an issue where you were allowed to join a server with multiple splitscreen players, exceeding the maximum number of players the server could hold.
  • Fix a memory leak in the minimap that could sometimes result in the viewport being replaced with an enlarged minimap icon in OpenGL.
  • Fix Battle Mode causing the game to crash in dedicated servers.
  • Fix your record attack times and medals not saving when later modifying the game.
  • Fix the game's tally of your matches played in modified games mostly never saving.
  • Fix an issue where hitting an Eggman Monitor would get you stuck permanently in Shrunk forme.
  • Fix the introductory level fade not consistently occuring.
  • Fix an issue where two-digit rankings would have the first digit flash as if you'd come in first place.
  • Fix Caps-Lock key not being registered when chat/console is not open.
  • Fix Caps-Lock key shifting non-letter characters.
  • Fix an issue where the Robra obstacles in Barren Badlands could sometimes grow flowers.
  • Fix an issue where the randomly selected "YOU WILL JOIN THE NEXT RACE" character did not correctly animate.
  • Fix an issue where splitscreen player 3/4 net packets could be unwittingly dropped.
  • Fix any player in 16th position not being visible on mid-round rankings.
  • Fix an issue where two Staff Attack replays were swapped between their intended levels.
  • Replace some minor textures
  • Fix the in-game Master Server browser thinking every server both has an unknown gametype and cheats enabled.
  • Fix the website Master Server browser reporting incorrect names for maps.
  • Initial release.

The non-Windows builds are experimental and haven't been tested nearly as much; if you have issues, you can always attempt to compile it for yourself on your own computer:

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Old 11-19-2018   #42
No idea what to put
Ezehot52's Avatar

Originally Posted by FlysterTheFox View Post
Finally, Srb2 Kart v1.0.1 has came! but I still can't get in online mode. :(
Can you fix that?
Im ALMOST with the same ploblem, now i cant EVEN open the game, why is there a "Access Denied"?
"Not sure what is happenin', but i was very excited for it"- Sonic 1998
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Old 11-19-2018   #43
Permanently Banned

does someone know how to make kart levels in zonebuilder v2.6?
what config i need to make kartlevels?
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Old 11-19-2018   #44
KartKrew Dev
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Cfg is right in the attachments there, a tutorial'll be coming soon!
Kart Krew Workshop Thread
SRB2 Top Down & SRB2 Kart
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Old 11-19-2018   #45
SRB2Kart PR Guy
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In the time since launch,
- The trailer has reached 14,000 views
- Vinny from Vinesauce streamed Kart
- My head has exploded from the sheer volume of positive comments from players
Thank you SO MUCH everyone for such a great launch!!
FM synths forever
SoundCloud / Twitch / Twitter
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Old 11-19-2018   #46
Fool or Clown?
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Got a slight minor complaint, but it's more with the OP than the wad itself

The record attack song doesn't seem to be credited, which stood out to me since I got pretty hyped when I heard it.
Forget the Hornet, Opel Speedster for Kart when.
<SpectrumMK2> I though we are making a tower?
<[ME]> Apparently the tower is a conga line now
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Old 11-19-2018   #47
knuckles too buffy
Seaball's Avatar

Originally Posted by FlysterTheFox View Post
I can't do online mode on this because it'll delete and exits by itself then avg pops on screen says "Scan My PC Now"

Just go to AVG and add the folder SRB2K was installed in as an exception. I had the same issue, but that should do it
too much thok
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Old 11-19-2018   #48
KartKrew Dev
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Originally Posted by NotablyPrettyCrazy View Post
Got a slight minor complaint, but it's more with the OP than the wad itself

The record attack song doesn't seem to be credited, which stood out to me since I got pretty hyped when I heard it.
Forget the Hornet, Opel Speedster for Kart when.
Thank-you for this. As ridiculous as that sounds, yep, shit happens.
Kart Krew Workshop Thread
SRB2 Top Down & SRB2 Kart
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Old 11-19-2018   #49
Emblem Radar Ready
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on the SRB2 discord, I recently uploaded a wad of maps I'm having trouble getting working.
Glaber Glutch is fine due to a lack of gimmicks
Castletania crashes the game, and Quarts Caverns can't use any floor or ceiling movers
SRB2TP (The Past) 1.08 Now Avaiable
Why wouldn't you glide and climb as Super Knuckles?
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Old 11-19-2018   #50
No idea what to put
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REmember that my antivirus deletes the game in entering online?
"Not sure what is happenin', but i was very excited for it"- Sonic 1998
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Old 11-19-2018   #51
KartKrew Dev
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Mirrors added to OP because we broke's bandwidth limit oops
Kart Krew Workshop Thread
SRB2 Top Down & SRB2 Kart
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Old 11-19-2018   #52
I do things sometimes
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I'm a broken record here, but you guys make some of the most amazing stuff. Congrats on the release!

Check out my soundcloud profile for music stuff
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Old 11-20-2018   #53
NAR the Fox
im new to custom user title
NAR the Fox's Avatar

Very fun, I must say, and I also figured out how to mod SRB2Kart! Kudos to the Kart Krew!
You can just call me "NARbluebird"
My YouTube Channel
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Old 11-20-2018   #54
Yacker's Avatar

Been playing this with friends since it came out, so gonna give my two cents I suppose.

At first, I loathed the controls. It felt so...foreign. But you know, I got used to them. I even think they're pretty fun now. Of course, once I got better at them, I started to loathe all the other aspects.

In time trials, the game is undoubtably fun. In online multiplayer, it honestly just feels like an exercise in futility. If you fall behind at all, it becomes nigh impossible to ever have a chance at first place again. This is due to many reasons, starting with:

the blue shell being changed to just be avoidable if you're fast enough. On paper, this sounds like a good idea: reward players who are skilled enough with avoiding it, right? In practice, this usually just amounts to not making any overt mistakes, which isn't hard if you're front running away from the pack. This is even further compounded by...

The pack honestly feels like it's even worse than in normal Mario Kart games. You seem to have reduced red shells and such, but fake item boxes have received an even more devastating effect, removing your item and causing an explosion around you. First place is unlikely to hit these due to being alone, but people in the pack are very liable to run into them thanks to power item usage and having to navigate other players, and all it does is serve to keep the pack even further behind. Speaking of...

Power items feel a lot less useful here. Partially because turning becomes impossible when using them, and partially due to track design. Very few tracks even have frequent off road, with many even incorporating a lot of "out of bounds" with, or instead of, off road, and the few that do you're likely to just mess up turns due to how different your handling becomes when using them, and bump into people as well. Which brings me to my next point...

Bumping into people in Mario Kart isn't an uncommon occurrence, but little comes from it. Both players are just shoved to the side a bit, nothing that can't be handled. But in Kart, both players tend to get absolutely catapulted away in opposite directions, completely screwing over both players. Compound that with power items making handling hard, and the pack is frequently screwing each other over.

And you know what? Maybe each of these points wouldn't be as bad, if it weren't for what is possibly the worst sin...

Still using SRB2's server side networking. Even for normal SRB2 no one wants to use it, it's just tolerated because there's nothing better. I get that this is definitely a hard one to fix, but it really shows its faults in a twitch based racer like this.

Also this last one is less of a criticism and more of an inconsistency that slightly bothers me: why does the mega mushroom not give you off road abilities when all the other similar speed enhancing items do?

TL;DR: offline play is fantastic, online play is miserable.
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Old 11-20-2018   #55
Yacker's Avatar

Oh, also, double post 'n all but I figured this is a separate enough message to warrant it. I found an ultra skip on petroleum refinery while playing with root

Maybe want to apply a fix for that in the next update or somethin'
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Old 11-20-2018   #56

Thanks for creating this game and sharing it!

Some things i noticed:

The following settings get reset when closing the game:
- Resolution
- OpenGL - Texture Filter
- OpenGL - Anisotrophic

Also, in multiplayer, no matter which room i select, i always get the message "no servers found" even though i gave the game all permissions in the firewall (inbound and outbound).
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Old 11-21-2018   #57
Pretty chill guy
Ice's Avatar

Hey so is there a option to reset all the controls? I've been trying to setup the game to play with a couple of PS4 controllers and have scrambled the player 1 and player 2 controls beyond recognition. Please send help.
Endless Mine - Piano Cover (First one on youtube!)
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Old 11-21-2018   #58
AKA FuriousFox
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Well, you could delete your kartconfig.cfg file. Granted, that would reset all of your settings, not just your controls.
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Old 11-22-2018   #59
Emblem Radar Ready
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Originally Posted by glaber View Post
Recently trying to test a level I wanted to modify for Kart only to get this error when testing.
Error occured on Sunday, November 18, 2018 at 20:40:47.

G:\SRB2\SRB2 Kart\srb2kart.exe caused an Access Violation at location 004e8390 in module G:\SRB2\SRB2 Kart\srb2kart.exe Reading from location 0f68609a.

eax=00000004 ebx=0f686088 ecx=00000000 edx=0f683990 esi=0f4d5cf4 edi=10624dd3
eip=004e8390 esp=0028fa80 ebp=000012ca iopl=0         nv up ei ng nz na pe cy
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00010283

Call stack:
004E8390  G:\SRB2\SRB2 Kart\srb2kart.exe:004E8390
004D62C4  G:\SRB2\SRB2 Kart\srb2kart.exe:004D62C4
76BA98DA  C:\Windows\syswow64\msvcrt.dll:76BA98DA  free
004D60E7  G:\SRB2\SRB2 Kart\srb2kart.exe:004D60E7

Turns out Kart can't handle map things that don't exist.
SRB2TP (The Past) 1.08 Now Avaiable
Why wouldn't you glide and climb as Super Knuckles?
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Old 11-22-2018   #60
The one and only!
MK.exe's Avatar

Make sure you exculde the kart files from testing from ZB
Considered Milestones:
Hit a 180° Rail shot
1st person to have a map in releases with Slopes
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Old 11-22-2018   #61

Thanks so much for this game, it's incredible! :) Overtakes CTR as my favourite kart racer by way of having 16 player online.

Also, just some points relating to Yacker's post from the other side of the fence...

Originally Posted by Yacker View Post
the blue shell being changed to just be avoidable if you're fast enough. On paper, this sounds like a good idea: reward players who are skilled enough with avoiding it, right? In practice, this usually just amounts to not making any overt mistakes, which isn't hard if you're front running away from the pack.
I think this is better than it not being avoidable.

Originally Posted by Yacker View Post
Power items feel a lot less useful here. Partially because turning becomes impossible when using them, and partially due to track design.
Just use them on straights? Or brake for corners. I don't really get the problem with them.

Originally Posted by Yacker View Post
Bumping into people in Mario Kart isn't an uncommon occurrence, but little comes from it. Both players are just shoved to the side a bit, nothing that can't be handled. But in Kart, both players tend to get absolutely catapulted away in opposite directions, completely screwing over both players. Compound that with power items making handling hard, and the pack is frequently screwing each other over.
I really like how strong this effect is. When I first played I was using Metal Sonic (heaviest) and it's only when I started playing as Shadow I started noticing this. I love the carnage in the middle of the pack when you have loads of players and it's partly caused by this mechanic.

One thing I'd love to see is the ability to have a set number of tracks to play (make a cup, basically) that has an end with a winner declared and then after that, reset everyone back to 0 points and go again. Would be nice to have something to compete for rather than it just go on and on. It has the points system so seems like it has everything in place to do it. Apologies if I'm being a doofus and this already exists lol.
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