6 months since the last time, huh? Ring Racers's first anniversary even came and went just a few weeks ago.
I guess it was about time...you know the drill at this point. Most of these updates tend to come with a few new tracks and several fixes for issues reported for the previous version, so let's get to see those - shall we?
NEW TRACKS:
Super Grit Mountain - A new track inspired by the original Grit Mountain, my first Ring Racers custom track, made with the skills I've learned through the year it has been out. More turns, more slopes and a new choice of textures, be prepared for a big ride. Currently sits as the new last track of the Supercharged Cup.
Special thanks to Craggy, YoshiTheMage, Yume and the cerv.id folks for testing/feedback, and to all the players who kept an eye on this new track, encouraging me to finally see it through :]
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Three Seven Speedway - The Daytona USA Beginner track, originally recreated for SRB2Kart by Bluegen, has now been ported to Ring Racers! It sits in the Daytona USA cup as the new first track before Dinosaur Canyon and Mermaid Lake. Special thanks to LivRetro and Sonicblanco1 for a good chunk of the port work here that I was given the permission to finish and include here.
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CHANGES:
General:
- Some tracks had their finish linedefs adjusted to be set at the start of the texture instead of in the middle. These affected tracks had their staff ghosts removed in the meantime. [SDC, AKR, BP, DW, SVZ, Mermaid Lake]. The new tracks don't have ghosts yet either.
Grit Mountain
- Raised the stands with Chao to add a new billboard to celebrate One Year of Ring Racers :]
Red Rage Highway
- The original Spin on the Bridge from Streets of Rage 2 was removed to reduce the filesize, and now the altmusic Streets of Rage Remake rendition is the default theme.
- Added fences to the second tripwire cut to avoid cheesing around the tripwire. [Sebby]
Ancient King Road
- Respawn lines added to a certain area to avoid unintended cuts possible with the terrain nearby. [Sebby]
Sega Rally Desert 95
- Player 13's spawn was erroneously set to a duplicate Player 3 spawn. This has been fixed.
Snowdust Valley
> "I've never felt more cucked in my entire life"
- YoshiTheMage [after losing a race due to stairjank on the position floors causing him to run into the goalposts instead of into the finish line]
- Flattened the start position floors to remove the stairjank effect they cause, which affected position and lap endings. For anyone that suffered due to those, you're all free now.
- Added a roof to the shortcut near the fan to avoid skips with the fan. [SeasideDoe]
- Fixed an out of bounds sector near the fan area not having the Death Pit effect [Plutia]
Ridge Turnpike
- Added a respawn line to the left of RT's starting area to avoid accidental skips that go in that direction
- Raised the height of the roof in RT's starting area to avoid people flying over the top [Kristian_0804]
Dynamite Wilderness
- Added springs on the ledge [plus two orbi capsules for Position shenianigans] near the start of DWZ and sloped the floor from that side so that the springs don't get in the way when doing a lap [YoshiTheMage]
- Moved forward the start positions in DWZ a bit to adjust for the addition of springs near the start
- Fixed two incorrect textures at DWZ [one was meant to be a billboard but had the wrong texture, the other one was a small linedef around the big turn]
Virtua Racing Big Forest
- Fixed the barriers at the start not having Death Pit effect in the case you somehow get inside them
- Fixed some out of bounds areas near the bridge not having Death Pit effect
Mermaid Lake
- Fixed a glitched invisible fence near the end of the big sloped turn. [Wil_12]
Gargoyle Castle
- Combat UFO spawns added.
- Raised the castle corner walls in case of slope jank launching you when you go up the ramp. [frostu8 and NVJR]
- - Addressing slopejank more throroughly in this stage will require an overhaul to change the geometry, which could happen in a future update.
- A few textures were adjusted.
Central City Plaza
- Combat UFO spawns added
WHAT ELSE?
Hmm...who knows. There's a few new track drafts I had in a few places [one of them was also meant to be released with this update - but I eventually decided that the track needed quite the facelift...so it didn't make the cut] as well as being aware of that I still have to make both extra battle maps and at least one new sealed star [plus encore palettes for existing tracks], but I may look into those after this update is out and can rest a bit about trying to put out a new update after so long.
Been thinking about setting the trackpack to Open Assets just to make it accessible for external tweaks to be done as well for whatever reasons need it to be edited in the case I'm not available to be asked about permission for those [maybe personal tweaks to certain tracks? Tweaks for Mogi Lounge? Using only certain tracks and reducing the filesize? or something else?], but that's probably something I'll have to keep an eye on after this update.
Finally, I will take the chance to drop a form here for if you want to send feedback for one or more tracks, or maybe some stuff that you would like to see updated or added in a future update. You can also inform me of these through the Discussion tab of this addon or through Discord [in both cases it allows you to send screenshots/video instead of only text], but if whatever you have to say doesn't need images, then it could be easier for me to keep track in the form.
Big thanks to all the people that have tested these tracks during development and have played/hosted them all these months. I hope that all of you have enjoyed and keep enjoying Super Striker GP :]
SUPER STRIKER GP v1.3
- ROUND 3 - Changelog
NEW MAPS:
SEGA Rally Desert 95: Original Port based off SEGA Rally Championship![]()
Ancient King Road: Original Custom Track
Backroom Velocity: Returning Track from ArcadePak
Ancient King Road textures are from SRB2 Community Asset Pack
All of these have been added to the Supercharged Cup in the meantime, but potentially in the future Backroom Velocity and SRC Desert 95 will be in different cups.
MUSIC:
- Most songs had their volume tags removed. Tracks shouldn't be as loud now.
- Both Red Rage Highway music tracks [Spin on the Bridge from SOR2 and SORR] have been redone to adjust the volume thanks to Yoshi the Mage.
- Corrected the SORR Spin on the Bridge remix composer to BGM1401 [Previously was credited to Gecko Yamori - except Gecko's version is a different remix altogether] - once again thanks to Yoshi the Mage for pointing this out.
- Replaced Snowdust Valley's music with an OGG version [previously .IT] to address the strange skipping it could sometimes exhibit if playing online and the game stuttered.
MAP FIXES:
- Gargoyle Castle's FOF now crumbles in Overtime. No more last second stalemates from two players in different floors...
- A few missing death pit effects in Dinosaur Canyon have been fixed.
- Added an extra waypoint to prevent accidental checkpoint issues that lead to failed finishes in Ridge Turnpike.
- Fixed the waypoints over the fans in Snowdust Valley missing the No Respawn flag.
- Made the floor of the fan sector at Snowdust Valley have the Death Pit effect to avoid getting stuck there if you get tumbled inside [thanks Mizu]
CREDITS:
Yoshi the Mage for the music fixes
Mizu, Craggy and players at KKD for testing
Authors of the used textures for AKR from the SRB2 Community Asset Pack: Othius, Dakras, AkiraHedgehog
MORE BATTLE/SPECIAL STAGES WHEN?
when I'm able to finish any
I didn't want to force y'all to redownload everything AGAIN but turns out that the fix I tried in hotfix 2 didn't quite reliably fix it because it actually was an issue with a few waypoints accidentally tripping on anti-cheat lap protection
This time, I really hope that it's truly fixed, because I checked that the adjusted waypoints didn't cause that error again whenever going under the first jump and last bridge...and according to debugwaypoints they don't anymore.
A little "bonus" with this one is that I happened to get a report of an unintentional Sunset Slalom skip as I was working on this, so now that is also patched [thanks FXG]
Again, I REALLY hope that this finally it. No more torment for the players redownloading this, and no more torment for me wanting to take a break to be able to come back later replenished and ready for Round 3...
DISCLAIMER: THE ISSUE WAS DUE TO SOME WAYPOINTS SETUP. THIS WAS ADDRESSED IN HOTFIX 3 - PLEASE DOWNLOAD THAT INSTEAD.
This hotfix is intented to solve the issues with Snowdust Valley's finish line ocasionally refusing to count a lap properly for some reason. Honorable mentions to SeasideDoe, metalhydra273 and ArtoMeister for reporting this.
The finish linedef now is inside a sector with the finish line texture instead of at the edge of it without any split linedefs, as well as the finish texture now extending to the offroad areas, and the start waypoints were enlarged a nudge in case it was an issue with waypoints not connecting between the last and first ones.
The finish line change was made so that previous ghosts will still be compatible though, as the finish linedef itself is in the exact same place in distance- the finish texture sector itself was what was adjusted to have the finish line inside it.
You can identify this version being loaded if the finish line's texture extends to the walls instead of the drivable road only.
I hope this fixes that issue for good
not again
Sunset Slalom's sink capsules replaced with orbi capsules.
This is due to an accidental yet insane exploit those sinks could cause that was only discovered recently...so unfortunately, those sinks gotta sink into the ocean now.
On the flipside, there were a few ghosts added [Mayo, Ahmed Ashraf, Cole] to the new tracks, as well as restoring a missing ghost from UnBigO for Snowdust Valley [and removing a duplicated RRH ghost from his], and the missing name in-game for Snowdust Valley's music was fixed.
Kept ya waiting, huh?
Here's finally three brand new maps to join the party. And a triumphant return of a beloved track from SRB2Kart ArcadePak.
NEW MAPS:
Red Rage Highway - Voltage Cup's new 4th Track
Central City Plaza - Voltage Cup's new 2nd Battle/Prison Map
Sunset Slalom - Supercharged Cup's only track [atm]
Snowdust Valley - ArcadePak's new 1st Track
TESTERS/FEEDBACK:
Yoshi
Eldog
RetroStation
Craggy
Cole
Yuniki
GHOSTS FOR NEW TRACKS:
UnBigO
Craggy
Zander
Yoshi
Yuniki
Mylo. T
Begine9
WRD/MobyKong
SNOWDUST VALLEY SKYBOX:
FaytStayx [Used in the original track since SRB2Kart ArcadePak v1.5]
OTHER CHANGES:
New Gargoyle Castle ghost by Zander added
Updated Gargoyle Castle ghost by Yuniki
Finish line texture was missing in Ridge Turnpike's finish line. This has been fixed.
Sorry, quite the freak accident that there were a few of the intended cut patches and one particular change that didn't work as expected.
Big, big thanks to Yoshi the Mage not only for catching all of these stray bugs to fix, but also for being the one player that found a lot of skips to fix with v1.1 in the first place.
- Certain cuts that still could happen with the Gardentop were now patched harder to be impossible to do. A few spots in some of those maps that didn't have anti-cut patches now got patched, too.
- Fixed the divider in Mermaid Lake not having the Death Pit flag
- A cheeky cut in Voltage Viper Challenge has been patched. I thought I had patched it before, but turns out I hadn't [no, it was not a Top skip, but if you knew how to do it...it was broken]
- Fixed the Orbinaut capsule in Polychrome Polygon not being spawned properly [missing multiplayer flag that made it not appear in races] and added an extra Ark Arrow at the final turn...just in case.
- A few seams patched in Virtua Racing Big Forest's turns near the end
- Fixed a stupid triangle [
] at the start of Ridge Turnpike not being sloped as intended
First of all, no new tracks added yet. Sorry, had already been overthinking a lot with things to patch up and waiting between doing some new ghosts and if there were any more reports of things to fix in v1.0.
This update focuses specifically in feedback and reported unintended bugs/skips I received since this released. Hopefully this should be more stable overall, and with this done, I should be able to move on bringing new stuff for the next update [as I didn't want to postpone this any further due to WIP content].
New original maps? More ArcadePak ports? Euro Mountain moment? No ETA for anything, but at least one of those should happen next time :]
Shoutouts to the following for bringing most of the feedback, testing and ghosts for this update.
New Staff Ghosts: Mayo, Sebby, KyonBrace, KCDC, Phil's Phils
Feedback and/or testing: Chengi, Yoshi, Phil's Phils, ari, SilentManJoe, Lira, Soniverse, eternaljade, Joe Bean, Setdown and the rest of the gang
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V1.1 Changelog
Staff Ghosts:
New Ghosts have been added to:
-Grit Mountain
-Big Forest
-Star Drifter Course
-Dinosaur Canyon
-Mermaid Lake
-Gargoyle Castle [you just got sebby'd]
The following tracks had the previous staff ghosts removed due to track changes and now have a new batch of ghosts instead:
-Blast Processor - A few walls added and increased width in one turn
-Voltage Viper Challenge - Added fence at the start to patch a cut
-All ArcadePak tracks except Big Forest - Slope physics restored to tracks that didn't have them on slopes to be consistent with the rest of the game
My new ghosts will appear as a gold-ish Vectorman. If you want a fair challenge, because I cannot guarantee beating the first or second top ghosts in most tracks will be fair unless you are really, REALLY good [no seriously], try beating my times :]
Grit Mountain
Aligned most wall textures
Tweaked a bit the edges of the outer walls- they look slightly more like a canyon now :p
Adjusted + added a few Ark Arrows in the final turns
Added a bit of extra audience for decoration
May or may not get bigger adjustments in a future update, but for now, this track hasn't been really touched up or adjusted visually or in the layout.
Star Drifter Course
Added floor arrow, Ark Arrow and arch to increase conveyance where the downhill is
Fixed Ark Arrow facing the wrong way in the turn after that and added two more.
Patched two Garden-Top only cuts
Blast Processor
Walled off the stretch near the start to avoid accidentally falling off another area of the track.
Added a tiny bit more of security to avoid Gardentop tomfoolery
Replaced a booster texture near the end to fit with the rest
Added a few more fences to reduce a bit of difficulty
Increased the width of the road before the big spiral turn into the final jump
Flagged one of the waypoints near the final jump as no respawn [diggle's revenge]
Voltage Viper Challenge
Added fences to patch a minor cut at the start [this is why ghosts were re-recorded]
Added Ark Arrows in certain areas to help with conveyance
Fixed an Ark Arrow near the last turn that was facing the wrong way
Fixed some missing + dev textures
Ridge Turnpike
Added Ring Capsules near the moon panel for a reward for using it [Chengi]
Removed no physics leftovers from Kart in sectors for consistency [Chengi]
Added one-way respawn linedef at the start to avoid falling back into the spiral
Fixed a few missing respawn lines and death pit effect in some areas
Polychrome Polygon Zone
Added double Orbi capsule over the red moon panel
Added ring capsule over the yellow moon panel
Removed no physics leftovers from Kart in sectors for consistency
Replaced impassable anti-cheese linedefs with respawn linedefs.
Added more anti-cheese respawn linedefs.
Extended finish line in case you get to the finish by getting tumbled
over the barrriers at the start.
Added Ark Arrow in one of the turns.
Dynamite Wilderness Zone
Removed no physics leftovers from Kart in sectors for consistency
Position sliptide cheese be gone [lowered the starting stretch a bit so you can't backtrack to the ramp with sneaker panels right behind]
Virtua Racing Big Forest
Added Finish Music [thanks Mayo]
Thok barrier restored to work like in the Kart version. Should help a lot with performance.
Certain Garden Top skips patched.
Restored flags and missing girder on a decoration at the start
Dinosaur Canyon and Mermaid Lake
Tweaked brightness at Dinosaur Canyon to apply Directional Lightning
Applied Directional Lightning to both tracks
Dinosaur Canyon
Renamed in-game to Dinosaur Canyon K - in case anyone does a Dinosaur Canyon remake from scratch :P
The Dinosaur Canyon goal line already extended over the lake, but as I heard it should show the barrier going all over the way there, I addressed that [hi piksqu, sorry piksqu]
Added a bit of decoration in a certain area
Added Finish Music to Dinosaur Canyon [thanks Mayo]
Mermaid Lake
Restored a bit of audience members
Removed a few trees to help with performance
Patched certain unintended cuts in Mermaid Lake
Fixed missing goal linedefs in Mermaid Lake