Ring Racers Suggestions

I myself would like to make some suggestions:

Biker Mice From Mars (Throttle, Vinnie & Modo from the 1993 TV Series)

Rocket Racer (Lego Racers; A perfect celebration for the game's 25th Anniversary)

Dastardly & Muttley (Hanna-Barbera; Why hasn't anyone made them be in Ring Racers yet?)

Courage & Eustace Bagge (Courage The Cowardly Dog; With Ooga Booga Mask as follower)

Nitros Oxide (Crash Bandicoot; Either diving Team Oxide Kart from Crash Nitro Kart or his CTR Hovercraft)

Bugs Bunny & Lola Bunny (Looney Tunes; With Voice clips from various Looney Tunes games they appeared in, Lola would have clips form Looney Tunes Racing)

Dom Toretto (Fast & Furious; He don't need rings. He got family.)

Homer Simpson (The Simpsons; Make him so smart! Make him so smart! S-M-R-T! I mean S-M-A-R-T! Hit & Run Voice clips would fit perfectly)

Peter Griffin (Family Guy; "This is worse than the time I got put into a death race!")
 
Majority of the tripwire paths in this game straight up don't work or kill you if you try to use Grow or Garden Top to access them.
There only ever being THREE ITEM CAPSULES on stages when the game allows up to 16 racers.
The COMPLETE ABSENCE of any i-frames.
Explosive hazards forcing you to drop your items for some reason???
Hitting another racer with invincible, and the hitstun from it being so severe that it allows other people to overtake you and make you lose.
I've seen so many springs not send you where they're supposed to if you're going too fast from using invincible or another speedy item.

I really hope these things can be fixed in future updates. This game is truly amazing, but also utterly ridiculous with how it constantly tries to punish you for the most minuscule things.
 
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Majority of the tripwire paths in this game straight up don't work or kill you if you try to use Grow or Garden Top to access them.
There only ever being THREE ITEM CAPSULES on stages when the game allows up to 16 racers.
The COMPLETE ABSENCE of any i-frames.
Explosive hazards forcing you to drop your items for some reason???
Hitting another racer with invincible, and the hitstun from it being so severe that it allows other people to overtake you and make you lose.
I've seen so many springs not send you where they're supposed to if you're going too fast from using invincible or another speedy item.

I really hope these things can be fixed in future updates. This game is truly amazing, but also utterly ridiculous with how it constantly tries to punish you for the most minuscule things.
1:I've never experienced this, but it COULD be phaseable.
2:I've never had this many, so again, no comment.
3:I'm confused on what to say on this.
4:Most kart racers can do that. Mariokart has done that. After all, this is "A technical kart racer."
5:Well you don't HAVE to hit them.
6:I agree here.
 
1. add the ability to play cutscenes (e.x. podium, retirement, etc) for testing purposes
2. fix tripwire paths rejecting without the speed boost powerup (forgot what it's called, but it's functionally the game's equivalent of mushrooms from MK). the tutorial taught me that tripwires can be accessed without that powerup, as long as your racer is moving fast to the point of blue steaks and flickering sprites
3. not sure if this is a bug or not, but bots damage players on touch. who thought that was a good idea? it makes spin attacks less about skill and more about hoping they don't turn and ram into you when you're holding the use item button/hotkey down. it also makes drift boosts around bots pretty dicey as well
 
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3. not sure if this is a bug or not, but bots damage players on touch. who thought that was a good idea? it makes spin attacks less about skill and more about hoping they don't turn and ram into you when you're holding the use item button/hotkey down. it also makes drift boosts around bots pretty dicey as well
Don't think it's a bug, unless you got spun out with rings by a kart. Isn't the debt spinout a thing in earlier Mario Karts? I could be wrong but I'm sure having 0 coins in Super Mario Kart and Super Circuit does the same thing. You only spin out when colliding with another kart if you have no rings or in debt in a similar way. The spin attack is a form of desperation strike that is more effective on those in front of you but you're sacrificing the ability to pick up rings and items. If you know how to use your mirror, then it works behind too. It's a double edged sword since you're risking a spinout or even a KO if you miss due to its close range.
 
Don't think it's a bug, unless you got spun out with rings by a kart. Isn't the debt spinout a thing in earlier Mario Karts? I could be wrong but I'm sure having 0 coins in Super Mario Kart and Super Circuit does the same thing. You only spin out when colliding with another kart if you have no rings or in debt in a similar way. The spin attack is a form of desperation strike that is more effective on those in front of you but you're sacrificing the ability to pick up rings and items. If you know how to use your mirror, then it works behind too. It's a double edged sword since you're risking a spinout or even a KO if you miss due to its close range.
then what's the point of spin attacks? picking rings up and speeding by is a better option in every way

worth noting that intentional ≠ not a bug. flaws in code or design, by definition, fall under the category of a bug.

also, SMK was like, what, the first game in the mario kart series? this is 2024, soon to be 2025. not saying tradition should be completely thrown into the wind, but design choices like that were omitted from future MK installments for a reason.

with how dicey spin attacks are in their current state, there's literally no reason to use them over items or picking rings up, unless you count using them on prisons that aren't flying in prison run, but the item pods are still necessary to pick up in all but like 1 or 2 prison run courses
 
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then what's the point of spin attacks? picking rings up and speeding by is a better option in every way

worth noting that intentional ≠ not a bug. flaws in code or design, by definition, fall under the category of a bug.

also, SMK was like, what, the first game in the mario kart series? this is 2024, soon to be 2025. not saying tradition should be completely thrown into the wind, but design choices like that were omitted from future MK installments for a reason.

with how dicey spin attacks are in their current state, there's literally no reason to use them over items or picking rings up, unless you count using them on prisons that aren't flying in prison run, but the item pods are still necessary to pick up in all but like 1 or 2 prison run courses
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to add onto that...
4. add some equivalent of the super horn from MK8/deluxe. self propelled bombs seemingly have no fuse/expiry time and have no counters besides hoping and praying one is thrown late enough into the round for you to cross the finish line before it blows you out of the sky
What's the point of the Super Leaf in Mario kart DS-present when you got mushrooms and coins according to that logic? It's more pointless there than here since it's an item from a box, Here, it's a desperation attack, it's not even close to being OP but it can deter the opponent from purposefully spinning you out. If you know how to use it, you can really screw other racers over. Same as the Super leaf.

Also, The lighting shield is literally the Super Horn (See Map 5 of the tutorial) as well as a line of defence from other attacks with the same kind of unlikeliness at first place as the horn was in MK8. Unlike the Blue Shell which is literally a death sentence, if you're good enough to get rings or drift boosting you don't really have much need to worry about the SPB. It even stops of you fall off the track or get crushed, and even slows down enough for you to escape it once it's close enough. If someone just happens to pass you during the chase, the Blue shell's already made up its mind, while the SPB will actually chase the new leader.
 
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Lightning Shield: Am I a joke to you?
I did not know that. but I'm glad I do now
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What's the point of the Super Leaf in Mario kart DS-present when you got mushrooms and coins according to that logic? It's more pointless there than here since it's an item from a box, Here, it's a desperation attack, it's not even close to being OP but it can deter the opponent from purposefully spinning you out. If you know how to use it, you can really screw other racers over. Same as the Super leaf.

the difference is that you won't spin out colliding with other racers in MK8, making the super leaf viable to use over mushrooms and coins

Also, The lighting shield is literally the Super Horn (See Map 5 of the tutorial) as well as a line of defence from other attacks with the same kind of unlikeliness at first place as the horn was in MK8. Unlike the Blue Shell which is literally a death sentence, if you're good enough to get rings or drift boosting you don't really have much need to worry about the SPB. It even stops of you fall off the track or get crushed, and even slows down enough for you to escape it once it's close enough. If someone just happens to pass you during the chase, the Blue shell's already made up its mind, while the SPB will actually chase the new leader.

forgot all about that in the tutorial, but thank you for reminding me
 
I return (i have a lot of suggestions), with three Battle-related suggestions

1: Allow Battle to be played with bots offline. Online is sweat-filled just like Race.
2: Maybe a new mode for Battle called "Emerald Collection"? Could be a new time-attack related mode where you break the item boxes to get Sol Emeralds.
3: Allow the fourth option in online voting to occasionally be replaced with a Battle map or Race map, switching it to that mode when selected. Was in Kart.
 
then what's the point of spin attacks? picking rings up and speeding by is a better option in every way
Insta-Whips can damage players under the effects of Grow and Invincibility, and also serve as a backup option for if you lose all your rings.
This can be used to great effect by characters like Metal Sonic who don't rely on rings for speed.
As for Ring Sting, it's there to incentivize you to be more careful without rings, as without it, there would be little to no drawbacks to ring debt.

Essentially it's a tradeoff between speed and offense.
 
An option to make map retries (runbacks) take effect once results are tallied instead of instantly. (I lost so many replays because of this.)
 
I just got to thinking but what if its worth suggesting adding optional voice files for getting specific ranks after a race, while also keeping the normal Win-Lose voices intact as default? For example, if "win.ogg" is by default A rank, and "lose.ogg" is by default E Rank. If the character doesn't have sounds associated to Ranks S, B, C or D, then have it play their default "win.ogg" or "lose.ogg" files respectively.
 
I actually got a good one.
Making previous version replays compatible with new versions so that you may still watch them.
Assuming replays function like Doom demos:
That would mean having an individual snapshot of the movement code made specifically to replicate the physics of the incompatible version.
Which isn’t exactly worth the trouble when you could just boot up an older version and play it on that.

The way replays/demos are recorded is that it records the input of all players involved along with whatever autonomous objects are doing.
I.E. demos are reenactments of the session you recorded. Not true recordings.

Just making them compatible with future versions with no extra work to revert the physics to the old ones basically guarantees desyncs during playback if physics changed between the two versions.
 
Assuming replays function like Doom demos:
That would mean having an individual snapshot of the movement code made specifically to replicate the physics of the incompatible version.
Which isn’t exactly worth the trouble when you could just boot up an older version and play it on that.

The way replays/demos are recorded is that it records the input of all players involved along with whatever autonomous objects are doing.
I.E. demos are reenactments of the session you recorded. Not true recordings.

Just making them compatible with future versions with no extra work to revert the physics to the old ones basically guarantees desyncs during playback if physics changed between the two versions.
Well dang. Thanks for lettin me tho tho.
 
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