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7/2/2025, 6:24:58 PM
>>714284530
It's hard to articulate without telling you to just go play it, but the quick summary is that if SRB2Kart is just "faster Mario Kart" (by default, without gameplay mods) then Ring Racers is its own fucked up 3rd thing that doesn't really play like any other Kart Racer out there.
Also, unlike SRB2K, it has a solid singleplayer mode.
>>714284609
It started as an update for SRB2K and then they separated it into its own game when it got too weird. It's also allegedly getting voice chat in an upcoming update, which is pretty funny.
It's hard to articulate without telling you to just go play it, but the quick summary is that if SRB2Kart is just "faster Mario Kart" (by default, without gameplay mods) then Ring Racers is its own fucked up 3rd thing that doesn't really play like any other Kart Racer out there.
Also, unlike SRB2K, it has a solid singleplayer mode.
>>714284609
It started as an update for SRB2K and then they separated it into its own game when it got too weird. It's also allegedly getting voice chat in an upcoming update, which is pretty funny.
6/29/2025, 2:21:02 AM
>>713935329
One of the cups had every track in it shrunk by about 20% because they're all 5-lappers and they were all a little too big. The slope physics were also made less aggressive for Heavyweight characters in 2.2, IIRC.
>but it feels like unless you're in a dedicated "boost state" (or in the air) the game will decelerate you really hard
The trick to Ring Racers is that every single source of "boost" stacks with every other source of boost multiplicatively. Rings stack with speedpads stack with sliptides stack with drift boost, and rather than just being a flat "we added X amount of speed to your current velocity", they're all invisible "status effects" on a timer (with one exception). So, for example, if you use a sneaker and then stop and start, you'll still have the speed from the sneaker when starting again so long as the effect is still active.
>>713935627
It's really not that unintuitive, and a forced tutorial is fine in concept. In execution the tutorial is pretty fucking bad at conveying a lot of important info well, though. I think a lot of people who bounced off the game when it first came out would benefit from just skipping the tutorial and playing GP while having the manual on a second monitor to browse it between cups.
One of the cups had every track in it shrunk by about 20% because they're all 5-lappers and they were all a little too big. The slope physics were also made less aggressive for Heavyweight characters in 2.2, IIRC.
>but it feels like unless you're in a dedicated "boost state" (or in the air) the game will decelerate you really hard
The trick to Ring Racers is that every single source of "boost" stacks with every other source of boost multiplicatively. Rings stack with speedpads stack with sliptides stack with drift boost, and rather than just being a flat "we added X amount of speed to your current velocity", they're all invisible "status effects" on a timer (with one exception). So, for example, if you use a sneaker and then stop and start, you'll still have the speed from the sneaker when starting again so long as the effect is still active.
>>713935627
It's really not that unintuitive, and a forced tutorial is fine in concept. In execution the tutorial is pretty fucking bad at conveying a lot of important info well, though. I think a lot of people who bounced off the game when it first came out would benefit from just skipping the tutorial and playing GP while having the manual on a second monitor to browse it between cups.
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