THIS VIDEO IS NOW OUTDATED, WATCH A MORE COMPLETE VERSION OF THIS HERE: ua-cam.com/video/rcNefqC0cdM/v-deo.html Note that this does NOT include Addon tracks for SRB2K. There's a bunch I recognized from playing myself, but this video is long enough as is with just the base game tracks. This was recorded as of version 2.1. I'm aware of version 2.2 making some changes, particularly to Desert Palace, but I recorded everything before that released.
There's technically a few more tracks that are more subtly or vastly transformed but otherwise still based on a previous SRB2Kart track. Hot Shelter and Ramp Park are remakes of Red Barrage Area and Kart's Hill Top. Ramp Park honestly is easy to miss as a "remake" because of the huge makeover and only a few sections being recognizable as parallels to the old Hill Top plus hearing it was turned into ramp park from the Discord back when it was in development. Hot Shelter though is clearly based off RBA not only in the stage theme itself, but there's at least one third or fourth of the layout that is visibly recognizable to be lifted/redone from the old RBA, though otherwise quite different...quite the improvement imo.
@@ArcadeStriker I actually recorded Red Barrage Area originally, but deemed them too different to be worth including in the video Ramp Park I was not aware of at all though! I've considered making an update video since I was not aware of some tracks when I made this one, so I might look into it!
This shows one of my favorite aspects of ring racers: the artstyle. The colors used are just so striking and vibrant and seeing them side by side with older stages really highlights how much work went into the visual style of the game. Its quality makes it almost feel official
Right before recording this I was actually on the fence about if I wanted to include it in the video or not. The difference is a lot bigger compared to others. But I thought it was close enough to fit Hot Shelter didn't make the pass though. Too different. Aurora Atoll also BARELY counted, but I almost scrapped it
The level of improvement on the tracks in Ring Racers is genuinely incredible! It's amazing how much they wrre able to improve the gameplay, visuals, and music, all the while keeping to the same general layout.
Aa someone who never played SRB2K but has been playing Ring Racers... *WOW!* The sheer upgrade is *INSANE,* both in gameplay and visuals. I can't imagine how much love and effort went into these...!
I’m gonna be completely honest it never occurred to me that some tracks in Ring Racers were remakes of SRB2K I genuinely thought they were all new or at least that some were loosely inspired by the older tracks. It was to the point I was asking myself “I wonder if they are gonna add the original tracks as a bonus”
A good majority of them have very different looks and some of them even have significant layout changes so i don't blame you But stuff like Blue Mountain is a lot more evident (despite the music change)
Some of it is most likely nostalgia for SRB2K, and I get it. My first impressions of Ring Racers weren't great either. But a lot of these had to be changed to fit the gameplay of ring racers better
@@Jr-Reed that's entirely fair. SRB2K was my favorite racing game before this so I understand that side too. I'm just used to adapting to new stuff in plenty of scenarios so it wasn't too bad to change it up
Overall, I like more of the changes than I dislike, but it was a little heartbreaking that of the 32 or so tracks that actively improved my mood on running through in SRB2K, only two made it into Ring Racer.
@@toxithevagrant9977Aren't custom tracks and characters the bread and butter of SRB2K? I'm fairly certain your tracks will be ported over at some point. You could even learn how to do it yourself.
Thanks for putting this together! Seeing the tracks side by side like this really drives home the enormous glow up DRRR has both visually and mechanically.
It’s funny, when SRB2K was new I ever thought the tracks were that barren but now they look empty by comparison. They really added a lot to the Ring Racer’s versions, but I like how the general layouts remain since they were already great, they just added on in a few spots to improve them.
to make it fair, I did played SRB2 Kart before. but I love how much tracks have changed during the DRRR development. DRRR had a great Sonic 3-styled artstyle compared to SRB2 Kart, that quite atleast had SRB2 v2.2 artstyle.
Of the nineteen tracks returning here, only half a dozen of them didn't get new music: - Northern District - Desert Palace - Lake Margorite - Coastal Temple - Crimson Core - Kodachrome Void
Makes me wonder why some of the others got their music replaced. The ones with different versions I get, seems like a reasonable upgrade, but some others just got it entirely replaced for some reason
Blue Mountain's original track is from F-Zero, as was the old animation and music for blowing up the guy in last place. Probably changed things to avoid Nintendo's lawyers coming after them.
@@thehans255 Then again, the CHECK thing that shows up at the bottom of the screen when another racer's on your tail looks like the one from the original F-ZERO as well, but I guess that one's easier to remake and thus harder to prove as an asset flip
@@thehans255 oh I definitely noticed them straying away from Nintendo stuff, probably for the best, but some other tracks got changed too, and those I'm not so sure on
I don't know how anyone can go back to the old Kart versions of these tracks. A lot of them really felt empty and truly unfinished, and Ring Racers' updates really breath life into them. The textures do so much to give each level a real unique identity, Daytona being a favourite as it introduces a lot of little details from the game it comes from like the slots & Sonic rock carving. They really went beyond in the visuals. My personal favorite of the legacy courses shown here would be Virtual Highway, the original was a real mish-mash of textures as opposed to the work of art that looks like it'd fit with Battle Network. Sad this is missing the MK courses that got changed completely into the "MEGA" courses!
I mean there's definitely something to appreciate about the simplicity of how SRB2K handled things. And even though I prefer the Ring Racers approach, I understand why some prefer Kart's instead
I had been an avid player of SRB2K for a good while so I was well familiar with all the Vanilla tracks. But stuff like Darkvile Garden, Green Hills genuinely took me a bit of re-racing in Ring Racers to realize they overhauled them visually and layout wise. Genuinely funny how much they decided to make Green Hills way more one to one, to the actual Sonic 2 8-Bit Zone. In Kart, I just thought they were just homaging it by name and song, Ring Racers puts the original to shame lmao.
Maps in the video: 0:00 - Green Hills Zone 1:42 - Northern District Zone 3:23 - Darkvile Garden Zone (Act 1 in Ring Racers) 4:52 - Daytona Speedway Zone 6:17 - Sonic Speedway Zone 7:54 - Misty Maze Zone (Renamed to Aquaduct Crystal Zone in Ring Racers) 9:47 - Sub-Zero Peak Zone 11:50 - Silvercloud Island Zone (Loses the Zone part in Ring Racers) 13:32 - Blue Mountain Zone (Act 1 in Ring Racers) 15:30 - Desert Palace Zone 16:30 - Aurora Atoll Zone 18:22 - Sonic Mania Special Stage 3 (Becomes Wavecrash Dimension Act 1 in Ring Racers) 19:29 - Lake Margorite Zone 21:18 - Costal Temple Zone 23:28 - Opulence Zone 25:28 - Crimson Core Zone 27:21 - Kodachrome Void Zone 28:46 - Virtual Highway Zone 30:29 - Chemical Factory Zone Maps not in the video but should be: Ancient Tomb Zone (Becomes Abyss Garden Zone in Ring Racers)
@@OlmiOP True that. It's kinda a little bit of a stretch, but still, the general layout of the first two sections of both of them are similar. And technically, the Tutorial is basically a very expanded on version of the track of the same zone name in Kart, but it's changed so much that I wouldn't count it.
- Green Hills Zone: I liked the simplicity in the original better and it was a great introductory track. The new one is still one of the better RR tracks - Northern District Zone: My favourite SRB2K track and I’m really sad with what they did… No more risky left route and the construction shortcut is much less time attack friendly. Music still bangs though - Darkville Castle: I was never too fond of it but the remake is probably better for RR. Less emphases on drifting means tamer turns. Miss the big offroad shortcut though - Daytona Speedway: It’s basically as good as it was. Though sad you can’t use the first speed panels to do the offroad shortcut anymore. - Sonic Speedway: it’s of comparable quality. I’d say it feels worse but that’s probably just me not being used to the new mechanics - Misty Maze: The same layout but I really don't like the water physics. At the very least I think the water in the beginning should be normal road - Sub-Zero Peak: More or less the same. Prettier even! - Silvercloud Island: Overall an improvement actually. The original was quite bland in layout and the elevation really makes it stick out! Quite sad the alternate route is boost exclusive now though - Blue Mountain: Overall the same but I’m not a big fan of the last cave section change. It was fun to keep a drift going on a straightaway on the last cave section. - Desert Palace: Can’t believe they turned the risky bridge into offroad. The button had more of a chance to fuck people over when people were going on it. - Aurora Atoll: Feels like a different track. Not a bad thing but losing the original’s two iconic twist turns is like Sky Garden losing two turns in MK8D. - SM Special Stage 3: Ruined. It was such a good sprint type track where you felt great keeping your momentum… - Lake Margorite: Feel like it’s an improvement both visually and layout wise. Not too different actually - Costal Temple: Honestly did one of my favourite tracks justice! The leaves make it a bit hard to see but I’m glad they didn’t make it a water track - Opilence Zone: Honestly much cooler layout. Wish you could still water cut at the end though. No more u2 Akuyama music what’s up with that? - Crimson Core: One of the greatest tracks and basically as good as the original. Though with the two shortcuts I feel like catchup potential is too big. Felt like a stage that really rewarded getting down the track layout. - Kodachrome: It should be burning my eyes - Virtual Highway: The corkscrew being long enough for a rainbow drift felt better. I do like the alternate route being locked behind a boost though - Chemical Factory: wow it’s as shit as the original Oh and I’m pretty sure Ancient Tomb is there too? Not too sure No Sand Valley, Megablock Castle, Pradise Hill, Vanilla Hotel, Volcanic Valley or Eggman’s Nightclub is really sad though. They will be missed. Rest in Peace to the MK tracks as well. The replacements just don’t replicate the bullshittery of the orignals. Thanks for the comparison video man 👍
I recorded all of these before unlocking any of the recycle cups (I STILL haven't unlocked them all) so I wouldn't be surprised if I missed anything (I unlocked the music for Ancient Tomb recently though) o7 for Paradise Hill specifically though, loved that one myself
Srb2k. More favorable for beginners but lackin in style Ring racers, oozes with charm and vibrant colors with banger genesis toons, but has a high skill gap for beginners
A lot of people are saying that the originals are barren or lame, but I still think they look really nice! Simple doesn’t always mean worse. Both are quite charming in their own regards.
Green Hills is so different I don't consider it a returning track honestly. New one is good but the old one was iconic!! Most everything else is a glowup though
Mentioned this in another comment, but I actually wasn't originally intending to include it. Then I thought about it, and saw more parallels than I first noticed. Sure, it's the most different track of the bunch, but I figured it was worth putting in just for comparison sake
One is "I can't believe this is being done on the doom engine" And the other is "Wait, this is being done on doom engine?" It could be passed off as remastered sega saturn game.
It feels so weird seeing Kodachrome Void with static textures rather than the moving, seizuriffic zig-zags of before. Is that just me? Even on the SRB2K version they're absent. Was there an update I missed or something? Been so long...
They updated it in SRB2K... 1.5 I wanna say? Probably to help photosensitivity issues which is good, though I lowkey miss the craziness of it sometimes
ngl I like green hills in srb2k more, since there is a lot more visual elements to it, the two bridges over the river, the entrance to the cave, and the loop in the back as you approach the end looks a lot nicer
@@Sperxwasn't that always the case? Or at least, the original intention? It's called Green HillS Zone for a reason in both games, not Green Hill Zone.
@@OlmiOP How would you like it if the AI was lightning fast throughout the entire thing while you're struggling to get past every single twist and turn? That's how I feel about that map TBH, and I hate it.
I'm consistently blown away by the absolutely massive leap they took artistically and graphically but the game itself is such a chore to play. It's absolutely a bigger, badder, more complex game but sometimes you just want something simple and clean.
This is the main thing I noticed about the game and why I expected it to be very divisive. I like what you do in this game but I can't deny the simplicity in Kart goes a long way too
@@OlmiOP I just wish there were options to turn on and off some of the features because every one of the new mechanics is interesting and fun but having to juggle them all at once just tires me out after a GP or two worth of gaming. But then you can't really turn any of them off because so much of RR's DNA has them baked into it.
@@Ninetails2000Not only the DNA but also the tracks are built with these mechanics in mind They're all cool individually but it IS a bit too much to handle at first, so I get it
I don't actually agree that it's too complex. After beating all of the cups, I think the game is certainly more complex than Kart, but not by much. About on the level of CTR. The sticking point is that the tutorial teaches you all of these complex, advanced mechanics that you rarely ever use in the actual game. Tricks, for example, are used quite sparingly and are NEVER as dangerous as the tutorial. The tutorial is really overwhelming and paints a really inaccurate picture of the actual game. I highly recommend giving it another shot with an open mind. The only new mechanics you really need to worry about are positioning (don't get bumped), rings (simple enough), tricks (used rarely), and tripwires (you have to boost through them, that's it)
@@jubbalub yeah the tutorial def painted the game as significantly more complex than it is. The mechanics aren't that bad to understand but throwing you into all of it from the getgo was def a bit much
If it helps you, heavyweight charcters (Like Eggman and Metal Sonic) can turn MUCH better underwater than lightweight characters (Tails and Sonic for example)
Tracks look a lot prettier most of the time, but I think the simplicity is really needed for a Kart game. My big thing is just that I feel like I could invite any friend to Kart, pop a few mods, and have a grand old time. Ring Racers is just… not something I want them to have to put up with.
RR is just a bit more “complicated” in every regard. RR tracks look amazing, but they also give me motion sickness just because they’re so bright. (But tbf, I am 99% no other players have this issue lol) And yeah, RR‘s long-ass tutorial really threw me off at first. It has a ton of charm, though, and it never ceases to amaze me what Sonic fans can create.
I'm noticing a huge problem with visual clutter in Ring Racers, visually the game is definitely improved but a lot of the effects can be distracting and in some cases like the costal temple it's impossible to see turns ahead of you.
I miss Grand Metropolis and Casino Resort so much, and I was also shocked that Eggman Nightclub didn't return, though Chemical Facility is effectively a replacement in terms of track design.
Seeing these courses back to back like this really puts into perspective how much tighter Kart felt to control. It's rather baffling to me that they made the game feel so much more slippery, despite the massive increase in chaos of the general gameplay.
There's a setting un the accessibility menu that I had to turn off in order for this to feel better, can't remember the name of it Been vibin after that. Game takes a bit of getting used to but isn't that bad once you're past that
@@OlmiOP If you find the setting then can you please put it in the comments? I'd like to try that out to see if it helps me with the issues I'm running into as well.
Full on video options: Resolution 1920x1080 Full Screen V-Sync Off FPS Cap 60 Screen Effect Sharp Bilinear Advanced Draw Distance Farther Weather Draw Distance Farthest Enabled Skyboxes On Parallel Software on Extra frame skipping off Renderer Software
@@emilyjones8713 for the record I did recently get a relatively beefy PC, and it still drops frames on occasion Might be worth reducing the resolution or render distance if you're running into performance issues!
@@OlmiOPLegacy GL also gives a major performance boost by redirecting rendering tasks to the GPU. It’s also objectively better for gameplay due to how it handles camera tilting: makes some tracks like Marble Garden significantly easier.
That's what it was going to be originally! But they added so many characters, tracks, mechanics, etc, that they figured they'd release it as a sequel instead (or at least I imagine that was their mindset)
Daytona Speedway, Sonic Speedway and Virtual Highway do not feel the same without their old music In Daytona's case, the music feels like a downgrade, it's the same song but it's weirdly different.
I did record DRRR's on Gear 3, and Fang also has more speed than Knuckles which makes the turns a lottle harder It's a skill issue on my part but I got too lazy to record a perfect run
@@OlmiOP it still says a lot that someone with your experience is unable to play DRRR properly even if it’s on one of the faster speeds. The remade tracks absolutely do not lend themselves for the engine tweaks, specially when you take into account how much E-brakes and literal full stops you had to make in comparison to original SRB2K just to navigate these courses properly
@@andre.drezusYou can easily do these maps without touching walls in DRRR. You dont need to E-Brake hard when you can literally do the exact same thing you did in SRB2Kart and just feather Brake when you're taking a turn. Physics are a little different, but can still be practiced to perfection nonetheless. You might need more anticipation for turns than in SRB2Kart, which is completely fair criticism. I highly suggest checking out the top ghost times in DRRR, they're literally insane.
I kinda like how harsh the inclines are from a game design perspective. It forces you to learn how to use rings effectively. It is really harsh tho, I would not be against making the karts a little more powerful across the board. It does make it a bit of a pain in first where your item slot can get clogged up tho.
@@televisedmassacreMy thoughts exactly. Having the tracks be bigger is a positive. Chemical Factory is already hell to drive, I can't imagine it being SMALLER
@@R3d_Dr4g0n18OH I forgot that one was called Hill Top Zone The one Ring Racers considers Hill Top is based off a different track, which was an addon The Hill Top you're thinking of isn't in Ring Racers
Graphically, some tracks look absolutely stunning in Ring Racers, while some others can really strain your eyes with what they throw at you. Mechanically though, I think I'll take srb2k versions 90 percent of the time. Ring Racers is not fun to play.
If you know what's going on and can handle some of the chaos, Ring Racers is really cool, although I understand if you don't like it for being too chaotic
Rip srb2k🤧🤧🤧 RR is trash, it is just a fighting game and souls like wanna be 🤮🤮🤮 Please stop lying about it been good just for having an awfull and gimmicky gameplay for no reason 🤥🤥🤥
You're more than allowed to dislike it, but don't you think that accusing people of lying about it being good is a little over the top? Also souls like wannabe is INSANE
Am aware, this video was recorded before I got good at this game. If I were to re-record this (which I'm considering cause I missed some tracks) my gameplay would look a LOT better
THIS VIDEO IS NOW OUTDATED, WATCH A MORE COMPLETE VERSION OF THIS HERE: ua-cam.com/video/rcNefqC0cdM/v-deo.html
Note that this does NOT include Addon tracks for SRB2K. There's a bunch I recognized from playing myself, but this video is long enough as is with just the base game tracks.
This was recorded as of version 2.1. I'm aware of version 2.2 making some changes, particularly to Desert Palace, but I recorded everything before that released.
You missed one, because Abyss Garden Zone is basically the first two sections of Ancient Tomb Zone, with a new third section.
@@ah2190Wait what cup is it on?
@@ah2190
WAIT
WHAT
There's technically a few more tracks that are more subtly or vastly transformed but otherwise still based on a previous SRB2Kart track.
Hot Shelter and Ramp Park are remakes of Red Barrage Area and Kart's Hill Top.
Ramp Park honestly is easy to miss as a "remake" because of the huge makeover and only a few sections being recognizable as parallels to the old Hill Top plus hearing it was turned into ramp park from the Discord back when it was in development.
Hot Shelter though is clearly based off RBA not only in the stage theme itself, but there's at least one third or fourth of the layout that is visibly recognizable to be lifted/redone from the old RBA, though otherwise quite different...quite the improvement imo.
@@ArcadeStriker I actually recorded Red Barrage Area originally, but deemed them too different to be worth including in the video
Ramp Park I was not aware of at all though! I've considered making an update video since I was not aware of some tracks when I made this one, so I might look into it!
This shows one of my favorite aspects of ring racers: the artstyle. The colors used are just so striking and vibrant and seeing them side by side with older stages really highlights how much work went into the visual style of the game. Its quality makes it almost feel official
this is how i found out ring racers' green hills still more or less has the same basic layout as the original. that's really cool
Right before recording this I was actually on the fence about if I wanted to include it in the video or not. The difference is a lot bigger compared to others. But I thought it was close enough to fit
Hot Shelter didn't make the pass though. Too different.
Aurora Atoll also BARELY counted, but I almost scrapped it
The level of improvement on the tracks in Ring Racers is genuinely incredible! It's amazing how much they wrre able to improve the gameplay, visuals, and music, all the while keeping to the same general layout.
Except Final Fall then was nerfed i my opinion and they didn't get back Ancient Tomb,Egg Quarters and even Splashdown.
Ring racers isn't really an upgrade it's just a completely different game
@@oat9616 is a sequel actually
@@sergiomendoza251 Yeah I know just I'm just sayian I don't consider a lot of what ring racers does as improvements but it's still fun regardless
Aa someone who never played SRB2K but has been playing Ring Racers... *WOW!* The sheer upgrade is *INSANE,* both in gameplay and visuals. I can't imagine how much love and effort went into these...!
I’m gonna be completely honest it never occurred to me that some tracks in Ring Racers were remakes of SRB2K I genuinely thought they were all new or at least that some were loosely inspired by the older tracks. It was to the point I was asking myself “I wonder if they are gonna add the original tracks as a bonus”
A good majority of them have very different looks and some of them even have significant layout changes so i don't blame you
But stuff like Blue Mountain is a lot more evident (despite the music change)
Interesting how every comment so far has a negative spin. I think the tracks are a great improvement in Ring Racers overall.
Some of it is most likely nostalgia for SRB2K, and I get it. My first impressions of Ring Racers weren't great either. But a lot of these had to be changed to fit the gameplay of ring racers better
I've never played SRB2K and I'm learning Ring Racers so that's where my bias lies
@@Jr-Reed that's entirely fair. SRB2K was my favorite racing game before this so I understand that side too. I'm just used to adapting to new stuff in plenty of scenarios so it wasn't too bad to change it up
Overall, I like more of the changes than I dislike, but it was a little heartbreaking that of the 32 or so tracks that actively improved my mood on running through in SRB2K, only two made it into Ring Racer.
@@toxithevagrant9977Aren't custom tracks and characters the bread and butter of SRB2K? I'm fairly certain your tracks will be ported over at some point. You could even learn how to do it yourself.
Oh, the glow up is so bright it's not even funny, the SRB2K versions feel just like SRB2.
The legacy versions, especially.
SRB2K was made in the tail-end of the 2.1 era.
I mean srb2k was made in a legacy version so uh
@@SomeRobloxDudeWasTaken You're both implying I'm not aware, huh?
Thanks for putting this together! Seeing the tracks side by side like this really drives home the enormous glow up DRRR has both visually and mechanically.
It’s funny, when SRB2K was new I ever thought the tracks were that barren but now they look empty by comparison. They really added a lot to the Ring Racer’s versions, but I like how the general layouts remain since they were already great, they just added on in a few spots to improve them.
I mean they do their job for what SRB2K wanted, so even now I don't see them as "barren" personally
But I do agree on ring racers doing a better job
to make it fair, I did played SRB2 Kart before. but I love how much tracks have changed during the DRRR development. DRRR had a great Sonic 3-styled artstyle compared to SRB2 Kart, that quite atleast had SRB2 v2.2 artstyle.
Of the nineteen tracks returning here, only half a dozen of them didn't get new music:
- Northern District
- Desert Palace
- Lake Margorite
- Coastal Temple
- Crimson Core
- Kodachrome Void
Makes me wonder why some of the others got their music replaced. The ones with different versions I get, seems like a reasonable upgrade, but some others just got it entirely replaced for some reason
Blue Mountain's original track is from F-Zero, as was the old animation and music for blowing up the guy in last place. Probably changed things to avoid Nintendo's lawyers coming after them.
@@thehans255 Then again, the CHECK thing that shows up at the bottom of the screen when another racer's on your tail looks like the one from the original F-ZERO as well, but I guess that one's easier to remake and thus harder to prove as an asset flip
@@thehans255 oh I definitely noticed them straying away from Nintendo stuff, probably for the best, but some other tracks got changed too, and those I'm not so sure on
@@KorotasGeckoGamingCorner Yes, there is that. IIRC the one in Ring Racers is more rounded and cycles through more colors.
Chemical Facility being promoted out of map hell is hilarious. Guess it’s in one of the later GPs for a reason though.
I don't know how anyone can go back to the old Kart versions of these tracks. A lot of them really felt empty and truly unfinished, and Ring Racers' updates really breath life into them. The textures do so much to give each level a real unique identity, Daytona being a favourite as it introduces a lot of little details from the game it comes from like the slots & Sonic rock carving. They really went beyond in the visuals. My personal favorite of the legacy courses shown here would be Virtual Highway, the original was a real mish-mash of textures as opposed to the work of art that looks like it'd fit with Battle Network. Sad this is missing the MK courses that got changed completely into the "MEGA" courses!
I mean there's definitely something to appreciate about the simplicity of how SRB2K handled things. And even though I prefer the Ring Racers approach, I understand why some prefer Kart's instead
I had been an avid player of SRB2K for a good while so I was well familiar with all the Vanilla tracks. But stuff like Darkvile Garden, Green Hills genuinely took me a bit of re-racing in Ring Racers to realize they overhauled them visually and layout wise.
Genuinely funny how much they decided to make Green Hills way more one to one, to the actual Sonic 2 8-Bit Zone.
In Kart, I just thought they were just homaging it by name and song, Ring Racers puts the original to shame lmao.
Maps in the video:
0:00 - Green Hills Zone
1:42 - Northern District Zone
3:23 - Darkvile Garden Zone (Act 1 in Ring Racers)
4:52 - Daytona Speedway Zone
6:17 - Sonic Speedway Zone
7:54 - Misty Maze Zone (Renamed to Aquaduct Crystal Zone in Ring Racers)
9:47 - Sub-Zero Peak Zone
11:50 - Silvercloud Island Zone (Loses the Zone part in Ring Racers)
13:32 - Blue Mountain Zone (Act 1 in Ring Racers)
15:30 - Desert Palace Zone
16:30 - Aurora Atoll Zone
18:22 - Sonic Mania Special Stage 3 (Becomes Wavecrash Dimension Act 1 in Ring Racers)
19:29 - Lake Margorite Zone
21:18 - Costal Temple Zone
23:28 - Opulence Zone
25:28 - Crimson Core Zone
27:21 - Kodachrome Void Zone
28:46 - Virtual Highway Zone
30:29 - Chemical Factory Zone
Maps not in the video but should be:
Ancient Tomb Zone (Becomes Abyss Garden Zone in Ring Racers)
After replaying Abyss Garden...
I don't really see it personally
But the timestamps are appreciated! I will update the description with them
@@OlmiOP True that. It's kinda a little bit of a stretch, but still, the general layout of the first two sections of both of them are similar.
And technically, the Tutorial is basically a very expanded on version of the track of the same zone name in Kart, but it's changed so much that I wouldn't count it.
- Green Hills Zone: I liked the simplicity in the original better and it was a great introductory track. The new one is still one of the better RR tracks
- Northern District Zone: My favourite SRB2K track and I’m really sad with what they did… No more risky left route and the construction shortcut is much less time attack friendly. Music still bangs though
- Darkville Castle: I was never too fond of it but the remake is probably better for RR. Less emphases on drifting means tamer turns. Miss the big offroad shortcut though
- Daytona Speedway: It’s basically as good as it was. Though sad you can’t use the first speed panels to do the offroad shortcut anymore.
- Sonic Speedway: it’s of comparable quality. I’d say it feels worse but that’s probably just me not being used to the new mechanics
- Misty Maze: The same layout but I really don't like the water physics. At the very least I think the water in the beginning should be normal road
- Sub-Zero Peak: More or less the same. Prettier even!
- Silvercloud Island: Overall an improvement actually. The original was quite bland in layout and the elevation really makes it stick out! Quite sad the alternate route is boost exclusive now though
- Blue Mountain: Overall the same but I’m not a big fan of the last cave section change. It was fun to keep a drift going on a straightaway on the last cave section.
- Desert Palace: Can’t believe they turned the risky bridge into offroad. The button had more of a chance to fuck people over when people were going on it.
- Aurora Atoll: Feels like a different track. Not a bad thing but losing the original’s two iconic twist turns is like Sky Garden losing two turns in MK8D.
- SM Special Stage 3: Ruined. It was such a good sprint type track where you felt great keeping your momentum…
- Lake Margorite: Feel like it’s an improvement both visually and layout wise. Not too different actually
- Costal Temple: Honestly did one of my favourite tracks justice! The leaves make it a bit hard to see but I’m glad they didn’t make it a water track
- Opilence Zone: Honestly much cooler layout. Wish you could still water cut at the end though. No more u2 Akuyama music what’s up with that?
- Crimson Core: One of the greatest tracks and basically as good as the original. Though with the two shortcuts I feel like catchup potential is too big. Felt like a stage that really rewarded getting down the track layout.
- Kodachrome: It should be burning my eyes
- Virtual Highway: The corkscrew being long enough for a rainbow drift felt better. I do like the alternate route being locked behind a boost though
- Chemical Factory: wow it’s as shit as the original
Oh and I’m pretty sure Ancient Tomb is there too? Not too sure
No Sand Valley, Megablock Castle, Pradise Hill, Vanilla Hotel, Volcanic Valley or Eggman’s Nightclub is really sad though. They will be missed.
Rest in Peace to the MK tracks as well. The replacements just don’t replicate the bullshittery of the orignals.
Thanks for the comparison video man 👍
I recorded all of these before unlocking any of the recycle cups (I STILL haven't unlocked them all) so I wouldn't be surprised if I missed anything (I unlocked the music for Ancient Tomb recently though)
o7 for Paradise Hill specifically though, loved that one myself
Wow. Ring racers really is a visual upgrade at least from SRB2 kart
Srb2k. More favorable for beginners but lackin in style
Ring racers, oozes with charm and vibrant colors with banger genesis toons, but has a high skill gap for beginners
A lot of people are saying that the originals are barren or lame, but I still think they look really nice! Simple doesn’t always mean worse. Both are quite charming in their own regards.
100% agreed there :)
Jesus, the redone maps in ring racer makes the originals feel even more like its from a doom engine game
Green Hills is so different I don't consider it a returning track honestly. New one is good but the old one was iconic!!
Most everything else is a glowup though
Mentioned this in another comment, but I actually wasn't originally intending to include it. Then I thought about it, and saw more parallels than I first noticed. Sure, it's the most different track of the bunch, but I figured it was worth putting in just for comparison sake
@@OlmiOP and Final Fall?
@@sergiomendoza251was final fall vanilla?
I always thought it was modded in
@@OlmiOP nope,same as the temple i guess.
@OlmiOP last time I checked it wasn't vanilla at all.
One is "I can't believe this is being done on the doom engine" And the other is "Wait, this is being done on doom engine?" It could be passed off as remastered sega saturn game.
It feels so weird seeing Kodachrome Void with static textures rather than the moving, seizuriffic zig-zags of before. Is that just me?
Even on the SRB2K version they're absent. Was there an update I missed or something? Been so long...
They updated it in SRB2K... 1.5 I wanna say? Probably to help photosensitivity issues which is good, though I lowkey miss the craziness of it sometimes
ngl I like green hills in srb2k more, since there is a lot more visual elements to it, the two bridges over the river, the entrance to the cave, and the loop in the back as you approach the end looks a lot nicer
Graphically, I'm inclined to agree. but the extra depth added to the gameplay of Ring Racers' gives it the edge for me
It's close though
Idk why they made the Ring Racers version based on Sonic 1 from Master System instead of the Genesis like the original, would've made a lot more sense
@@Sperx that is a little odd, but I don't really mind it too much personally
@@Sperxwasn't that always the case? Or at least, the original intention? It's called Green HillS Zone for a reason in both games, not Green Hill Zone.
@@Sperxé green hillS zone, com o S no final, por isso
SRB2KART has MKDS turning while Ring Racers has MKDD turning
And you can Drift Brake in Double Dash btw.
Nice to see I'm not the only one who has trouble with Chemical Factory Zone (Ring Racers)
I've gotten better at it now but I definitely consider it the hardest track in the game
It is BRUTAL
@@OlmiOP How would you like it if the AI was lightning fast throughout the entire thing while you're struggling to get past every single twist and turn? That's how I feel about that map TBH, and I hate it.
I'm consistently blown away by the absolutely massive leap they took artistically and graphically but the game itself is such a chore to play. It's absolutely a bigger, badder, more complex game but sometimes you just want something simple and clean.
This is the main thing I noticed about the game and why I expected it to be very divisive. I like what you do in this game but I can't deny the simplicity in Kart goes a long way too
@@OlmiOP I just wish there were options to turn on and off some of the features because every one of the new mechanics is interesting and fun but having to juggle them all at once just tires me out after a GP or two worth of gaming. But then you can't really turn any of them off because so much of RR's DNA has them baked into it.
@@Ninetails2000Not only the DNA but also the tracks are built with these mechanics in mind
They're all cool individually but it IS a bit too much to handle at first, so I get it
I don't actually agree that it's too complex. After beating all of the cups, I think the game is certainly more complex than Kart, but not by much. About on the level of CTR.
The sticking point is that the tutorial teaches you all of these complex, advanced mechanics that you rarely ever use in the actual game. Tricks, for example, are used quite sparingly and are NEVER as dangerous as the tutorial. The tutorial is really overwhelming and paints a really inaccurate picture of the actual game.
I highly recommend giving it another shot with an open mind. The only new mechanics you really need to worry about are positioning (don't get bumped), rings (simple enough), tricks (used rarely), and tripwires (you have to boost through them, that's it)
@@jubbalub yeah the tutorial def painted the game as significantly more complex than it is. The mechanics aren't that bad to understand but throwing you into all of it from the getgo was def a bit much
Nice ring usage. I find you're enjoying it?
This might be the most fun I've had in a fangame since AM2R in 2016
I am in love with this game
Loving the remakes, minus Misty Maze to Aqueduct Crystal because of how annoying I find the water handling, but the tracks look so much more vibrant
Misty Maze's aesthetic got eradicated in Aqueduct Crystal, it's really sad.
Funny, I actually like the water handling. It’s a fun change compared to how water is usually “handled”.
If it helps you, heavyweight charcters (Like Eggman and Metal Sonic) can turn MUCH better underwater than lightweight characters (Tails and Sonic for example)
Tracks look a lot prettier most of the time, but I think the simplicity is really needed for a Kart game.
My big thing is just that I feel like I could invite any friend to Kart, pop a few mods, and have a grand old time. Ring Racers is just… not something I want them to have to put up with.
RR is just a bit more “complicated” in every regard. RR tracks look amazing, but they also give me motion sickness just because they’re so bright. (But tbf, I am 99% no other players have this issue lol)
And yeah, RR‘s long-ass tutorial really threw me off at first. It has a ton of charm, though, and it never ceases to amaze me what Sonic fans can create.
ring racers looks better visually, but I can't really compare the gameplay since I never played srb2k before
Simple way I can describe Kart is that it's Ring Racers but you're far more in control of your own fate in every possible aspect you can think of lol
@@JettzCG can agree with that one
I'm noticing a huge problem with visual clutter in Ring Racers, visually the game is definitely improved but a lot of the effects can be distracting and in some cases like the costal temple it's impossible to see turns ahead of you.
Coastal Temple is the only place I've personally struggled with that, but I can definitely see where you're coming from with this
For all the returning tracks,why is not back Ancient Tomb?
the reason may be that the course didn't quite fit with the extra mechanics
@@aluigiFromKartit's a shame honestly, I really liked ancient tomb. They could've reworked it a bit to make it fit better. Oh well
I miss Grand Metropolis and Casino Resort so much, and I was also shocked that Eggman Nightclub didn't return, though Chemical Facility is effectively a replacement in terms of track design.
@@aluigiFromKart maybe a remaster with a little parts with the new mechanics could be good.
@@pacothemajestic i didn't care about casino resort much but grand metropolis my beloved
There is nostalgia in this game to as i provoke reply heat
A part of me really perfers the simpler, more readable tracks of SRB2K.
Seeing these courses back to back like this really puts into perspective how much tighter Kart felt to control. It's rather baffling to me that they made the game feel so much more slippery, despite the massive increase in chaos of the general gameplay.
There's a setting un the accessibility menu that I had to turn off in order for this to feel better, can't remember the name of it
Been vibin after that. Game takes a bit of getting used to but isn't that bad once you're past that
@@OlmiOP If you find the setting then can you please put it in the comments? I'd like to try that out to see if it helps me with the issues I'm running into as well.
@@OctaHeartscreen tilt - off, and FOV - 110 is what I do
@@OctaHeartProfile Setup > Accessibility > Lite Steer > Off. It feels a LOT better believe it or not
@@OlmiOP I already have that off, so I guess it's just a skill issue on my part then.
How are you getting speed shoes in time attack? It seems like I can only get ring related drops in TA
It's not time attack. It's free play!
What settings do you use for ring racers? I feel like a lot of graphical assets get in the way of me understanding what I’m looking at on new tracks
Uhhhh I'd have to check later, currently away from my PC
But I do understand your struggle, it took me a bit to adapt to it all
Full on video options:
Resolution 1920x1080
Full Screen
V-Sync Off
FPS Cap 60
Screen Effect Sharp Bilinear
Advanced
Draw Distance Farther
Weather Draw Distance Farthest
Enabled Skyboxes On
Parallel Software on
Extra frame skipping off
Renderer Software
@@OlmiOP Thank you so so much!
@@emilyjones8713 for the record I did recently get a relatively beefy PC, and it still drops frames on occasion
Might be worth reducing the resolution or render distance if you're running into performance issues!
@@OlmiOPLegacy GL also gives a major performance boost by redirecting rendering tasks to the GPU. It’s also objectively better for gameplay due to how it handles camera tilting: makes some tracks like Marble Garden significantly easier.
So, what, is Ring Racers an updated version of SRB2K?
That's what it was going to be originally! But they added so many characters, tracks, mechanics, etc, that they figured they'd release it as a sequel instead (or at least I imagine that was their mindset)
@@OlmiOP Goootcha. Thanks for the info
RIPO Eggman Nightclub
overall huuuge upgrade from the first games tracks
that said, daytona beaches song was better in the first. ^u^;
Daytona Speedway, Sonic Speedway and Virtual Highway do not feel the same without their old music
In Daytona's case, the music feels like a downgrade, it's the same song but it's weirdly different.
overall huuuuge upgrade from the first game
that said, daytona beach had a much better song in the first game ;u;
Ring racers just needs better resolution
SRB2K: *smooth driving*
DRRR: what if we force you to bonk into walls every needlessly right angled turn and fight against every uphill?
Skill issue :)
I did record DRRR's on Gear 3, and Fang also has more speed than Knuckles which makes the turns a lottle harder
It's a skill issue on my part but I got too lazy to record a perfect run
@@OlmiOP it still says a lot that someone with your experience is unable to play DRRR properly even if it’s on one of the faster speeds. The remade tracks absolutely do not lend themselves for the engine tweaks, specially when you take into account how much E-brakes and literal full stops you had to make in comparison to original SRB2K just to navigate these courses properly
@@andre.drezusYou can easily do these maps without touching walls in DRRR. You dont need to E-Brake hard when you can literally do the exact same thing you did in SRB2Kart and just feather Brake when you're taking a turn.
Physics are a little different, but can still be practiced to perfection nonetheless. You might need more anticipation for turns than in SRB2Kart, which is completely fair criticism. I highly suggest checking out the top ghost times in DRRR, they're literally insane.
I kinda like how harsh the inclines are from a game design perspective. It forces you to learn how to use rings effectively. It is really harsh tho, I would not be against making the karts a little more powerful across the board.
It does make it a bit of a pain in first where your item slot can get clogged up tho.
What I didn't like is that some of the tracks are bigger than their original versions
Ring Racers is much faster and the game generally differs from SRB2K, I think the larger tracks are justified
@@televisedmassacreMy thoughts exactly. Having the tracks be bigger is a positive. Chemical Factory is already hell to drive, I can't imagine it being SMALLER
Too bad a decent portion of the original maps I've played are far too narrow for the speed they expect, you'd think they'd optimize those ones more
@@OlmiOP even in the original was a hell (that is why they put that track in the hell maps).
I like the old one version :<
I hate so much the new one
Where's hill top zone?
That wasn't vanilla in SRB2K. That was an addon track. If I included one, I'd have to include all of them, and I wasn't sure which ones qualified
@@OlmiOPno it was in vanilla srb2 kart, sneaker cup
@@R3d_Dr4g0n18OH
I forgot that one was called Hill Top Zone
The one Ring Racers considers Hill Top is based off a different track, which was an addon
The Hill Top you're thinking of isn't in Ring Racers
Graphically, some tracks look absolutely stunning in Ring Racers, while some others can really strain your eyes with what they throw at you. Mechanically though, I think I'll take srb2k versions 90 percent of the time. Ring Racers is not fun to play.
If you know what's going on and can handle some of the chaos, Ring Racers is really cool, although I understand if you don't like it for being too chaotic
What have they done to my Northern District ;-;
And they rly shouldn't have changed the Daytona Music the new one rly doesn't fit the map
What? they improved the track
I'll agree with you on Northen district. New one isn't bad but I like the old 9ne better
The new daytona music goes hard tho, so can't agree with you
they ruined like all of these tracks jesus christ
Wdym? They're all awesome.
I really dislike the new designs, way too much stuff to keep track on
Its called a sequel. Look it up...
@@michaelodunlami3718This is a valid complaint. Being a sequel doesn’t mean adding clutter is somehow not an issue.
Rip srb2k🤧🤧🤧
RR is trash, it is just a fighting game and souls like wanna be 🤮🤮🤮
Please stop lying about it been good just for having an awfull and gimmicky gameplay for no reason 🤥🤥🤥
You're more than allowed to dislike it, but don't you think that accusing people of lying about it being good is a little over the top?
Also souls like wannabe is INSANE
"souls like wanna be?"
this guy has GOT to be trolling
You have the audacity to claim someone is “lying” for liking something you don’t. What a loser.
Fyi you can use the rings as a boost whilst drifting before you let go for the boost
Am aware, this video was recorded before I got good at this game. If I were to re-record this (which I'm considering cause I missed some tracks) my gameplay would look a LOT better
Theres a genuinely happy simplicity like an 80s arcade game to the originals vs sat the panzeer dragoon orta of the moder ring racers stages
Also ring racers can look gorgeous at times i yearn to play fhis game on a crt some fucking how
It seems like every vanilla level of srb2kart is less fun but far more balanced and controllable than ring racers
Yeah. Ring Racers is supposed to be chaotic and frenetic,so the tracks are filled with sharp turns and traps