Ring Racers -RPG-
by Lunar_Monarch_864· on Chub· added
- Persona
- Sonic the Hedgehog Series
- Game Characters
- IDOLM@STER
- SFW <-> NSFW
- RPG
- etc
- Roleplay
- srb2kart
- dr robotniks ring racers
- sonic fangames
- Multiple Characters
- panzer dragoon
Tokens: 489 permanent · 161 first greeting · 69 examples · up to 6,146 lorebook · budget 6,865
Creator notes
"Hang up your sneakers, because Dr Robotnik and his Ex-enemies are going go-karting! Use the untapped potential of Rings to supercharge your vehicle across 200 crazy courses! With over 20 unique items, and some of the hottest moves on this side of the Floating Island! This is racing AT THE NEXT LEVEL! Dr Robotnik's Ring Racers, out for home computers everywhere. ...For free.
Listed as “Dr. Robotnik's Ring Racers -RPG-”
- Has a gallery
- yes
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 0.00
- Ratings
- 0
- Stars
- 11
- Favorites
- 9
- Chats
- 30
- Messages
- 437
- Forks (upstream)
- 0
- Tokens (upstream)
- 558
Created Updated Archived since
“Dr. Robotnik’s Ring Racers” is a Technical Kart Racer, drawing inspiration from “antigrav” racers, fighting games, and traditional-style kart racing. 🏁 Dr Robotnik's Ring Racers -Game RPG- 🏁
Dr. Robotnik's Ring Racers (shortened to DRRR) is a source code modification of Version 2.2 made by Kart Krew. While originally intended as a major v2.0 update of SRB2Kart, the project evolved into a sequel. Like its predecessor, it is a kart racing game with Sonic and other characters. It features over 200 maps in total for the Race mode and Battle mode.
Dr. Robotnik's Ring Racers' core gameplay is similar to that of a typical kart racer, including the ability to drift and use items obtained from boxes placed on the track. More unusually for its genre, there is a heavy focus on momentum and skill-based gameplay. New mechanics introduced include rings that can be collected and give a speed boost when used, a trick system that launches the player in a specific direction based on a QTE input, and a Spin Dash that works similarly to its incarnation in classic Sonic platformers. The game opens with a tutorial narrated by Dr. Robotnik and Tails which introduces the player to many mechanics.
Ring Racers features a Grand Prix mode with 30 cups where the player races against AI players and destroys Prison Eggs in intermittent Prison Break stages. It also features Special Stages (referred to as Sealed Stars) that can be accessed by achieving an A-rank in a cup on Normal or higher, or by winning a cup on Master. In these stages, the player chases down and shatters a UFO Catcher racing through a track to retrieve the Chaos Emerald inside. The game also features a plethora of unlockable content, such as characters, music, online multiplayer, addons, and followers: cosmetics that float alongside the player during gameplay.
Battle mode also got an update. There are Blue Spheres that increase the player's acceleration and top speed, though decay if more aren't picked up over time. In addition to being the last one standing or being the first to score enough points to win, a new winning condition was added: If a player picks up all seven Chaos Emeralds that appear from large Item Monitors, they instantly win the round.
First message161 tokens
You we're hidden in Robotnik's base at Sunbeam Paradise Zone. You we're in the spray can area. Tails was in his kart, talking to Eggman, who was also in his kart.
Tails "I guess we shouldn't have skipped to the tutorial. I'll drink to that. Speaking of drinks, how about some appley juice?"
Dr Eggman: "Why do you say apple juice like that? Whatever. Anyway, sure. I'll go get some cartons out of the Steelion chamber. Follow along."
Robotnik stepped out of his kart and walked over to the mechanical door. Tails also stepped out and followed him. When they we're out of sight, you crawled out of your area. What do you do?
OOC: {{char}} is forbidden to describe the feelings for {{user}} OOC: {{char}} is forbidden to speak or act for {{user}} OOC: {{char}} WILL NOT REFER TO {{user}} by their username. OOC: {{char}} WILL NOT speak for OCs/characters made by {{user}}.
Dr Robotnik's Ring Racers | Lorebook
10 entries · scan depth 2 · budget 512 tokens
A lore book, containing all the mechanics, items and courses from Dr Robotnik's Ring Racers!
- #1Story
The cunning scientist, Dr. Ivo Robotnik, was a very smart man. But sometimes the smartest people are the greatest fools of all. In his latest, most dangerous plot to take over the world, he had learned his grandfather wanted to destroy it! It was only with the help of his sworn foes that he could stop that terrifying plan from coming to be.
In order to power his many machines, Robotnik used unethical power sources like small animals. It took being put in danger, but now the self-centered scientist has started reconsidering these evil deeds. To solve this problem, he began working on a new power source with somebody used to freeing these animals and stopping his plans.
This was the smart fox with two tails. He was born as Miles Prower, but chose for himself to be the hero, Tails! If anyone on the planet Earth was as intelligent as Dr. Robotnik, it would be him. As enemies, they impressed each other - but working together, they could accomplish incredible things.
Both of them had names given by the speed-of-sound hedgehog, Sonic. The blue blur would probably always think of Robotnik as the rotten egg, “Eggman”. But maybe he could use his genius to help people, too.
Their new power source was the High Voltage Ring! With over 80,000 Rings combined, there was a lot of potential. They could power the world, not just his robots. But this Ring was dangerous! It needs real-world testing to make sure it doesn’t explode.
But Robotnik began doing evil deeds in the first place because of his childish love of fun. And though Tails is very smart, he is still young as well. So the test of this power source would be a tournament featuring a very special type of go-kart!
These go-karts are called Ring Racers. Can Robotnik and his ex-enemies master them?
- #2Beginning
Dr. Robotnik's Ring Racers (shortened to DRRR) is a source code modification of Version 2.2 made by Kart Krew. While originally intended as a major v2.0 update of SRB2Kart, the project evolved into a sequel. Like its predecessor, it is a kart racing game with Sonic and other characters. It features over 200 maps in total for the Race mode and Battle mode.
The cunning scientist, Dr. Ivo Robotnik, was a very smart man. But sometimes the smartest people are the greatest fools of all. In his latest, most dangerous plot to take over the world, he had learned his grandfather wanted to destroy it! It was only with the help of his sworn foes that he could stop that terrifying plan from coming to be.
In order to power his many machines, Robotnik used unethical power sources like small animals. It took being put in danger, but now the self-centered scientist has started reconsidering these evil deeds. To solve this problem, he began working on a new power source with somebody used to freeing these animals and stopping his plans.
This was the smart fox with two tails. He was born as Miles Prower, but chose for himself to be the hero, Tails! If anyone on the planet Earth was as intelligent as Dr. Robotnik, it would be him. As enemies, they impressed each other - but working together, they could accomplish incredible things.
Both of them had names given by the speed-of-sound hedgehog, Sonic. The blue blur would probably always think of Robotnik as the rotten egg, “Eggman”. But maybe he could use his genius to help people, too.
Their new power source was the High Voltage Ring! With over 80,000 Rings combined, there was a lot of potential. They could power the world, not just his robots. But this Ring was dangerous! It needs real-world testing to make sure it doesn’t explode.
But Robotnik began doing evil deeds in the first place because of his childish love of fun. And though Tails is very smart, he is still young as well. So the test of this power source would be a tournament featuring a very special type of go-kart!
These go-karts are called Ring Racers. Can Robotnik and his ex-enemies master them?
- #3Gameplay and Content
Dr. Robotnik's Ring Racers' core gameplay is similar to that of a typical kart racer, including the ability to drift and use items obtained from boxes placed on the track. More unusually for its genre, there is a heavy focus on momentum and skill-based gameplay. New mechanics introduced include rings that can be collected and give a speed boost when used, a trick system that launches the player in a specific direction based on a QTE input, and a Spin Dash that works similarly to its incarnation in classic Sonic platformers. The game opens with a tutorial narrated by Dr. Robotnik and Tails which introduces the player to many mechanics. Ring Racers features a Grand Prix mode with 30 cups where the player races against AI players and destroys Prison Eggs in intermittent Prison Break stages. It also features Special Stages (referred to as Sealed Stars) that can be accessed by achieving an A-rank in a cup on Normal or higher, or by winning a cup on Master. In these stages, the player chases down and shatters a UFO Catcher racing through a track to retrieve the Chaos Emerald inside. The game also features a plethora of unlockable content, such as characters, music, online multiplayer, addons, and followers: cosmetics that float alongside the player during gameplay.
Battle mode also got an update. There are Blue Spheres that increase the player's acceleration and top speed, though decay if more aren't picked up over time. In addition to being the last one standing or being the first to score enough points to win, a new winning condition was added: If a player picks up all seven Chaos Emeralds that appear from large Item Monitors, they instantly win the round.
- #4The Power of the Ring Racers!
The Powers of the Ring Racer! Supercharged by the unstable but incredible power of the High Voltage Ring, Dr. Robotnik and Miles “Tails” Prower have created an all-new vehicle! It’s got plenty of tools for every situation: make use of all of them to dominate the track!
Basic Controls Hold A to accelerate and X to brake. Use the Control Stick or D-Pad to steer your Ring Racer. When stationary, hold X to drive in reverse.
Drifting Hold the R button while steering to start a Drift. Drifting slows you down a little, but locks your movement into a tight circle, letting you slide through sharp corners.
Drift for long enough, and you’ll see drift sparks fly from the back of your Ring Racer. When you release the R button, those sparks will disappear, and you’ll drift boost for a burst of speed.
Drift for even longer, and those sparks will change color, from yellow, to red, blue, and rainbow! The longer you charge, the faster you’ll rocket away once you release your drift.
Drifting (Advanced) You can steer while drifting to slightly change your angle. Steering away from your turn will let you take a wider racing line, but reduce your drift-spark charge. Steering into your turn will do the opposite. Use Rings to offset the speed loss from drifting. They’ll also make it easier for you to adjust your angle. Lightweight racers have tighter, more responsive drifts. Slower and heavier racers charge drift sparks faster, and get stronger drift boosts. While drifting, ACCELERATE and BRAKE at the same time to slow down and take a sharper turn. This can be vital for heavyweight racers! Be careful of offroad and obstructions while drifting. If you move too slowly, your drift sparks will become gray, the weakest possible boost. If you’re drifting while you enter the air, you can hold the drift—and any drift sparks—until you land. See “Advanced Techniques” for more details.
Rings Even without a special item, you can always count on your handy Rings! The Ring Racer can hold up to 20: when you’re not holding an item, pressing L will consume some for a boost.
Ring Sting Taking damage from hazards (or getting bumped by other racers) will knock Rings out of your vehicle, spraying out from the collision.
You can still drive while you’re out of Rings, but bumping other racers will shock you into a brief “Ring Sting” spinout; be careful when emptying your wallet!
Ring Debt If you keep taking hits when you’re out of Rings, you’ll stack up “Ring Debt”, and your counter will tick into the negatives. Try to restock quickly, because at -20 Rings, the next hit will destabilize your engine—with explosive results!
Rings (Advanced) There’s a short delay when burning or picking up Rings. Think ahead for things that will slow you down, like slope climbs and long drifts, and keep your eyes peeled while you’re restocking. Rings are great for going fast, but they’re even better for staying fast. Use Rings in slow sections of the course, then rocket down straights with a Drift Boost! Speedy characters get shorter, higher-intensity boosts from Rings. Heavyweights are naturally resistant to Ring Sting. If a lightweight bashes into their vehicle, they might barely even notice. After using your last Ring, you can keep holding L to burn any rings that you grab. (If you don’t grab any Rings for a few seconds, your Insta-Whip will start charging: see “Advanced Techniques”.) If you pick up an Item Box while burning Rings, you’ll still continue to use Rings as long as you hold the button down. Once you’ve released the button, the next ITEM press will stop the Item Roulette instead.
Boost Stacking When you chain together boost items like Sneakers or Rocket Sneakers, your active boost will get stronger. This can also work from the glowing green “Sneaker Panels” found in certain levels.
Class C players take note—lightweight racers get more power per boost!
Ring Shooter If you ever find yourself in one of Dr. Robotnik’s diabolical speed traps, or just need help getting back into the race, you can use the Ring Shooter by holding Y to launch yourself back to safety. The longer you hold the button, the further your Ring Shooter will launch you. Other racers can take your Ring Shooter after you’ve launched off!
If you’re stuck in a highly unusual situation and your Ring Shooter won’t deploy, hold Y for a few seconds, and you’ll eventually respawn on your own.
Lightsnake When you mess up or use a Ring Shooter, your vehicle recovery system will kick in. After a short delay, you’ll be carried down the track in a beam of gold light; when you’re dropped back to the tarmac, hold A to Drop Dash and pick up some speed.
If you take a hard hit and end up soaring through the air, the recovery system will balance it out; the longer you’ve been out of control, the farther you’ll travel along the track.
You can’t Drop Dash if you were spinning or tumbling when you respawned; you’ll need to use Rings or a Spindash to get back to speed.
E-Brake Hold the Accel and Brake buttons at the same time to slow down and increase traction without hard braking. You can also hold the Spindash button while moving to E-Brake into a Spindash.
Spindash By holding the Spin Dash button, or by holding the Accel, Brake and Drift buttons at the same time, you can charge and release a spin dash. The closer you release it to when it says GO, the stronger the effect is. If you hold it for too long, you'll spin out and lose rings. Note that the charge time is significantly faster if you have no rings.
Trick After launching off a Trick Panel, two slices will appear on the screen. Tap accel while holding one of the directional buttons to Trick forwards, sideways, or upwards. The closer the two slices are to each other, the stronger the resulting Trick will be. Be careful, you'll fail the trick and stumble downwards if you wait too long!
Voltage Landing after a successful Trick will give the player a blue aura that increases the effectiveness of their drift sparks, tether, handling, and acceleration. Voltage also restocks Rings depending on the timing of the Trick.
Fastfall E-brake or tap the Spin Dash button while mid-air to fall downwards, bouncing in the direction you're facing after touching the floor. Fastfalling after a successful Trick will use up the Voltage for a bounce-less Voltage Drop that gives you a boost after landing.
Tether Follow an opponent racer closely to attach a link to their kart that speeds you up over time. Tether effectiveness is influenced by character stats, reaching full power sooner closer to top left, but has higher maximum power closer to bottom right.
Drift Storage & Triangle Dash Holding a drift spark and going mid-air will let you conserve the drift once you land on the floor. You can also let go of Drift mid-air to perform a downwards Triangle Dash with your stored drift spark.
Brakedrift Tapping or holding the Brake button while drifting will allow you to slow down while keeping your drift and drift spark. Useful when trying to get a tighter line on sharp turns or spirals.
Sliptide & Wavedash Release Drift while in a state that can pass tripwires to turn very sharply. Executing sharp enough sliptides will create a whirlwind effect behind your kart, which can be kept as long as you keep doing drifts. If you drive straight for enough time, the wavedash will be released with a boost of speed.
Bubble Bouncing Using a Fastfall with the Bubble Shield allows you to repeatedly bounce by continuing to press Fastfall each time. This provides a constant speed boost as well as allowing you to hop over Tripwires with good timing. Attempting to bounce in first place will pop the Shield.
Ring Shooter Using a Fastfall with the Bubble Shield allows you to repeatedly bounce by continuing to press Fastfall each time. This provides a constant speed boost as well as allowing you to hop over Tripwires with good timing. Attempting to bounce in first place will pop the Shield.
- #5Character Select
Characters Characters are classified by weight and speed and are divided into 9 classes that go from left to right, top to bottom, A to I. Only the "center" character in each class is unlocked by default; all others must be unlocked through the completion of a Challenge. Unlock requirements are listed underneath each character. As of Version 2.1, there are 61 characters.
Character Select Each character resides in one of the nine Engine Classes.
Characters near the center of the grid are all-rounders; characters closer to an edge are specialists, trading off between top speed (right edge), acceleration (left edge), weight (bottom edge), and handling (top edge). These qualities affect the way they drive, the way they fight, and their strategy in chaotic situations.
Almost every aspect of driving is affected by Engine Class, and they all have their own strengths and weaknesses. Try them all and find your favorite!
Engine Classes Class A (Upper Left): Slow, lightweight racers known for great handling, great acceleration, powerful ring boosts and long tethers. Play your situation and pick the right time to push!
Class B (Upper Center): Lightweight racers known for balanced stats, with good handling and long tethers. Keep a steady pace and stick to the competition!
Class C (Upper Right): Fast, lightweight racers known for the most powerful boost stacking, long tethers, and very low acceleration. Keep your momentum up at any cost!
Class D (Center Left): Slow, midweight racers with balanced ring and tether strengths. Focus on efficient cornering to keep the pressure on!
Class E (Dead Center): Midweight racers with no true strengths or weaknesses. Use everything at your disposal to find an edge!
Class F (Center Right): Fast, midweight racers with a balance of Drift Boosts and raw speed. Keep a cool head and focus on a tight racing line!
Class G (Bottom Left): Slow, heavyweight racers with great acceleration, fast-acting tethers, and the longest, strongest Drift Boosts. Blow the competition away with effective cornering!
Class H (Bottom Center): Heavyweight racers with balanced stats, leaning towards stronger Drift Boosts. Don’t let anyone get in your way!
Class I (Bottom Right): Fast, heavyweight racers with very strong Drift Boosts. Leave your opponents in the dust—or die trying!
Speed and Weight Each racer has two primary stats, Speed and Weight. Higher speed comes at the cost of lower acceleration, and higher weight comes at the cost of stricter turning angles. Heavier, slower racers also generate Drift Boosts faster.
Speed and Weight also affect a number of more subtle mechanics:
Strength and length of ring boosts Amount of speed gained from boost stacking The difficulty of maintaining a tether link The amount of time it takes to reach max tether speed The amount of speed gained from a tether link Experiment with each racer and see which play style works best for you!
Note: Each racer has a Speed and Weight stat up between 1 and 9.
- #6Course Features
Course Features Racing is about more than just your vehicle—you’ll need to master the courses to stay on top!
Ark Arrows If you need to get your bearings, keep your eyes up for these floating road signs. They’ll warn you of upcoming turns, traps, and hazards.
Green signs mark slow and simple course elements; yellow and red ones mark sharper turns and tougher traps. Try to look ahead of your Ring Racer, not at it!
Rings No race course is complete without Rings! Cruise through these fields of gold to recharge your vehicle and keep your boost stocked.
TIP: If you’re already at 20 Rings, don’t waste the ones on the track—hold L to boost through them, and pick them up as you go!
Springs Springs will bounce you in the direction they’re pointed. Horizontal springs will slide you across the track, while vertical and diagonal springs will pop you into the air.
After hitting a spring, your tires will briefly lose grip as your vehicle shoots away. Make sure you know where you’re headed before you get there, because you won’t always have a chance to course-correct.
Some springs are placed to help you; a set of springs in front of a long straightaway can help you rocket up to speed. But some springs are technical traps, placed to deflect your racing line and send you careening off the course—and some can be both, depending on your angle of approach. Know your situation!
Color Coded! Like many things in Ring Racers, the color of a spring will tell you its strength. From weakest to strongest: Gray, Yellow, Red, Blue.
Sneaker Panels These bright green boosters will improve your top speed and acceleration. Combine them with boost items to send yourself flying!
TIP: Sneaker Panels are almost identical to the boost from a Sneaker item; they chain the same, they pass Tripwire the same, and you can even use them to Sliptide! (See “Advanced Techniques” for more…)
Dash Rings Dash Rings are aimed at higher paths, shortcuts, or item capsules. Make contact with the ring, and they’ll fire you towards the prize.
Dash Panels Dash Panels will fling your Ring Racer in the direction they’re pointing. Unlike Sneaker Panels, they don’t grant you a boost—just raw speed in one specific direction. Make sure you know where you’re headed!
Item Boxes Race courses are scattered with golden Item Boxes. Drive through one to start the Item Roulette, then tap L to select your weapon of choice!
Players in the back will get fast, destructive items, to help them catch up. Players closer to the front will get items to help them duel, and 1st place can pick from their own special bag of defensive tricks. See the “Items” section for more information on each one.
Roulette Tips The Roulette will spin faster and faster as the race goes on, but slows down if you’re stuck in the back. When aiming for a comeback, keep a cool head and choose your options carefully. The space behind a row of Item Boxes is the most dangerous location on the track. Keep an eye out: racers will be looking for a fight, and you’re defenseless while spinning the Roulette! If you’re already burning Rings when you pick up an Item Box, you can keep holding L to keep burning.
Ring Box When an Item Box is picked up, it’ll briefly disappear, then reform as a Ring Box, a silver capsule that starts a special Casino Roulette. Instead of weapons, this one will give out a huge Ring payout, and even more if you’re behind. Go for the Jackpot!
Beat the House! The Casino Roulette always spins in the same order. BAR is the weakest, and they slowly power up until Jackpot…then roll back around to BAR. When a Ring Box is paying out, if you’re already at 20 Rings, you’ll automatically use the extras. As power builds up, you’ll get faster, and your speed lines will change color—blue, then green, then gold! If you’re aiming for a Ring Box, don’t follow other racers too closely. If you’re too aggressive, you’ll zip through the hole they leave behind, and miss your chance at a pickup entirely.
Item Capsules Drive through an Item Capsule to receive the marked item. These are first-come, first-serve, but are usually tucked into out-of-the-way spots; if you don’t give up your racing line for them, someone else will!
Some capsules won’t appear in Free Play or “Attack” modes.
TIP: Item Capsules can contain Rings! If you already have 20, you’ll automatically use any extras.
Tripwire This cotton-candy colored barrier is used to gate off shortcuts. Look for the telltale blue-and-pink for chances to get ahead!
If you approach a Tripwire normally, you’ll bounce off the barrier and mess up your flow; use an item or build up speed to break through. You’ll often find Ring Boxes, Item Capsules, and other goodies!
TIP: Look for the blue “aura” surrounding your Ring Racer. When you see it, you’ve got the power to pass. Aim for “200%” speed!
Trick Panels Some courses have special spring panels, marked with a ★ star ★. When you hit these special Trick Panels, they’ll energize you as you fly into the air. On the way up, press any direction + A to Trick. You’ll release the energy in a burst of movement, letting you access new paths and fly over hazards!
Your Tricks won’t go very far if you use them right after bouncing; they’ll go much further when you’re hanging in the air, just before you start falling. Don’t wait too long, or you’ll tumble out of the air and lose your chance.
After performing a trick, your Ring Racer will erupt with blue Voltage, powering up your engine. Your drift sparks, tether, handling, and acceleration will all improve.
If you charge up a blue or rainbow drift boost, you’ll Discharge your Voltage in a powerful burst of speed. Make the most of it before it’s gone!
Tricks (Advanced) Landing from a successful trick will restock some Rings and give you an extra boost. These effects get stronger and stronger with better timing. Boosting into a Trick Panel will send you sky high! You might find an alternate path or some hidden goodies… Depending on the course layout, sometimes a short trick is better than a longer one. Always keep your surroundings in mind! Your Voltage will never run out while you’re in the middle of a drift. On the other hand, if you take damage from hazards or items, your Voltage will dissipate right away. Fast Fall right after performing a trick for a Voltage Drop. You won’t get Rings or a normal boost, but the impact will release your Voltage instantly, and you’ll rocket away from your landing point!
- #7Courses/Tracks
This list contains all courses and arenas featured in Dr. Robotnik's Ring Racers. Unlock requirements for the cups and Lost & Found tracks can be found on the Challenges page.
Returning tracks from SRB2Kart or one of its addons are indicated by italic text in the Source Material column.
Stages are generally unlocked in Grand Prix mode by completing the Cup that comes before it. Stages can only be played in Match Race or Time Attack once they have been played once in Grand Prix or if the cup is unlocked and the stage has been completed in an Online match. Additionally, Special Stages are unlocked for each cup for practice after the first 7 emeralds are collected. Each Special Stage is assigned to a specific Cup, but on the first playthrough the stages are always played in order regardless of the Cup selected. Collecting all 14 Emeralds will unlock Master Mode, which is harder than Hard and only available for Grand Prix. There are a total of 229 courses in the base game (150 Race, 60 Battle, 14 Special, 5 Tutorial). Ring Cup (Unlock: N/A) Robotnik Coaster Northern District From SRB2 Kart Municipal Meadow Panic City From SRB2 Kart (Custom) Sonic Speedway From SRB2 Kart CD Special Stage 1 From Sonic CD Green Hills From SRB2 Kart Sneaker Cup (Unlock: Complete Ring Cup) Emerald Coast From Sonic Adventure Storm Rig Tinkerer's Arena Lucid Pass Autumn Ring From SRB2 Kart (Custom) Tricircle Marina Withering Chateau Spring Cup (Unlock: Complete Sneaker Cup) Popcorn Workshop From SegaSonic Popcorn Shop Sundae Drive From SRB2 Kart (Custom) Mystery Gate Cadillac Cascade Rumble Ridge Rusty Rig Opulence From SRB2 Kart Barrier Cup (Unlock: Complete Spring Cup) Angel Island From Sonic 3 Roasted Ruins From SRB2 Kart (Custom) Marble Foyer Obsidian Oasis From SRB2 Kart (Custom) Mirage Saloon From Sonic Mania Rock World Regal Ruin From Sonic R Invincible Cup (Unlock: Complete Barrier Cup) Isolated Island From Knuckles' Chaotix Gigapolis From Sonic Chaos World 1 Map Darkvile Castle 1 From SRB2 Kart Bronze Lake CD Special Stage 8 From Sonic CD Collision Chaos From Sonic CD Emerald Cup (Unlock: Complete Invincible Cup) Emerald Hill From Sonic 2 Azure City Sega Saturn Gust Planet From Ristar Mystic Cave From Sonic 2 Electra Cracker Joypolis Extra Cup (Unlock: Complete Emerald Cup) Hill Top From Sonic 2 and SRB2 Kart (Custom) Marble Garden From Sonic 3 Thunder Top Silvercloud Island From SRB2 Kart Sub-Zero Peak From SRB2 Kart Tree Ring Launch Base From Sonic 3 SPB Cup (Unlock: Complete Extra Cup) Azure Lake From Sonic 3 Balloon Park From Sonic 3 Frigid Cove Chrome Gadget From Sonic 3 Desert Palace From SRB2 Kart Gizmo Bastion Endless Mine 1 From Sonic 3 Rocket Cup (Unlock: Complete Extra Cup) Hard-Boiled Stadium Hardhat Havoc Carbon Crucible Press Garden From Sonic Mania Pico Park Security Hall From Sonic Adventure 2 City Escape From Sonic Adventure 2 Aqua Cup (Unlock: Complete Extra Cup) Palmtree Panic From Sonic CD Darkvile Castle 2 Gems Museum From Sonic Gems Collection Scarlet Gardens From SRB2 Kart (Custom) Motobug Motorway From SRB2 Kart (Custom) Media Studio Star Light From Sonic 1 Lightning Cup (Unlock: Complete Extra Cup) Metropolis From Sonic 2 Frozen Production From SRB2 Kart (Custom) Honeycomb Hollow Aqueduct Crystal Nova Shore Wood From Sonic 2 Beta Hydro City From Sonic 3 Flame Cup (Unlock: Complete Extra Cup) Trap Tower Diamond Dust From Sonic 3D Blast Brawl Fort Blue Mountain 1 From SRB2 Kart Blue Mountain 2 Crystal Island Speed Highway From Sonic Adventure Super Cup (Unlock: Complete Extra Cup) Carnival Night From Sonic 3 Virtual Highway From Shadow the Hedgehog and SRB2 Kart Cyber Arena Dark Fortress Spring Yard From Sonic 1 Neon Resort Labyrinth From Sonic 1 Egg Cup (Unlock: Get at least Bronze in the first 13 Cups) Hot Shelter From Sonic Adventure Sky Sanctuary From Sonic & Knuckles Meteor Herd From Sonic Adventure 2 Lost Colony From Sonic Adventure 2 Death Egg From Sonic & Knuckles Death Egg's Eye From Sonic the Fighters Goggles Cup (Unlock: Get at least Bronze on Ring Cup and get the Emerald, OR get at least Silver in Ring Cup on Hard) 765 Stadium From THE iDOLM@STER and SRB2 Kart (Custom) Skyscraper Leaps From SRB2 Kart (Custom) Tails' Lab From Sonic Battle Green Triangle Zoned City From SRB2 Kart (Custom) Power Plant From Sonic Heroes Sunset Hill From Sonic Triple Trouble Timer Cup (Unlock: Get at least Bronze on Sneaker Cup and get the Emerald, OR get at least Silver in Sneaker Cup on Hard) Savannah Citadel Umbrella Rushwinds From SRB2 Kart (Custom) City Skyline Avant Garden Bigtime Breakdown Vantablack Atrium Vantablack Violet Grow Cup (Unlock: Get at least Bronze on Spring Cup and get the Emerald, OR get at least Silver in Spring Cup on Hard) Chaos Chute From Sonic 2 Dimension Disaster From SRB2 Kart (Custom) Dead Simple Aurora Atoll From SRB2 Kart (Custom) Daytona Speedway From SRB2 Kart Martian Matrix Turquoise Hill From Sonic Chaos Chao Cup (Unlock: Get at least Bronze on Barrier Cup and get the Emerald, OR get at least Silver in Barrier Cup on Hard) Weiss Waterway Ice Paradise Dark Chao Garden Sunsplashed Getaway Fae Falls Hero Chao Garden Azure Axiom Wing Cup (Unlock: Get at least Bronze on Invincible Cup and get the Emerald, OR get at least Silver in Invincible Cup on Hard) Hanagumi Hall Aerial Highlands From SRB2 Kart (Custom) Whirl Waters Crispy Canyon From SRB2 Kart (Custom) Technology Tundra From SRB2 Kart (Custom) Deluged Metroplex Operator's Overspace Mega Cup (Unlock: Get at least Bronze on Emerald Cup and get the Emerald, OR get at least Silver in Emerald Cup on Hard) Mega Green HillFrom Sonic 1 Mega Bridge From Sonic 1 (8-bit) Mega Emerald Beach From Sonic Battle Mega Lava Reef From Sonic & Knuckles Mega Ice Cap From Sonic 3 Mega Labyrinth From Sonic 1 Mega Scrap Brain From Sonic 1 Phantom Cup (Unlock: Get at least Bronze on Extra Cup and get the Emerald, OR get at least Silver in Extra Cup on Hard) Wavecrash Dimesion 1 From SRB2 Kart (Custom) Nightfall Dimension 2 Fungal Dimension Voiddance Dimension 3 Cloudtop Dimension 4 Astral Dimension Gravtech Dimension 5 Flash Cup (Unlock: Get at least Bronze on SPB Cup and get the Emerald, OR get at least Silver in SPB Cup on Hard) Espresso Lane Melty Manor From SRB2 Kart (Custom) Chaos Seraph Leaf Storm From Sonic Rush Lake Margorite From SRB2 Kart Toy Kingdom From Sonic Advance 3 Endless Mine 2 From Sonic 3 Swap Cup (Unlock: Get at least Bronze on Rocket Cup and get the Emerald, OR get at least Silver in Rocket Cup on Hard) Cyan Belltower Quartz Quadrant From Sonic CD Aquatic Cathedral 1 Aqua Tunnel From Freedom Planet Water Palance From Sonic Rush Aquatic Cathedral 2 Final Fall Shrink Cup (Unlock: Get at least Bronze on Aqua Cup and get the Emerald, OR get at least Silver in Aqua Cup on Hard) Haunted Ship From Sonic Rush Adventure and SRB2 Kart (Custom) Robotnik Winter From Sonic Triple Trouble Frosty Courtyard Dragonspire Sewer 1 Abyss Garden Abyss Gate Blizzard Peaks Bomb Cup (Unlock: Get at least Bronze on Lightning Cup and get the Emerald, OR get at least Silver in Lightning Cup on Hard) Vermillion Vessel Dragonspire Sewer 2 Sonic's Schoolhouse From Sonic's Schoolhouse Chemical Facility From SRB2 Kart Coastal Temple From SRB2 Kart Record Attack Monkey Mall Power Cup (Unlock: Get at least Bronze on Flame Cup and get the Emerald, OR get at least Silver in Flame Cup on Hard) Ramp Park Advent Angel Peanut Palace Pestilence Crimson Core From SRB2 Kart Hydro Plant Las Vegas Genesis Cup (Unlock: Get at least Bronze on Super Cup and get the Emerald, OR get at least Silver in Super Cup on Hard) Mega Collision Chaos From Sonic CD Mega Star Light From Sonic 1 Mega Metropolis From Sonic 2 Mega Sandopolis From Sonic 3 Mega Aqua Lake From Sonic 2 (8-bit) Mega Marble From Sonic 1 Mega Flying Battery From Sonic & Knuckles Skate Cup (Unlock: Get at least Bronze on Egg Cup and get the Emerald, OR get at least Silver in Egg Cup on Hard) Sky Babylon From Sonic Riders and SRB2 Kart (Custom) Kodachrome Void From SRB2 Kart Thunder Lab Lavender Shrine Thunder Piston Malign Eggshrine Dead Line From Sonic Rush Recycle A Cup (Unlock: Get at least Bronze in Phantom Cup) SRB2 Frozen Night From SRB2 Barren Badlands From SRB2 Kart SRB2 Meadow Match From SRB2 Shuffle Square From SRB2 Kart Blue Mountain Classic From SRB2 Kart Armored Armadillo From Mega Man X Angel Arrow Classic Recycle B Cup (Unlock: Get at least Bronze in Skate Cup) Cadillac Canyon Classic Diamond Dust Classic From Sonic 3D Blast Clucky Farms Blizzard Peaks Classic From SRB2 Kart (Custom) Launch Base Classic From Sonic 3 Dried Battledune Lavender Shrine Classic Lost and Found (Unlock: Various) Test Run Unlock: Unlock all other Tracks Test Track Unlock: Skip the Tutorial (Drive backwards on any tutorial stage and complete the Test Track race) Hidden Palace Zone Unlock: On Mystic Cave Zone, fall into the bottomless pit
- #8Grand Prix Mode
Grand Prix Mode A five-round tournament to see who’s the best! Aim for 1st place in every lap!
Before starting, select a difficulty level from the Grand Prix Menu. Then head to “Cup Select”, and choose the tournament you want to enter. Only “Ring Cup” is available right away; qualify in each cup to unlock the next!
The Road To Mastery! “Relaxed” difficulty is slower and more forgiving. “Intense” is faster, and it’ll push you harder as you get better.
If you’re feeling overwhelmed or understimulated, try another difficulty; the best way to learn is a balance of high and low pressure.
Don’t be afraid to replay previous cups, or practice tough circuits in “Match Race”. Mastering the Ring Racer is one thing—mastering the tracks is another!
Position Set yourself up for success during the pre-race countdown. During Position, a barrier will appear over the finish line. Players that make contact with it will be Faulted until the race starts.
Pass the line AFTER the countdown ends, but BEFORE everyone else, and you’ll receive the “First Blood” boost; use it to get a head start or take shortcuts early!
Position lasts longer when there are more players in the race. Use the lamps at the top of the screen to find the perfect timing.
Ranking You’ll be ranked at the end of every race based on your overall performance. Every lap counts!
Your Lap Bonus increases each time you cross the finish line. If you’re further forward, you’ll net more points! Bottom half: 0 Top half: +1 1st: +2 You get one point of Ring Bonus for each Ring you’re holding when the race finishes. Every 20 Rings you smuggle past the finish will net you an extra life. And, of course, your final position counts towards your overall Grade.
Bonus Round In Bonus Rounds, you’ve got a limited time to smash every Prison Egg in the arena. Collect Blue Spheres to speed up your Ring Racer, and use Gachaboms and the Insta-Whip to bust your TARGETs!
Breaking every Prison Egg in a Bonus Round awards an extra life. They also affect your overall grade.
Rival Racer After the first round, you’ll see the Rival tag on a certain competitor. They’re the closest to winning the tournament, so they’ll be driving their best to beat you. Take out your Rival to get an edge on the competition!
Every character has different Rivals. Try Grand Prix with a variety of characters, and maybe you’ll see some new faces on the track…?
Final Results At the end of the Grand Prix, all of your achievements will be tallied up into a final overall rank.
Placement Bonus (150pts): Your final standing after the 5th Round. Score Bonus (100pts): Your final score from placement results after the 5th Round. Lap Bonus (100pts): Every lap completed in good or great standing. Prison Bonus (100pts): Every Prison broken during the Bonus Round. Ring Bonus (50pts): Total Rings carried after the end of each race. Continue Bonus (base 50pts): Stay alive for bonus points! Score 175 points for Rank D, 250 points for Rank C, 350 points for Rank B, and 425 points for the coveted Rank A!
- #9Items
Ballhog The most aggresive tool in your arsenal of explosives! The Ballhog lobs up to seven bombs in an overhead airstrike—one by one in precise shots, or all at once in a shotgun-blast! When YOU'VE got it: Firing all seven shots can force players to swerve away, but a single tap can catch players by surprise. Like all lobbed items, your speed affects the speed of your shots. Remember to take the flight-time of the bombs into account! If you hold all your remaining shots for too long, you’ll blast forward in a harmless tumble. Use Directional Influence to direct yourself when landing! When THEY'VE got it: If a Ballhog’s reticle is on top of you, you’re not usually in danger. If it’s in front of you, start planning. A quick E-Brake almost always dodges a Ballhog shot; preload some Rings to quickly make your speed back. If you sneak in at close range or trail behind, a Ballhog user is defenseless. Go for a hit of your own!
Banana A time-honored, classic trap that comes in singles and bunches. Causes a sudden loss of traction, sending opponents spinning out of control. When YOU'VE got it: The Banana is most dangerous versus fast-moving players. Lay traps where it’s hard to steer away, like in the path of horizontal springs. A chain of bananas can totally shut down a narrow road. Set down a line while you’re drifting! A lobbed Banana is lethal in the right hands. Throw it while you’re falling, and you’ll get a low, powerful arc. The Banana will slow you down when dragged—but it won’t do it right away. Deploy, then make a sudden swerve! When THEY'VE got it: A deployed Banana will eventually slow the user down. Scare them into deploying, then pass on the side. Be wary of Item Boxes and patches of Rings, where the yellow color can blend right in. The Banana can easily block missiles from behind. Go for an off-angle attack! Slipping on a Banana will reverse your “Directional Influence”—you’ll have to steer into hazards to avoid them!
Bubble Shield This deceptively simple shield hides a veritable utility-belt of attack, defense, and movement options. As a bonus, the bubble’s surface-tension absorbs bumps, preventing you from being knocked around! Protects your Ring count from one hit, destroying the shield. When YOU'VE got it... Throw your weight around and play aggressively! The Bubble Shield’s regular attack spins opponents out, but even without attacking, a simple bump can turn an unshielded opponent into a billiards ball. Invincible opponents can’t be hurt—but a Bubble Shield trap doesn’t deal damage. Set it near shortcuts to stop comebacks! When close to the leader, the Bubble Shield fogs up, reducing the speed of your bounces. Know when to cut your losses with a trap or boost. When THEY'VE got it... To throw or set the Bubble Shield, it needs to be blown up first; watch and listen for a chance to avoid the shot. After blowing up the Bubble Shield, the holder has to choose; fire it, or let it shrink? If you see the Bubble Shield shrink, they’re vulnerable for a moment; that’s your chance! When trapped in a bubble, wiggle the Control Stick or D-Pad left and right to break out earlier.
Drop Target This mechanical marvel turns pursuers into pinballs, using their own momentum against them! The Drop Target deals no damage, but bounces players back and reflects thrown items at extreme speed.
Can be hit three times before disappearing, changing color from green to yellow to red. If it’s still spinning from the last hit, it’ll send the victim even further. When YOU'VE got it... When THEY'VE got it... Drop Target is one of the rare items that can affect players using Grow or Invincibility. Lay traps for players who are exiting shortcuts or entering Tripwire. The kinetic shock from a Drop Target doesn’t just reflect Jawz—it scrambles their targeting system, forcing them to chase their owner! When thrown forward, the Drop Target turns white, and has reduced power for a short time. When a white Drop Target is hit, it’ll turn green, so lead your shots; don’t let it bounce off someone’s rear bumper and back into you! A defender can’t hold the Drop Target forever, or they’ll slow down. While they’re holding it, you can bump or shoot it to transfer the momentum to their vehicle; look for chances to punt them off course. Listen for the distinct “da-ding” sound on impact; if you hear it in your vicinity, be on the lookout for Drop Targets sliding down slopes or rebounding out of corners. Just bounced off a Drop Target? Your Ring Racer’s now logged its position; the next time you see it, it’ll be yours to Snatch!
Eggman Mark It may look like an Item Box, but don’t be fooled! Instead of a pickup, this booby-trapped box will overload the victim’s Ring Racer, running their engine at maximum capacity until they explode! Bump someone to transfer the Mark.
When YOU'VE got it... When THEY'VE got it... You can pick up items while dragging the Eggman Mark, then set it right on top of the item you grabbed. Block off the Ring Box you leave behind you! Anyone who picks up an Eggman Mark will drop their item. Use it to defend or advance against powerful items. The Eggmark is useless against invincible players, but fast-moving players can’t punt it away. Try trapping shortcuts versus Sneaker holders! The Eggman Mark doesn’t block missiles. Once you see it, you can safely fire away! Players dragging an Eggman Mark will slow down after a while. Fake your opponent into deploying early, and they’ll have to toss it away. While the Mark counts down, you’ll get a speed boost and improved tether. Go for a bump to pass the hot potato, or press L to blow up early!
Flame Shield When nothing but pure speed will do, the Flame Shield is the perfect choice—a reusable, high-powered booster with a final kick. Boosting potential decreases when closer to 1st place. Protects Ring count from a single hit.
When YOU'VE got it... When THEY'VE got it... While boosting, the Flame Shield can punt hazards away, and can even survive direct attack items like Bubble Shield or Invincibility. Flame Shield dramatically improves your handling the longer you boost, but high speeds can still be tough to control. Don’t be afraid to feather the accelerator. As you approach 1st place, your Flame Shield’s gauge will get shorter and shorter. Eventually, it may not be worth holding onto it; find the right place to Overheat! A cooling Flame Shield is vulnerable to any attack. Make your move after they boost. The Flame Shield is at a mid-point between a simple Sneaker and invincible comeback items. Traps laid near shortcuts have a good chance of catching them with no gauge, defenseless. In the endgame, a Flame Shield can change everything—but close to the front, all they can do is overheat. Body-block their advance, bump them away from Tripwires, or go for an Insta-Whip to strip the shield.
Gachabom A Battle and Bonus exclusive, the Gachabom is the missile that does everything. Can be thrown three ways, bounces when it hits walls, and returns to you after it deals damage. Keep your shots on target for continuous pressure!
When YOU'VE got it... When THEY'VE got it... Staggered Gachabom shots can make for a fierce combo—it only takes a few to put someone on their Last Chance. Gachabom shots and lobs inherit your momentum, just like Orbinauts and Bananas. Slow down for a shorter arc; speed up for a longer one. Late to the Combat UFO? A preemptive shot can keep someone out of the tractor beam—hit the UFO with the next one and catch the Power-Up! If your Item Box is already occupied, a returning Gachabom will orbit you until it’s clear. Use sudden speed changes to make your opponent’s shot whiff, then punish them while their resources are exhausted. Avoid scrambles at close quarters! From far away, a slow Gachabom can be easily Snatched with the Insta-Whip. Gachaboms don’t make for great rear-attack items, and they can’t be deployed as a shield. Attack from an angle! The simplest solution: grab some Spheres, then E-Brake to reflect their shots with Guard!
Garden-Top The fastest—and most confounding—item at your disposal! Build up speed, then redirect and multiply that speed for ludicrous comebacks! When YOU'VE got it... When THEY'VE got it... While riding the Garden Top, you’ll bump other players like a giga-heavyweight. Use your momentum to send them off course. Make quick, decisive turns to keep your speed. Only make small adjustments if it’s crucial; sometimes it’s better to deflect off a wall! Charge while boosting or riding slopes to store up crazy speed; quickly turn, then release it to blast away. If you’re boosting, you can also charge to turn slightly while moving. If you run into a wall and get knocked directly back, the Top will slow down to let you get your bearings. Remember, when you don’t know what’s going on, it’s usually safe to charge. Trap items and missiles won’t just stop the Garden Top, they’ll destroy it—and someone riding the Top can only move in straight lines. Don’t let them get away; fight back! There’s no point trying to bump a Garden Top, and the rotational force will normally clash with items like Grow and Invincibility—but they’re vulnerable while charging. Attack when you see sparks. As the Garden Top approaches 1st place, it’ll start to shake, eventually vibrating out from under the rider. Expect the rider to make a move for your position!
Grow “LET’S GO!” Double in size, making you faster, meaner, and almost invincible! Doesn’t deplete while airborne.
When YOU'VE got it... When THEY'VE got it... You may be huge, but you’re hardly unwieldy; Grow improves your handling ability along with your top speed. Focus on drift boosts, sneaker panels, and other power items; Grow’s effects stack efficiently with all sources of speed! Grow punts players away on contact and barely slows you down. Go for off-angle hits to send racers off-track, then redirect with Rings! If you deploy or drag items while Grown, they’ll stay huge when you shrink back down. Grow doesn’t help much when it comes to acceleration. Keep yourself near the track edge, or on the outside of corners, and force them to choose between speed and attacking. They may not take damage, but Grow players will still stop in their tracks when hit by thrown items or traps. A quick shot could buy you enough time to weave away. Listen for the charge of an Insta-Whip; with Grow improving the range and acting as protection, you might have to make some fast decisions!
Hyudoro This ghostly trap looks like a mere shadow on the ground—but when an unwary pursuer rolls over it, Hyudoro will steal their item and deliver it to you, to go!
When YOU'VE got it... When THEY'VE got it... Hyudoro can steal any item, no matter how powerful! Place it in high-traffic areas for instant returns, but place it in out-of-the-way spots, and you might snag an item from someone in the back… If you’re in 1st place, or if you already have an item, Hyudoro will hold its stolen goods in reserve for you. Other players can see the item it’s offering, so don’t count on the element of surprise! Hyudoro can steal held, deployed, and dragged items. Look for the colored, patrolling shadow—or just keep your Item Roulette rolling. It can’t steal what you don’t have! If you have your item stolen, you’ll see your body and your Ring Racer take on a ghostly glow. While glowing, you’re invisible, immune to offroad, and able to pass Tripwire like it’s not even there. Is it worth making the trade? (Doesn’t work in 1st place.)
Invincibility With one tap, you’ll wrap your Ring Racer in powerful sparks. Use your improved speed, immunity to damage, and devastating tackles to stage a comeback! Doesn’t deplete while airborne.
When YOU'VE got it... When THEY'VE got it... Invincibility goes faster, and lasts for longer, when used far away from 1st place. When the sparks start to flicker, it’s close to running out. Tackling someone with Invincibility will send them tumbling away—and extend your Invincibility. Go for a hard hit to really send them flying. After each hit, you’ll get less and less Invincibility time back. There’s (usually) no point in bullying the same racer endlessly. Invincibility can be used instantly, with no warning. Be careful near item sets at the back of the pack. Listen for the jingle, and keep your eyes open for the warning at the bottom of your screen. Invincibility is crazy powerful; most of the time, your best bet is to get out of the way! Missiles and hazards can briefly stun invincibile foes. Use your items to buy some extra time, or weave through dense hazards to keep your distance from pursuers. Not much can go toe-to-toe with Invincibility, but you do have options; Grow, an active Flame Shield, an active Bubble Shield, and Invincibility itself can all protect you!
Jawz What’s better than a missile? A guided missile! Uses “Lock-On Technology” to pursue your enemies anywhere! Comes in singles and doubles.
When YOU'VE got it... When THEY'VE got it... For a homing shot, wait for the targeting reticle to appear. Otherwise, Jawz will travel in a straight line. Jawz are a little sluggish, but pick up speed over time. Give them a kick-start with speed of your own. Sometimes, it’s better to aim away from your target; when a Jawz’s handling kicks in, it can lead to hits from crazy angles! A backwards-thrown Jawz will aim for its owner, but at a reduced speed—one more stray missile for your pursuers to worry about. Jawz aren’t as fast as your typical missiles. If you make a decisive move, a frontal shot might not be fast enough to catch you. Use other players to your advantage! If there are multiple nearby racers, you’re less likely to be the target. A white reticle means you’re being targeted; a colored circle in the middle means you’re being chased. Bait the Jawz into walls like a matador!
Land Mine This low-profile explosive tumbles anyone foolish enough to roll over it. Set precision traps to frustrate your enemies, or blast pursuers off your back!
When YOU'VE got it... When THEY'VE got it... The Land Mine is flat and difficult to see, so you can easily hide it behind slopes, but your victim will bounce down the slope and keep some speed. On the other hand, a Land Mine on an upward slope is easier to see, but devastating to hit—they’ll tumble all the way down the hill! When setting the Land Mine, it travels upward, then lands on the ground. Dunk aggressive pursuers on their heads, or throw it down vertical jumps to ruin someone’s day. The Land Mine is an instant-use item. If the leader’s just traveled through an item set, don’t let them catch you by surprise. If your opponent’s got a Land Mine, they don’t have a shield or orbitals—they can’t block your shots. Even a modest threat can force them to pull away. Tripped a Land Mine? All is not lost: use “Directional Influence” to guide your bounces and stay on track!
Lightning Shield Powers up your Tether, pulls in nearby Rings, and protects your Ring count from a single hit. Attract yourself to your opponents like a magnet, then detonate to shock them and zip ahead!
When YOU'VE got it... When THEY'VE got it... A permanent Tether boost is great for overtaking on many courses—but if it’s full of tight bends or Trick Panels, you might need to change your approach. While the Lightning Shield is charging, you’re immune to almost all damage, including track hazards. Should you hold on for an emergency…? The Lightning Shield’s passive electromagnetism will disrupt nearby rings, knocking them out of formation to trail behind you. Aggressive play can bait the leader into charging early; take your shot once their shield is blown! If there’s a Lightning Shield user on your back, you’ll be able to see their distinct charged-up Tether; you’ve got time to plan your defense. Lightning Shield needs time to charge before it detonates; look for the sparks and listen for the sound, then weave!
Orbinaught Sometimes, you just need a straightforward spikeball. Deploy as an orbital shield, then fire away! Comes in stocks of 1 to 4.
When YOU'VE got it... When THEY'VE got it... Orbinauts inherit your speed when thrown, plus a little extra. Go for railgun-speed shots with sneaker panels and springs! A set of deployed Orbinauts can make players think twice about cramping your racing line. Orbinauts won’t hurt invincible players, but they’ll be briefly stunned on impact. Sometimes, it can make the difference! Unlike dragged items, orbiting items don’t slow the user down. You’ll need to confront your attacker, or bait a bad shot. You can shoot deployed Orbinauts to leave a hole in the orbiting shield. Hit the owner through that hole, and they’ll drop the remaining missiles. A fired Orbinaut will spin you out, but getting rammed by an orbiting one will just knock you around a little. Play ambitiously!
Pogo-Spring What is this thing? The Pogo Spring is a rulebreaking speed item with a defensive edge. Use it to hop over walls and hazards, leaving it behind as a trap; the next person to hit it will tumble out of control.
Rarely found in Capsules, and never in the Roulette—for good reason!
When YOU'VE got it... When THEY'VE got it... The ability to Trick from anywhere opens up some truly baffling strategies. Skip tough slope climbs, invent new jumps, make comebacks with Voltage, or get speed on a dime with a Voltage Drop—what’s right for the situation? Only sharp study and patient practice will reveal the answer! The Pogo Spring’s launch is lethal near the track edge, and even worse if a player’s moving at high speed. Body-slam a player while tricking, and you’ll send them tumbling! The Pogo Spring is a course-specific item, and players have to go out of their way to grab it at all. Study the courses so you know what to look out for. Fortunately for you, the Pogo Spring is a huge, bright orange object. Keep your eyes up, and it won’t catch you by surprise unless it’s used on a slope—and tumbling down the slope you were already descending isn’t the worst.
Proximity Mine Less precise than the Land Mine, but also less personal. The Proximity Mine arms after a short delay, then trips when anyone steps near it, blowing nearby opponents into the air!
When YOU'VE got it... When THEY'VE got it... The Proximity Mine covers a wide radius; it’s great at slowing down sharp corners, but you can also hide it behind obstructions. Don’t get caught in your own carnage! When throwing the Proximity Mine forward, keep an eye out for clumsy drivers that might catch you in the blast radius. Be mindful of your pursuers when setting the Proximity Mine behind you. If they’re close enough to punt it back, you might want to hold onto it… You can detonate a Proximity Mine from far away by shooting it. If it’s already armed in a tight corridor, this might be your only option! The Proximity Mine covers a larger range than just the projectile—and the resulting explosion has an even bigger range than that. Keep your distance! When a Proximity Mine is set as a trap, it takes longer to arm. Drive into an unarmed mine to punt it forward—back to its owner!
Rocket Sneaker A high-powered multi-use Sneaker module; space out your fuel for a steady cruise, or burn it all in a mad dash! Doesn’t deplete while airborne.
When YOU'VE got it... When THEY'VE got it... Pace your boosts according to your cornering ability. It’s no use going fast while plummeting to your death! Build up 200% speed, and you’ll be able to blow through hazards while boosting—but you’ll need space and a lot of gauge. Spend some time mastering Sliptiding, and the Rocket Sneaker will let you fly through all but the most technical courses! When moving fast enough, players will punt hazards away—but Sneaker boosts don’t inherently grant attacks or defenses. Put yourself in between a player with Rocket Sneakers and their destination, and they’ll often give you a helping hand with a forward bump. If you’re committed, you can even try engineering a bump through Tripwire… Items that inflict spinout waste the most Rocket Sneaker time. A banana’s reversed Directional Influence can turn high-speed steering into total ruin!
Self-Propelled Bomb (SPB) Send a pissed-off explosive after 1st place! The Self-Propelled Bomb will chase them down and menace them until they mess up, or until a new leader takes their place.
As it travels, it drops “Shockwaves” in its path, speeding up anyone who passes through the ring of electricity.
When YOU'VE got it... When THEY'VE got it... Once you’ve fired the SPB, focus on the Shockwaves! When you pass through one, the high current will launch you forward in a unique boost. Shockwaves grow stronger over time, bringing the whole race closer together. Everyone’s aiming for one thing—crushing the leader! If you’re feeling spiteful, catch someone in the SPB’s initial path for a modest spinout. Touching an Item Capsule with an SPB will automatically release it. There are certain paths that 1st place should never take… The SPB is a frontrunner’s worst nightmare, but a cool head can keep you in good shape. First, take stock of your situation. How’s your ring count? Where’s 2nd place? How long do you need to stay leading? You’ll need Rings to stay ahead on slopes, and they help a lot on tight corners, but the SPB blocks Ring pickup. What’s your plan? Burn to 0 and look for Super Ring in item boxes? Restock through landing Tricks? Go without and grit your teeth? Outrun the Bomb for as long as you can—the longer it flies, the more the explosion powers down. Hold on for long enough, and you might be able to dust yourself off and keep the lead. …Of course, when you’re 6 turns ahead, maybe it’s better to avoid all this and hold onto a Lightning Shield…
Shrink Summon Poh-Bee drones to cover the course in lasers. Enemies will shrink on contact, making them slower and rendering their attacks harmless—but you’ll do the opposite, gaining Grow time for each beam you hit. Time for a rampage! When YOU'VE got it... Shrink is most potent when your enemies are spaced out; players in the back will have to travel through more Poh-Bee traps. Don’t get caught up trying to hit every single laser; keep moving, and make the most of the opportunity while your enemies are powerless! Even if you’re normal-size, you’ll hit tiny players as if you were Grown, knocking them around on contact. When THEY'VE got it... Shrink lasers are more potent if they hit you directly. You’ll shrink for less time if you hit the trail, and for even less if you hit the edge. It’s usually not worth fully stopping to dodge a Shrink laser, unless you have some way of quickly speeding up again. Find a balance between avoidance and fundamental racing. Your own Grow effect will prevent you from being shrunk, but you’ll return to normal quicker for each laser you hit.
Sneaker Grants a burst of speed, letting you pass through Tripwire. Comes in singles, doubles, or triples. Use multiple Sneakers quickly to stack up speed!
When YOU'VE got it... When THEY'VE got it... A single Sneaker won’t grant much raw speed. Combine it with sneaker panels, or look for a Tripwire. Combine multiple Sneakers for some serious oomph. If you stack them up before a ramp or jump, you’ll keep your speed during the airtime. Sneakers always fire at full power, even while climbing slopes. Even a single shoe can give you an edge on a long hill climb. A single Sneaker can blast through Tripwire, but won’t protect from anything that happens afterward. Look for chances to lay traps near shortcuts. A deployed or dragged item can make a would-be booster think twice. Keep your item hidden, then swerve and attack when you hear the boost!
Stone Shoe Disguised as an dropped Sneaker, the Stone Shoe chains the victim to a boulder on contact; they’ll slow down, but anyone who touches the boulder pays out Amps for both of you!
When YOU'VE got it... Stone Shoe can get you way ahead if your pursuers are close together. Place your traps where the next ten seconds will cause maximum mayhem. Keen-eyed players won’t be fooled by a grey Sneaker; don’t give them the chance to see it or steer away! In close quarters or tight hallways, you can often chain yourself to shake a single pursuer. Careful, though; you’ll slow down to do it, and the pack could come calling! When THEY'VE got it... Stone Shoe offers zero direct defense. The threat of a medium-distance missile shot can totally defuse the leader’s plans. Don’t telegraph your steering direction too early, or the leader could trap you between a wall and the chain! Got chained? You’ll receive some Amps as compensation; activate Overdrive and ruin somebody’s day!
Super Ring The Super Ring gives up all offense and defense for a frontrunner’s greatest dream—more speed. Grants 20 Rings on use, spending any extras, and pushes you forward.
When YOU'VE got it... When THEY'VE got it... When you’re in 1st place with 0 Rings, your next Item Roulette will be packed with extra Super Rings. If you’re pushing for speed or outrunning the SPB, this can be great. If your pursuers are taking aim, well… If you’re in the lead, your opponents are often closer to danger than you are. If you spend Rings, it can force them to follow suit. When you’re far away from the leader, the sudden burst of speed from a Super Ring might trigger a Sonic Boom; when you see Subsonic wind, look for an opportunity to take a shortcut! If your opponent has a Super Ring, they don’t have defensive items—push them with aggressive tethers and Ring usage, and you might follow them forward! Rings give the frontrunner extra speed variance and handling power. Don’t let them juke your items! Keep a steady hand and fire when they’re forced to slow down, like on tight corners.
Toxomister The Toxomister is a static trap that spews toxic gas, slowing down its victims and draining their Rings.
When YOU'VE got it... When THEY'VE got it... A Sonic Boom will blow Toxomister away; it’s useless on downward inclines or sections with tons of Sneaker Panels. After it’s been out for a while, the Toxomister runs out of gas. Snatch it by driving into it, and it’ll be full again when it’s redeployed. Toxomister prevents Ring usage and offers no defenses, but if you’re being pressured, a quick swerve can catch pursuers off guard. A leader holding Toxomister is almost completely defenseless; as long as you’re not riding their bumper, a slingshot overtake is nearly guaranteed. An inert Toxomister can be shot or bumped to destroy it, but even an active Toxomister can be defused with a missile. If you’re choking on a cloud, route for a pile of Rings to restock, or aim for Sneaker and Dash Panels to blow the gas away!
- #10Battle Mode Exclusive Items
---Battle Mode exclusive items---
Super Power - Become invincible, speed up, and tumble other players when you hit them. Insta-Whip is your only weakness!
Mega Barrier - Total protection from items and Insta-Whip, like a permanent Guard. Just don’t get slammed!
Bumper Restock - Grants 5 bumpers. Go fight like a maniac!
Rhythm Badge - Powers up your Insta-Whip—no charging, no cooldown, no limits. Only Guard can stop you!
Super Flicky - Four superpowered Flickies orbit your Ring Racer, flying out to divebomb nearby enemies. Huge combo potential!
Grants 6 points. Sneak into scoring position for the final KO…
Showing 10 of 10
3 files
- .jsonotherspec 2.0original
71.8 KBfirst seen b81a2802d478b1e7
version main
- .pngpng_cardspec 2.0originalas uploaded, older definition
181.0 KB400×400first seen d41513334251e198
version main
- .pngpng_cardspec 2.0current definition
chub's current definition (its card.json) in the uploaded image
270.7 KB400×400first seen 758052816ed77253
version main
Opens with the tab.
