
Spoiler alarm (for those who haven't tried it yet and don't want to know anything in detail before)
DirtbagD wrote on 06/23/15 at 12:53:12:I'm looking forward to hearing what you make of it.
I'm no SMK expert and played both SPK and your SBK for the first time this week, nevertheless I'd like to give you some feedback here and also a few questions which came up for me:
First of all, congratulations on successfully creating such a nice hack which is a lot of fun to play

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I've never played the NTSC version of SMK before, so I don't know if it's me or the game which causes some spinouts (not touching oil/obstacles of course). I remember this phenomenon from SMK, but it only happened after a very long slide there. I could recover well though because the CPU difficulty isn't as brutal as in SPK (I really feel that ScouB created this for the pro players

), more like for casual gamers. I chose Shelly/Nisha by the way because I always remember the handling of Mario/Luigi and beside their engine sound the rest felt similar as well. Only based on engine sound, the equivalents are as follows:
Shelly (upper left) = Mario/Luigi
Tylor* (left in top row) = Princess/Yoshi
George (right in top row) = Bowser/Donkey Kong jr.
James (upper right) = Koopa/Toad
Nisha (lower right) = Mario/Luigi
Dan (right in bottom row) = Princess/Yoshi
Baldy (left in bottom row) = Bowser/ Donkey Kong jr.
Dirtbag (lower left) = Koopa/Toad
*wheel chair instead of a kart, creative indeed

I saw your link to the character stats and assume you also put a lot of effort into balancing their abilities in terms of acceleration, top speed, etc. This is simply my memory of sound and brings me an image of e.g. Mario when I pick Shelly

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Other things I noticed and still remember:
- Antarctica tracks remind us of Vanilla Lake, but whoever created the music here was inspired by the MK64 Frappe Snowland (= Sherbet Land) soundtrack

- suprising warp zone on the 1st moon track, didn't think of such a feature in this game

- Asteroid Belt tracks are a bit too dark, grey road surrounded by a dark blue lines and black space is not only difficult to drive on for Moll, at least it's hard to built up speed and anticipate the next turns well
- the first Tropics track seem to lack off-road mechanics, unfortunately I don't slow down although leaving the asphalt road; was this effect intended?
- Abandoned Rig music sounds like one of those from Tetris if I'm not mistaken?

- Africa B is a worthy start for the final cup, very challenging track layout with tricky obstacles!
- Egypt C has a crazy lap counter system and maybe the narrowest paths I've ever driven on

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- Raceway C also includes some sharp turns I'd like to see the SMK elite going through without gas release; is it possible at all?
- start boost timing is different, is the mentioned 'hint' an acoustic signal when you got it wrong?
- I had a lightning (rather magical potion here) in 1st place, was it possible in SMK or did you change the item probabilities in my favour?
Summary: Thank you for Super Baldy Kart! I wish the hardest difficulty would have been more challenging, nevertheless I don't regret spending some time until I got it to work on my emulator, definitely worth it

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Matthias