                       ___      ____                                                ___
   /\  /\       /\    |   | |  /    \                                 | /    /\    |   | ---+---
  /  \/  \     /__\   |___| | |      |                                |/    /__\   |___|    |
 /        \   /    \  |\    | |      |                                |\   /    \  |\       |
/          \ /      \ | \   |  \____/                                 | \ /      \ | \      |

                           ____                 ____   ____
                          /    \     /\  /\    |      /         /\
                         |      |   /  \/  \   |__   |   __    /__\
                         |      |  /        \  |     |     |  /    \
                          \____/  /          \ |____  \____| /      \

                                   **********************
                                   *   By HyperHacker   *
                                   * HyperNova Software *
                                   *   hypernova.rr.nu  *
                                   **********************

V1.1 BETA

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Zophar's Domain Data Block (you can ignore this)

Name: Mario Kart Omega V1.1
Original Game: Super Mario Kart
GoodSNES Name: Super Mario Kart (U)
System: Super Nintendo Entertainment System (SNES)
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Contact
Email: micros0ft_hater255@nospam.yahoo.ca (without 'nospam.')
Site: hypernova.rr.nu (unfinished and currently down)
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Other info
AI players and Lakitu haven't been hacked, as nobody seems to have enough info on them. Thus Lakitu will sometimes tell you to turn around when you are going the right way, and also places you in random places (sometimes off the track) if you fall off. Also, the AI players just smuck into a wall making the GP mode far too easy. Finally for the same reason there are sometimes items/coins/zippers in random places in GP/VS/Battle modes. I suggest playing on ZBattle.net until this is fixed. Finally, BattleZone 1 is a slight edit of a track designed by Bouche.
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This is my hack of Super Mario Kart. I've edited the tracks a lot. It's (supposed to be) much harder than the original version with its crazy track design. However since this is only a beta, it's actually pretty easy. ^_^; The tracks are difficult, but the AI characters won't drive them since they don't know the way. They usually just get stuck at a wall or some nonsense.

I haven't finished this hack simply because I need info on how stuff works.

-AI data is not changed (almost found out, but need info on crossover jumps). Thus the AI characters never finish. :D
-Lakitu has the same problem. Thus he often says you're going the wrong way when you're not. Also if you fall off he tends to put you in bad spots.
-In GP/VS/Battle mode, sprites and extra coins/items/zippers tend to get in the way and mess things up.
-On Bowser Castle 3 one of the characters moves a bit before the race starts.
-Track names haven't been changed, except the Battle Courses.

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Tracks

Note: If you haven't reached a particular track yet, you should probably resist reading about it as it tends to spoil it and other tracks!


Big Grassy Field (Mario Circuit 1)
Lots of grass, a jump and a lot of zippers at the end. Short and sweet.


Speedy Swamp (Donut Plains 1)
A nice fenced in course on a big swamp. Rather complex, complete with 3 jumps.


13th Avenue (Ghost Valley 1)
This is the road to Luigi's Mansion. ;) Very crazy place. Lots of tight turns and jumps. Just keep in mind that what you see may not be. Mwahaha! *Puff of smoke* Ehh, bye. *Runs away*
Because of Lakitu's tendency to carry you around for hours if you fall off, and the high rate of falling off, I've placed several platforms around the edge of the track. Chances are you'll land on one if you fall off, then you can just jump back on. These will be gone when I get him working right.


6 Feet Under (Bowser's Castle)
Well, maybe a bit more than 6 feet. Very sharp turns here. A note about the jump: Slow down and take the time to line up, even if you have to stop. You have to be lined up real well to make it. (If I could make the tracks bigger I wouldn't have this problem...)
I've set up a trap for the AI characters at the first turn, just don't slide and you should be fine. You can get back out using the jump if you get stuck.


WackyLand (Mario Circuit 2)
A split, 3 jumps, a big area filled with random stuff and very narrow pathways make this course not the easiest in the world. Watch out for that grass patch, if you hit it Lakitu will jump you. ;)


Eat Me (Choco Island 1)
Very short track with a few Pirahna Plants willing to do just that. Watch out for the chocolate milk spills.


Spiral Death Zone (Ghost Valley 2)
A spiral, as one might expect. Not much here really.


Gopher River (Donut Plains 2)
A river runs right down the middle of this track. Lots of sharp turns and unexpected bathing. ;) There are no borders so you can drive right out of the track too.


The Frying Pan (Bowser Castle 2)
Short track fenced in all around. Lots of zippers.


Insanity Speedway (Mario Circuit 3)
A nice short obstacle course. Watch out...


Lake Hyperia (Koopa Beach 1)
Lots of sharp turns and island-hopping.


Choco-Mania (Choco Island 2)
Jumps, tight turns and a huge melted chocolate spill make up this track.


Cold Shoulder (Vanilla Lake 1)
Snowy, slippery and wacky. Only about 5 colours too. :p


Very Hot Place (Bowser Castle 3)
This track is very narrow in some places. It's quite the maze.


Rainbow Gardens (Mario Circuit 4)
Keep off the grass! There's lots of it too. Be especially careful in the rainbow maze.


Grass Stains (Donut Plains 3)
GREEN! Nice grassy track. No water, just grass, dirt, walls and a jump.


Crazy Island (Koopa Beach 2)
All sorts of different types of ground. Watch out, the water is very deep.


Wha? Where? (Ghost Valley 3)
By now you should have figured out my little secret for shortcuts in the other levels. Very weird place.


The Deep Freeze (Vanilla Lake 2)
(See, HyperTech., you don't intimidate us hackers. Now get your own name.)
Based off the original course but with a few adjustments. Watch out at the red barrier, if you don't line up for it you're in trouble.


Psychedelic Zone (Rainbow Road)
Raise your hand if you love this music. *Raises hand* Anyway, this place has a tendency to totally trip you out. It's hard to see, yes, but that was intentional. It really adds to the difficulty, and this being the last level I figured it needed something good. To beat this one you need to do what many drivers across the globe should do as well - forget about the cars and watch the road! Follow the black gaps (you can drive on them) to get through.



BattleZone 1: Mario Kart Blitz
Battle mode, w00t. This is a rather nice modification of Mario Circuit 1. Actually, it's Mario Circuit Blitz, a sample track included with Track Designer, with a few small adjustments to make it more suitable for battle mode.


BattleZone 2: Quarter-Pounder
Why Quarter-Pounder? Because it's divided into quarters and people get pounded! A lot of open space means matches tend to end quickly. Also, due to their starting positions both players get a moving start, this is actually just a bug I decided was too cool to bother fixing.


BattleZone 3: Chill Out
If you were to look out my window at the time I was writing this document, this is what you'd see. :p A spontaneous, random sort of course (not like most of mine) covered in snow and ice. Watch out, you can drive right off the course.
CANADA! ;)


BattleZone 4: Up There
Instead of that boring old square from V1.0, this course is now a sweet rainbow maze, probably the best level I've ever made and one of the best battle courses I've seen. There are LOTS of secrets in here. Look for slight changes in the scenery. All we need now is some 3D walls and we'll have the kind of level you'd see in an FPS!
Ironically, this is based off the layout of an old flow chart I made when debugging a game. I need to do that more often. ;)


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History

V1.1
-Completely re-designed BattleZone 4. It's now a sweet rainbow maze (and the only track with a changed tileset) instead of a big empty square. :p
-Added descriptions for BattleZones.
-Submitted to Zophar's Domain.

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Credits

Thanks go out to...
-Me, of course.
-Bouche for Track Designer. Editing maps in hex is a real pain.
-deadb0lt. Until I saw his program I had never even known there were editors for this game. (Even though his didn't work.)
-Amarok for testing some very early tracks on ZBattle.net.
-Nintendo, for the original game. Aah, the memories...

No thanks to

-Micro$oft, for the OS that crashed so many times and forced me to restart many hacks just before I hit Save, and for making each version of DirectX so different that every program out there requires a different version.
-Whoever set the standards for keyboard designs and PC joystick prices. Playing with a keyboard is not fun.
-My butt for being so damn itchy during play testing of both versions. O_o