(EGD) More Super Sploder Kart?!?!?!?

Review by beast4321 on Monday, August 17th 2020
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Click to play Super Sploder Kart 2

Super Sploder Kart 2 is a game created by mat7772

Ohaida old sports, and welcome to another of these text blobs where I desperately attempt to increase my self esteem by being mean, complete with more grammatical errors than you have digits. Today I bring you a commentary on Super Sploder Kart 2, highly awaited sequel created by Mat7772, known by any member of even slightest respectability as Pwinshess MATTEH. Will this game stall? Will it briefly glide into first place before crashing into a wall? Or will it's lead be unstoppable? Hit the scroll bar to find out. Or maybe just the down key.


No story. Paragraph done.


So, gameplay was good fun. It's the same tried and tested formula of the original Super Sploder Kart, hammering the w key, cutting corners, desperately attempting to outrace the AI carts, but, with a few additional twists. Not seen in the original Sploder Kart were boosts, which actually propel the player forwards; how MATTEH has done that I haven't the faintest idea. Also seen was a river rapid level which did something similar, and even a course which changes completely each lap. I was also incredibly impressed by the minecarts in the mine level (THEY REALLY MOVE!) of which the player dodges each lap. A nice addition was the countdown before the race started, which gave the player time to gun the engines and shout angry words at the competition; one of the problems of the original was that the race would start immediately, and the player wouldn't necessarily know where they were or which direction to move. Problem solved. All in all, it was pretty impressive. The AI carts have been programmed perfectly, and I didn't spot them capsize once. The additional features really provide the game with something new. Although I must confess real scepticism of the mountain level; the track changing unexpectedly felt a little cheap to me. I have no problem with it, but I would've appreciated a little clue to point me in the right direction; nothing obvious, but certainly something. It does also appear that MATTEH has rushed this one to get it out on time, perhaps he spread himself thin with his platformer. Five levels of gameplay. I completed it in four minutes. I also didn't lose once. Now, of course, quality over quantity. However, the original was a full nine levels, and took me a long time to play. Perhaps, after playing the original half a dozen times, I've got better at Super Sploder Karting than I'd appreciated. Perhaps I'm just older and more sceptical. Whatever the case, I must confess I found the shortness, coupled with the lack of difficulty, slightly underwhelming. I would've appreciated more of a challenge, and I'm sure that if MATTEH had more time, he would've added more levels with higher difficulty. Then there is, of course, the usual slippery controls, inherited from the prequel; the PPG creator has its limits, after all. Whatever the case, I was slightly disappointed. I'm not entirely sure why; the gameplay was incredible, polished to perfection and a joy to play through. Even so, it was underwhelming.


Placement was impressive. The AI carts are an absolute nightmare to get right; they were perfect. The tracks were all pretty good, a combination of sharp turns and careening round gaps. All the little additions to scenery was placed perfectly, nothing felt off. The hazards, such as minecarts and boosts, were utilised well. Nothing more to say. It's done well.


The original Sploder Kart was released before the advent of Jumpie, which virtually overnight, outdated all visuals. Default graphics were a thing of the past; suddenly, with enough sleepless nights and carpal tunnels, it was realised it was possible to make a game that looked like it had been developed by a real company. And it's clear this princess spent a longgg time at the graphics creator. The minecarts looked incredible. The chickens which apparently showed up to cheer looked slightly funny but passable (as long as they weren't intended to be people, imagine that?!) Barnhouses in the first level, flowing water; everything looked incredible. The very tracks had incredible gradients which the default textures don't allow; I struggle to believe it, but MATTEH must've created dozens of graphics that blend together seamlessly and filled literally all the space in the creator with it; ouch. Every details was well accounted for; wooden platforms over water, buildings set into the background, waving flags. A minor gripe (and this is very, very minor,) is that the sleepers on the minecart level faced the wrong way. That track would never support the weight of a minecart, because it's been assembled wrong. It appears the miners, and perhaps a certain construction overseer who might coincidentally be a princesses, slipped up, or maybe it was a deliberate attempt to derail mine carts and then steal their gold. That's the only problem I have. This game was truly incredible to see. Scenery is an improvement in every way on the prequel.


Time to load the random number generator and roll the D5s;


Gameplay; ___.5/_____:
 
Placement; _____/_____:
 
Scenery; ____.5/_____:
 

Overall; ____/_____:
 

Done. It's an impressive game. There's nothing wrong with it. Even so, I can't shake the feeling that somethings off. Strangely, this has disappointed me. It's a slightly underwhelming experience, but by no means one that's bad; this game's incredible. But I can't help but feel five minutes of widening my lead on a pair of AI's doesn't cut it for me, or EGD. Still though, it was well polished and it's good to see princesses these days fighting the patriarchy, throwing down their royal etiquette, dresses and fancy tea sets and replacing them with oil stained overalls and driving gloves. Who say's women can't drive?