![supertuxkart characters supertuxkart characters](https://opengameart.org/sites/default/files/sara-concept-preview.jpg)
In 20, the game participated in Google Summer of Code as a mentoring organization. This change was finalized in version 0.7. In 2010, SuperTuxKart switched away from using SDL and PLIB libraries for graphics and started using the Irrlicht Engine. The game's assets (textures, models, sounds, music, etc.) are licensed under a mixure of licenses: GPL, CC BY, CC BY-SA, and Public Domain. Historically licensed under version 2 of the GPL, in 2008 the game's source code was relicensed to the GPLv3. "Auria") joined the project and eventually replaced Munoz as one of the project leaders after his retirement. The result, dubbed SuperTuxKart, remained unplayable and unmaintained until 2006 when Joerg "Hiker" Henrichs resurrected the project and, with the help of Eduardo Hernandez "Coz" Munoz, released the game in a playable state. The project collapsed due to disagreements, and the project was forked. In 2004, TuxKart was selected by The Linux Game Tome to be their "Game of the Month" project. There are also other characters that can be downloaded as add-ons from the SuperTuxKart add-ons website. Similarly to Warmux, the official characters are the mascots of free and open source projects, except for Nolok, who does not represent a particular open source project, but was created by the SuperTux Game Team as the enemy of Tux. Multiplayer: Normal Race, Time Trial, Follow the leader, Three Strikes Battle, Soccer mode.Single player: Normal Race, Time Trial, Follow the leader, Easter Egg hunt, Three Strikes Battle (with AI), Soccer mode (with AI).Story Mode/Challenges: Win races or complete a track under a certain time to unlocks karts and tracks.Online multiplayer was scheduled to be added in version 0.9.3. The game may be played in single player or local multiplayer mode. The game features the mascots of various open source projects, with Mozilla Thunderbird being the race referee. Kart's turning characteristics (0.9.3)SuperTuxKart's gameplay is similar to that of the Mario Kart series of games, but has become more distinctive over time. The order (bigger turn radius to smaller) for the others is Emule (small width) > Sara the Wizard (very small width) > Gavroche > Gnu > Suzanne (high width) > Nolok > Tux > Xue (very high width) The shorter turn radius goes to Konqi (which also has a high width). The AI can't handle it and get catastrophic results, but it _may_ be the best kart for some ILs. So big that you'll probably have some trouble with it, though it's possible to compensate with skidding on numerous tracks. Considering you should only use lights in track where you need to do a full-180, Wilber is probably the best unless it really matters that he can't skid as straight. The light Sara kart has a significantly bigger one. Kiki is not far, but has a slightly bigger one, then Hexley. They also can be on par with mediums in very short races (1 minute or less), because their ~1s starting advantage becomes then significant (for example, it's possible to beat my current Tux time in Zen Garden with a light kart).Īmong light karts, Wilber has the shortest turning radius. This makes them useful on some level runs exploiting game bugs by changing direction and driving backward up to a checkline. Lights are too slow to keep up with mediums on most tracks and on full-game runs (if you have enough skill to not crash a lot, of course), but their higher acceleration means they gain some time at start and can do a full-180 easier (the turn radius is independent of kart class, but high acceleration allows to switch from going backward to forward very fast). Medium are the reference : they perform best on most tracks, having the better acceleration/max-speed/nitro combination. Heavies are basically useless, completely outclassed by mediums. They don't impact turn radius, and the differences here remain linked to kart characteristics. The kart characteristics introduce some significant differences between kart classes. A short turn radius allows to batter take turns, but a long turn radius allows to easier abuse skidding in more straight portions so the optimal value depend on tracks and strategies. The main difference in karts is the turn radius. These versions don't have kart characteristics : all the karts have the same speed, acceleration, etc. Also, smaller width means smaller hitbox (generally good, you need to better aim for nitro/bonus boxes, but you'll more easily avoid bananas/bowling balls/gums). You can see kart's length by launching the game with the -kartsize-debug command. It can help to squeeze some time, but the difference is often tiny, especially in full-game runs. If you have less skill, choosing the most efficient kart won't save you.