Fall Crashing Theory
Original text by YamiHoshi.
Contents |
Intro
You might been notice that every time you fall off, on some Beta tracks, the game freezes (or an endless loop on SLOT 2 Supercards).
Used Track
The Team's theory for this is, Nintendo didn’t have much time in very early development stages of Mario Kart DS, and made only 1 respawn.
However, not all of them have it.
We'll start on a normal track like Shroom Ridge.

You’re here.

There you go!

And Latiku fishes you up near that point.

Now we'll fall from another point of the stage.

And you'll get to the nearest point of the incident.
Unused Track with Respawn
We'll, it’s not like all tracks are like that.
Let’s go to GCN Mario Circuit.

This is the only point you can fall without Moon Jump.

And fall in...

...This point isn’t as near as expected.
Unused Track without Respawn
And what about the freezings?
We'll take Split-Up Beach as an example.
Look closely to the bottom map.

Go to a random spot, falling off this stage is easy as hell.

Riding into out-of-bounds like water also counts as falling.

Your pick-up point moved underwater, which results a freeze.
Supercard SD Users
Note: Supercard SD users can clearly see an endless falling loop, which takes place underwater. This doesn't always succeed. Here's a good example:
Solution: Adding Respawn IDs
User mkdasher discovered why it's freezing when you fall off the stage. The reason lies in the NKM file's KTPJ section, where the respawn data is. Because respawns in final tracks have X, Y, Z coordinates, X, Y, and Z angle values, Settings and Respawn IDs, they all work. However, many beta tracks' KTPJ sections are missing the Respawn IDs, so these must be added. Here's an example: