Fall Crashing Theory

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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.
SRLati1.png
You’re here.
SRLati2.png
There you go!
SRLati3.png
And Latiku fishes you up near that point.
SRLati4.png
Now we'll fall from another point of the stage.
SRLati5.png
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.
GCLati1.png
This is the only point you can fall without Moon Jump.
GCLati2.png
And fall in...
GCLati3.png
...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.
SUBLati1.png
Go to a random spot, falling off this stage is easy as hell.
SUBLati2.png
Riding into out-of-bounds like water also counts as falling.
SUBLati3.png
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:


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