DS Yoshi Falls
The route the AI takes by the edge of the track, more often then not, leaves the AI being swept away by the waterfall. Moving the middle of the path the AI takes should help keep the Karts on the track, and keep our waters clean.
Concord Town
The last bridge before the finish line acts like a ramp rather than a wall.
The fence before/after the last bridge can be drove through and get stuck in.
The fountain before the finish line has an item box above it yet it seems to be impossible to get it and clear the fountain. A steeper slant to the ramp and removing the out-of-bounds area of the fountain should help (leaving just the water hazard), or just making the fountain smaller.
All of the out-of-bounds of the red brick ground and the water is to close the track.
The opposite side of bridge with the blue boost (AKA going backwards or the ground to land on if you get hit by an item) does not have the visible ground matching the tangible one.
Wii Wario’s Gold Mine
Could use a few more respond points.
Shower Circuit
Most of the grassy areas has a one way invisible wall blocking drivers from getting back on the track.
GCN Wario Colosseum
The only track with major lag throughout the whole race. See what can be removed/reduced/replaced to improve. (Triple R. Didn't mean that but it works.)
N64 Frappe Snowland
Had the game crash twice in the water area. Both times it was during a race, the first time on lap 3, the second lap 1, and I had gone awkwardly straight through the area rather than following the path, had multiple AI in the water with me, and was on the uphill leaving the water. Can't get it to crash in the time trial so it's likely an AI problem.
Bayside Boulevard
The arrow signs can be driven through.
Galvarny Falls
By the grassy edges of the bridges, it's possible to fall in and make it hard to get back to the track or even impossible without jumping into the water.
It would be nice if the waterfalls push you like in Yoshi Falls.
SNES Ghost Valley 2
The edges of the track all acts like ramps as opposed to walls. The easiest example if the hope inside the ghost house.
From the start of the track, if you make a right from the first left turn, you'll respon facing backwards.
The speed boost/flight ramp is kind of useless where it is, even for someone recovering from a shell(egg) ect. If it was made bigger or pushed back from the corner that should help.
GCN Peach Beach
There are only 2 respon points for the whole beach, and they drop you from too high up from the track. Also the second one leaves you facing the side of the road.
GBA Riverside Park
The area with the barriers, the rocks and U-turn signs right before the blue flight ramp (and the finish line) most of the grass around there is water.
Evergreen Crossing
If the AI falls in the hole by the three way split near the beginning, they will be put on the center platform with the blue flight ramp only to turn left/right to go back to the side roads only to call back in again and get suck in a loop.
CT Canyon
More signs! I shouldn't have to slowdown when coming up to a top of a hill just to find out which way to turn.
Coral Cave
The turn right before the mushroom jump pads most of the grass to the right is out of bounds, despite being right next to the track and leads to a wall. So it's real easy to be pushed over to an easily recoverable spot and instead to out of bounds.
The basic ramps works both ways, instead of acting like a wall approaching them from the back.
Miku’s Birthday Spec.
1 OMG WTH
2 Signs of some other obvious way to show to show where to turn. Namely: The first turn, the last turn, and when entering the water. Otherwise, refer to 1.