Uploaded May 2020 | Updated September 2026, 3 hours ago
2:10 ~ Final Lap Variation
I've been taking a break from YouTube for the last few weeks to just relax a bit, so I wanted to return with something a little bit different and special! I guess in a way this is my 100/150 subscriber celebration, so thank you all so much for supporting my channel over these last few months! I know none of you were expecting this type of content from me, but hopefully you'll still enjoy the more creative side of my personality! My regular glitch-hunting content is not gone by any means either, I have two more videos planned to come out later this month now that I'm back. There is still a mystery series I haven't revealed yet too, as this wasn't actually it. That will probably be delayed to June though, due to my much needed break! I know the overall quality isn't that great, but this is my very first time composing a song like this, so I still have a lot to learn! I'm not sure if I'm actually going to make more of these or not due to how extremely time consuming it was, but I had a lot of fun with it, so who knows?
I recently rediscovered a bunch of old drawings of original Mario Kart tracks I had made when I was a lot younger, so I decided to challenge myself and redesign some of them. I'm not very talented at drawing, but I still think I did a sufficient enough job that you can at least understand what my ideas were for the track. The second goal of this project was to see if I could compose a song matching the style of Mario Kart for the track, and I think I succeeded! I might make a sheet music version of it too if you want to play it on the piano down the road! And yes, I realize I could just create the track myself, but that would be a massive undertaking (it's out of my skill range anyway), so I think it would be wiser to just pitch the track instead to see if anyone else is inspired to make it!
Track Description:
The layer of fog is the main gimmick of the track (that's what the weird gray squiggly lines in the middle of the track are supposed to represent). Just like water or lava in some custom tracks, you can't see through it, so when you're above it, you can only see above it, and when you're below it, you can only see below it.
The start line is in the bottom left corner of the drawing, and you immediately drive up the curved cliff face through the fog. There is a shortcut halfway up if you dive off to the right and land on the metal grate platform. I didn't draw in item boxes, but there would probably be a set at the top of the cliff. Once at the top, you jump down onto a mushroom and land on a mesa. However, this mesa dips slightly below the fog, so you can repeatedly trick off of bumps to rapidly alternate between being above and below the fog, which I think would make for a neat visual effect!
Next, a steep metal grate brings you all the way up to the top of an even bigger mesa, where you make an immediate u-turn into a gigantic river. I think the next item set should be located midway up the metal grate. Another shortcut could be made here if you cut hard to the right at the top of the metal grate and shroom once you land in the off-road, in order to skip the u-turn. You would then follow the river briefly until it passes through a grate (which you just drive over normally) where it then becomes a very tall waterfall beneath you. Right after that you trick off a boost panel and fall for a long time parallel to the waterfall, though a cannon could be used here if this is too complex to work properly. After passing through the fog, you land in a giant yet shallow lake which has the last set of item boxes, and a big red arrow tells you which way to go, as well as the current pushing you in that direction too.
For the remainder of the track you follow the river, with some minor off-road shortcuts too (like the boost panel, shrooming past the mushroom, and shrooming onto the ramp). Finally, you merge off of the river onto one last metal grate to get back onto the track, and drive the rest of the way back up to the start line. However, there is an intended Final Lap shortcut if you continue to go straight instead, where you trick off another waterfall into the abyss. This would normally kill you, but because the river is parallel to the start, you can get a lap count before you die, and due to not having to veer off of the track and getting more time with the current boosting you, I'm almost certain it would be faster, especially considering it could be done shroomless! As you can see, I spent a long time thinking out everything in this track and how it would function in a race!
Anyway, this has got to be my longest description yet, but I really wanted to explain everything about the track without talking over the music for a long time, so this was my solution! As always, if you have any advice on how I can improve, I would appreciate it greatly. I would be lying if I said I wasn't nervous releasing this video, but I figured I might as well give it a shot!
2:10 ~ Final Lap Variation
I've been taking a break from YouTube for the last few weeks to just relax a bit, so I wanted to return with something a little bit different and special! I guess in a way this is my 100/150 subscriber celebration, so thank you all so much for supporting my channel over these last few months! I know none of you were expecting this type of content from me, but hopefully you'll still enjoy the more creative side of my personality! My regular glitch-hunting content is not gone by any means either, I have two more videos planned to come out later this month now that I'm back. There is still a mystery series I haven't revealed yet too, as this wasn't actually it. That will probably be delayed to June though, due to my much needed break! I know the overall quality isn't that great, but this is my very first time composing a song like this, so I still have a lot to learn! I'm not sure if I'm actually going to make more of these or not due to how extremely time consuming it was, but I had a lot of fun with it, so who knows?
I recently rediscovered a bunch of old drawings of original Mario Kart tracks I had made when I was a lot younger, so I decided to challenge myself and redesign some of them. I'm not very talented at drawing, but I still think I did a sufficient enough job that you can at least understand what my ideas were for the track. The second goal of this project was to see if I could compose a song matching the style of Mario Kart for the track, and I think I succeeded! I might make a sheet music version of it too if you want to play it on the piano down the road! And yes, I realize I could just create the track myself, but that would be a massive undertaking (it's out of my skill range anyway), so I think it would be wiser to just pitch the track instead to see if anyone else is inspired to make it!
Track Description:
The layer of fog is the main gimmick of the track (that's what the weird gray squiggly lines in the middle of the track are supposed to represent). Just like water or lava in some custom tracks, you can't see through it, so when you're above it, you can only see above it, and when you're below it, you can only see below it.
The start line is in the bottom left corner of the drawing, and you immediately drive up the curved cliff face through the fog. There is a shortcut halfway up if you dive off to the right and land on the metal grate platform. I didn't draw in item boxes, but there would probably be a set at the top of the cliff. Once at the top, you jump down onto a mushroom and land on a mesa. However, this mesa dips slightly below the fog, so you can repeatedly trick off of bumps to rapidly alternate between being above and below the fog, which I think would make for a neat visual effect!
Next, a steep metal grate brings you all the way up to the top of an even bigger mesa, where you make an immediate u-turn into a gigantic river. I think the next item set should be located midway up the metal grate. Another shortcut could be made here if you cut hard to the right at the top of the metal grate and shroom once you land in the off-road, in order to skip the u-turn. You would then follow the river briefly until it passes through a grate (which you just drive over normally) where it then becomes a very tall waterfall beneath you. Right after that you trick off a boost panel and fall for a long time parallel to the waterfall, though a cannon could be used here if this is too complex to work properly. After passing through the fog, you land in a giant yet shallow lake which has the last set of item boxes, and a big red arrow tells you which way to go, as well as the current pushing you in that direction too.
For the remainder of the track you follow the river, with some minor off-road shortcuts too (like the boost panel, shrooming past the mushroom, and shrooming onto the ramp). Finally, you merge off of the river onto one last metal grate to get back onto the track, and drive the rest of the way back up to the start line. However, there is an intended Final Lap shortcut if you continue to go straight instead, where you trick off another waterfall into the abyss. This would normally kill you, but because the river is parallel to the start, you can get a lap count before you die, and due to not having to veer off of the track and getting more time with the current boosting you, I'm almost certain it would be faster, especially considering it could be done shroomless! As you can see, I spent a long time thinking out everything in this track and how it would function in a race!
Anyway, this has got to be my longest description yet, but I really wanted to explain everything about the track without talking over the music for a long time, so this was my solution! As always, if you have any advice on how I can improve, I would appreciate it greatly. I would be lying if I said I wasn't nervous releasing this video, but I figured I might as well give it a shot!
![Checkout Route v1.1 [UPDATE]
Wiki Page: http://wiki.tockdom.com/wiki/Checkout_Route
SMG Custom Tracks Discord Server: https://discord.gg/XDrpJ2v
SMG Custom Tracks YouTube Channel: https://www.youtube.com/channel/UCXx5xLslP-do3BfcOgvOZtg
After I finish up a few more current CT projects, Ill be moving on to making some SMG themed custom tracks, starting out with Hightail Falls Galaxy from SMG2, so join the Discord Server or YouTube Channel for updates on those projects in the upcoming months!
NOTE: Any times I might have said v2.0 instead of v1.1 were accidents. Its not a big deal, but I just wanted to clear up any potential confusion! Checkout Route v1.1 [UPDATE]](https://i.ytimg.com/vi/sDdm1_aum9I/mqdefault.jpg)


![Harvest Harbor [MKW Custom Track]
CT Wiiki Page: https://wiki.tockdom.com/wiki/Harvest_Harbor
This track was originally started back in November 2021 for one of Citrus CT Secret Santa events. The layout I chose (as seen in the first few seconds of the video) was designed by OrangeYoshi.
This design in particular appealed to me because it is a combination of Maple Treeway and Delfino Square, two of my favorite tracks. Although I took just a tad over the time limit, I am very happy with how it came out. I think I was able to keep the track faithful to the original drawing while still putting my own spin on it (other than the wind on the bridge, which was too awkward to implement well, so I decided to convey the wind with a sound trigger instead).
For the two of you who read the description, heres a quick update. I left the CT Jams community at the beginning of this year, which is why my uploads abruptly halted (that combined with being busy with school). At first, I wasnt planning to make any more tracks, but recently I came to the realization that I do still enjoy making tracks as a hobby, I just dont enjoy the toxicity/pressure of CT Jams or the community as a whole.
So, I plan to proceed with my channel as normal and to make tracks at my own pace, which could be very slow considering I just graduated high school and will be heading to college in August. In the meantime, I want to get to my last few remaining unfinished projects, so stay on the lookout for those. I am currently working on converting my SM64 Castle Grounds hide and seek stage into a proper battle stage.
Finally, I have wanted to branch out to other games for a while, and last year, I documented as much as I could about the cancelled project Super Mario Galaxy 2.5, so I may be posting my discoveries here sometime this summer. Im starting to look into some other communities as well, so dont be surprised if you see some new stuff in the near future! Thanks as always for supporting my channel! Harvest Harbor [MKW Custom Track]](https://i.ytimg.com/vi/vZ8aCzL_Gtk/mqdefault.jpg)
![Treble Clef Trek v1.1 [UPDATE]
Wiki Page: http://wiki.tockdom.com/wiki/Treble_Clef_Trek
SMG Custom Tracks Discord Server: https://discord.gg/XDrpJ2v
SMG Custom Tracks YouTube Channel: https://www.youtube.com/channel/UCXx5xLslP-do3BfcOgvOZtg
Im so sorry the commentary is so loud, I was tight on time and didnt have the opportunity to rerecord. Hopefully I can finish some other smaller projects in the meantime and possibly make another SMG track too! Treble Clef Trek v1.1 [UPDATE]](https://i.ytimg.com/vi/vqf6lkRgXnU/mqdefault.jpg)



![Battlerock Galaxy [MKW Custom Battle Arena]
CT Wiiki Page: https://wiki.tockdom.com/wiki/Battlerock_Galaxy
Yes, I am still not finished with my backlog of old projects, I severely underestimated my procrastination abilities. Regardless, I am extremely happy with how this came out, my only annoyance is that I could not get the Topmen enemies to work properly, and a custom Topman enemy I found on the Wiiki causes a crash... only when hit with a shell. Hopefully I can release an update that fixes this in the future, but for now I just wanted to get the stage out.
As far as battle arenas go, I think this is easily my best. I went all out on the visuals, and the moving platform gimmick worked out better than expected. Id like to thank Kanto and YoshTaku with help regarding the custom music, I think it is much more fitting than Delfino Piers original theme.
If I had actually finalized this for the Super Mario Galaxy CT Jam, perhaps I could have had a chance at a top spot, but based on the amount of issues I encountered when returning to this project, bailing to my Hurry-Scurry joke track was definitely the right call. Battlerock Galaxy [MKW Custom Battle Arena]](https://i.ytimg.com/vi/z3v0tFrO3fI/mqdefault.jpg)