
WOAH YEAH WOAH
Jet World is a carnival track with a lot of turns and slopes - always make sure to have some rings to climb up, and always have you eyes on the road when you're going down the big downhills.
There's a text file I found from June 25th, 2024 that described the idea for Jet World [including the name it ended up using]:
Super Jet World is a potential remake of Virtua Circuit, bigger, crazier, potentially with longer stretches due to faster speeds and new sections that use the rainbow drifts from voltage drifts from trick panels and charger panels to PLOW through maximum speeds. But despite the hectic everything, it should have a similar layout in spirit to the original.
The name is because I might end up branding it as this carnival thing straight out of the very music used for the original: Jet World [hence the name].
Split on whether using the Hard Country long variation that has some extra sections or the Ryu Remix...
From the get go, Jet World was meant to be a [at the time, hypothetical] reimagination of Virtua Circuit, although not only it took a while for me to actually start trying to work on the idea, but also had been kinda stuck in the drafts for a while. This is most evident with the first video I recorded of this track in work-in-progress and had uploaded in unlisted form in December 31th 2024 [So the WIP would be dated some weeks or a month before the upload, but I recorded the video as I was basically abandoning the track at that moment], as not only it didn't have any background work done, but also had the entire second half being different from what was released as I later felt unsatisfied with the original results of that half.
It already was using Robotnik Coaster textures on the geometry, but immediately after the hairpin into the big downhill is where things are very different - being more similar to my original paper sketch of what I wanted to do in theory but the execution being somewhat less precise than I expected it to be. I remember one player pointing out the section with three sneaker panels being [Class C heaven] or something along those words [and being kinda discouraged from that specific section due to that lol].
The biggest concern though was with the visibility in some turns and the final uphill, which eventually led me to redoing that whole part when I returned to the map, which was in May 1st, 2025. That was the day I started working on the redo of that half, and I was chipping away on and off for the following months, until I essentially got demotivated from working on it further due to self-doubt regarding the state of the track, as well as feeling like the CPUs were too slow to really feel the track on a proper race to play it...because this was on the time BEFORE the first 2.4 Release Candidate dropped.
That 2.4 RC1 build was the shot in the arm I needed to go and put the finishing touches to everything to make it fully playable and decent looking at a minimum level. The hype for the game was back in full force and the CPUs were way more competent, so I could actually feel like the races there could be fun - and that alongside needing to update my tracks for the build, had me finally take that [and Diesel Town] to the finish line with SSGP 1.5.
Also, BIG thanks to Mayo for the floating drop target shorcut - I had a different idea for that cut but Mayo took a shot at that and the result was so much cooler than I could have imagined. Go check out Mayo's stuff :]