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	<channel>
		<title><![CDATA[SuperTuxKart Forum - SuperTuxKart 0.9.3 and older]]></title>
		<link>https://forum.supertuxkart.net/</link>
		<description><![CDATA[SuperTuxKart Forum - https://forum.supertuxkart.net]]></description>
		<pubDate>Thu, 16 Apr 2026 12:14:18 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Unused Tux voice lines from SuperTuxKart 0.7]]></title>
			<link>https://forum.supertuxkart.net/thread-263.html</link>
			<pubDate>Wed, 11 Mar 2026 15:13:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=559">stkfan2008</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-263.html</guid>
			<description><![CDATA[Hello everyone, while looking through the files for all versions of SuperTuxKart, I found several voice lines for Tux in the SuperTuxKart 0.7 files that were never used, I think, and which were later removed in version 0.9. Here are the files I mentioned:<br />
<ul class="mycode_list"><li><a href="https://vocaroo.com/1jnB2mFqaOwL" target="_blank" rel="noopener" class="mycode_url">crash.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/12stJ49ANlvR" target="_blank" rel="noopener" class="mycode_url">explode.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/160X4ywVosR5" target="_blank" rel="noopener" class="mycode_url">goo.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/131r8O4fkadZ" target="_blank" rel="noopener" class="mycode_url">horn.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/1mDJnPbPr26v" target="_blank" rel="noopener" class="mycode_url">pass.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/1kc78x2KQjDs" target="_blank" rel="noopener" class="mycode_url">uh-oh.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/1jNFOPiLW28W" target="_blank" rel="noopener" class="mycode_url">win.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/13qQDvYYND22" target="_blank" rel="noopener" class="mycode_url">yeah.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/16kmmk5SVVz2" target="_blank" rel="noopener" class="mycode_url">zipper.ogg</a><br />
</li>
</ul>
<br />
I say "I think" because I assume some of those files were used with a filter applied, like increasing the pitch, but I've never heard most of them in the game, even though I've been playing SuperTuxKart for several years. My questions are:<br />
<ul class="mycode_list"><li>Who is the voice actor for Tux?<br />
</li>
<li>Which of these voice lines were used?<br />
</li>
<li>Why were they removed in version 0.9?<br />
</li>
</ul>
<br />
I'm asking all this to document it on the SuperTuxKart Wiki, specifically in Tux's article. I hope you can answer my questions, and greetings to the whole team.]]></description>
			<content:encoded><![CDATA[Hello everyone, while looking through the files for all versions of SuperTuxKart, I found several voice lines for Tux in the SuperTuxKart 0.7 files that were never used, I think, and which were later removed in version 0.9. Here are the files I mentioned:<br />
<ul class="mycode_list"><li><a href="https://vocaroo.com/1jnB2mFqaOwL" target="_blank" rel="noopener" class="mycode_url">crash.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/12stJ49ANlvR" target="_blank" rel="noopener" class="mycode_url">explode.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/160X4ywVosR5" target="_blank" rel="noopener" class="mycode_url">goo.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/131r8O4fkadZ" target="_blank" rel="noopener" class="mycode_url">horn.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/1mDJnPbPr26v" target="_blank" rel="noopener" class="mycode_url">pass.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/1kc78x2KQjDs" target="_blank" rel="noopener" class="mycode_url">uh-oh.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/1jNFOPiLW28W" target="_blank" rel="noopener" class="mycode_url">win.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/13qQDvYYND22" target="_blank" rel="noopener" class="mycode_url">yeah.ogg</a><br />
</li>
<li><a href="https://vocaroo.com/16kmmk5SVVz2" target="_blank" rel="noopener" class="mycode_url">zipper.ogg</a><br />
</li>
</ul>
<br />
I say "I think" because I assume some of those files were used with a filter applied, like increasing the pitch, but I've never heard most of them in the game, even though I've been playing SuperTuxKart for several years. My questions are:<br />
<ul class="mycode_list"><li>Who is the voice actor for Tux?<br />
</li>
<li>Which of these voice lines were used?<br />
</li>
<li>Why were they removed in version 0.9?<br />
</li>
</ul>
<br />
I'm asking all this to document it on the SuperTuxKart Wiki, specifically in Tux's article. I hope you can answer my questions, and greetings to the whole team.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SuperTuxKart 0.6 Add-Ons]]></title>
			<link>https://forum.supertuxkart.net/thread-228.html</link>
			<pubDate>Sat, 24 Jan 2026 14:39:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=601">skindoormimiz</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-228.html</guid>
			<description><![CDATA[Hi,<br />
<br />
I published on github a repository containing all the Add-Ons I have made for STK 0.6, it also includes some the older Add-Ons present on sourceforge.<br />
<br />
The link is <a href="https://github.com/menemate/SuperTuxKart-0.6-Addons" target="_blank" rel="noopener" class="mycode_url">https://github.com/menemate/SuperTuxKart-0.6-Addons</a><br />
<br />
Note that most of the new Add-Ons do not work properly in the released versions of 0.6 and I suggest playing them on the STK 0.6.3 version<br />
here: <a href="https://github.com/DaYoshiistesting/stk-code-0.6.3" target="_blank" rel="noopener" class="mycode_url">https://github.com/DaYoshiistesting/stk-code-0.6.3</a><br />
<br />
It also includes a program and info on how I converted most of my tracks for this version.<br />
<br />
Unfortunately some of the 0.6 legacy Add-Ons seems to be impossible to find because they were probably published on the old Forum or other repos no longer reachable, would be nice if someone has them (for example High In The Sky and Island Resort)]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I published on github a repository containing all the Add-Ons I have made for STK 0.6, it also includes some the older Add-Ons present on sourceforge.<br />
<br />
The link is <a href="https://github.com/menemate/SuperTuxKart-0.6-Addons" target="_blank" rel="noopener" class="mycode_url">https://github.com/menemate/SuperTuxKart-0.6-Addons</a><br />
<br />
Note that most of the new Add-Ons do not work properly in the released versions of 0.6 and I suggest playing them on the STK 0.6.3 version<br />
here: <a href="https://github.com/DaYoshiistesting/stk-code-0.6.3" target="_blank" rel="noopener" class="mycode_url">https://github.com/DaYoshiistesting/stk-code-0.6.3</a><br />
<br />
It also includes a program and info on how I converted most of my tracks for this version.<br />
<br />
Unfortunately some of the 0.6 legacy Add-Ons seems to be impossible to find because they were probably published on the old Forum or other repos no longer reachable, would be nice if someone has them (for example High In The Sky and Island Resort)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Why do WarMUX icons look so good on STK?]]></title>
			<link>https://forum.supertuxkart.net/thread-193.html</link>
			<pubDate>Thu, 25 Dec 2025 16:11:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=60">Tuxito3000</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-193.html</guid>
			<description><![CDATA[I've noticed that in previous versions of STK they used WarMUX icons; why do they look so good?]]></description>
			<content:encoded><![CDATA[I've noticed that in previous versions of STK they used WarMUX icons; why do they look so good?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[v0.8] I don't know if it's a bug or a modification.]]></title>
			<link>https://forum.supertuxkart.net/thread-161.html</link>
			<pubDate>Tue, 02 Dec 2025 00:51:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=15">dylanf319</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-161.html</guid>
			<description><![CDATA[Between 2015 and 2018, I remember that the overworld would turn dark when it was nighttime at my house when I played SuperTuxKart 0.8 (specifically that version). This year I tried to test that trick again, but it never worked. If I remember correctly, I downloaded SuperTuxKart 0.8 from Softonic instead of the official website, so it's very likely that the version I had was modified by Softonic. When I went to the Softonic website, I realized that version 0.8 was no longer available for download, only version 1.4, and I was never able to activate the overworld night trick when it was nighttime at my house/wherever I was.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=68" target="_blank" title="">Captura de pantalla 2025-12-01 215007.png</a> (Size: 324.05 KB / Downloads: 20)
<!-- end: postbit_attachments_attachment --><br />
<span style="color: #444444;" class="mycode_color"><span style="font-size: x-small;" class="mycode_size">The screenshot is recreated, but this is what the overworld looks like when you play SuperTuxKart 0.8 around 9 PM.</span></span><br />
<br />
<span style="color: #000000;" class="mycode_color"><span style="font-size: small;" class="mycode_size">And I just wanted to ask if this has happened to anyone else.</span></span><br />
<br />
Extra tidbit: I also remember that when I explored the overworld at night, the game would crash after 5 minutes]]></description>
			<content:encoded><![CDATA[Between 2015 and 2018, I remember that the overworld would turn dark when it was nighttime at my house when I played SuperTuxKart 0.8 (specifically that version). This year I tried to test that trick again, but it never worked. If I remember correctly, I downloaded SuperTuxKart 0.8 from Softonic instead of the official website, so it's very likely that the version I had was modified by Softonic. When I went to the Softonic website, I realized that version 0.8 was no longer available for download, only version 1.4, and I was never able to activate the overworld night trick when it was nighttime at my house/wherever I was.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=68" target="_blank" title="">Captura de pantalla 2025-12-01 215007.png</a> (Size: 324.05 KB / Downloads: 20)
<!-- end: postbit_attachments_attachment --><br />
<span style="color: #444444;" class="mycode_color"><span style="font-size: x-small;" class="mycode_size">The screenshot is recreated, but this is what the overworld looks like when you play SuperTuxKart 0.8 around 9 PM.</span></span><br />
<br />
<span style="color: #000000;" class="mycode_color"><span style="font-size: small;" class="mycode_size">And I just wanted to ask if this has happened to anyone else.</span></span><br />
<br />
Extra tidbit: I also remember that when I explored the overworld at night, the game would crash after 5 minutes]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A history of SuperTuxKart's hover bug]]></title>
			<link>https://forum.supertuxkart.net/thread-127.html</link>
			<pubDate>Wed, 12 Nov 2025 10:11:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1">Alayan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-127.html</guid>
			<description><![CDATA[People who've started playing SuperTuxKart after 1.0 came out or who didn't play it too much have likely never encountered or even heard of this bug present from STK 0.9 to STK 0.9.3.<br />
<br />
<span style="font-size: medium;" class="mycode_size">I. The bug</span><br />
<br />
<a href="https://github.com/supertuxkart/stk-code/issues/3247" target="_blank" rel="noopener" class="mycode_url">The bug</a> would manifest itself as the kart hovering very slightly above ground. Because it was technically still in the air, wheels were unusuable for steering. With an uncontrollable kart, a crash was extremely likely and the only question was how much time would be lost.<br />
<br />
The issue would only happen in a specific places that shared a common characteristic : a descending slope. Shifting Sands and Cocoa Temple were the two most notable tracks where the issue could occur, but it could and did happen elsewhere (quoting qwertychouskie: "I have seen this issue a lot in many places, once a kart leaves the ground, it doesn't want to go back on the ground if it has a downward slope.").<br />
<br />
Another reason it didn't happen to everyone was that the kart also needed to jump off the ground first, and in Cocoa Temple the place where it would happen needed the player to have jumped on the rocky ledge right of the road. While this was the optimal path, only a select few players were using it on purpose. In Shifting Sands, the bug was much more common, but less catastrophic in its consequences. <a href="https://www.youtube.com/watch?v=xU44vazHSeI" target="_blank" rel="noopener" class="mycode_url">Here is an old video</a> demonstrating the bug in Shifting Sands.<br />
<br />
<span style="font-size: medium;" class="mycode_size">II. The cause</span><br />
<br />
The observed triggers of the bug and further investigation by hiker and myself revealed the "cushioning" system as its cause.<br />
<br />
SuperTuxKart used to have "cushioning" logic, <a href="https://github.com/supertuxkart/stk-code/commit/11916dd187d91a4279c4c3275e0a0fe95bde70ea" target="_blank" rel="noopener" class="mycode_url">introduced</a> during the development cycle of STK 0.9. The purpose was to slow down a falling kart just as it was about to touch ground to prevent the collision from being too strong. A too strong collision would overwhelm the kart's suspensions and cause a collision between the kart's chassis and the ground, triggering the crash sound and making the landing less smooth with the likelihood of lost speed or possibly a deviation in trajectory.<br />
<br />
But it didn't account for the fact that, as the kart would continue to move forward, the height of the ground would also change. As a consequence the cushion impulse would be too strong and the kart would not fall enough on the following frame to actually touch the ground. <a href="https://www.youtube.com/watch?v=Qlkfp3ySsdY" target="_blank" rel="noopener" class="mycode_url">In this old video</a> starting around the 12s mark, the hover bug can be seen occuring in Cocoa Temple not once, but twice in a row.<br />
<br />
<span style="font-size: medium;" class="mycode_size">III. Attempts at fixing</span><br />
<br />
The bug was declared solved after hiker introduced logic to disable cushioning for a set period of time after it had been first triggered. Without repeat activations of the cushioning impulse, there was no hover bug anymore.<br />
<br />
Unfortunately, the cure was worse than the poison.<br />
<br />
Hiker deemed <a href="https://github.com/supertuxkart/stk-code/issues/3353" target="_blank" rel="noopener" class="mycode_url">the first report</a> a track issue, but more instances of the bug happening quickly made clear it was much worse than that. The final nail in the coffin of this theory was <a href="https://github.com/supertuxkart/stk-code/issues/3398" target="_blank" rel="noopener" class="mycode_url">Qwerty's bug report</a> accompanied by a video showcasing a kart <a href="https://www.youtube.com/watch?v=fJZW_KeEI6k" target="_blank" rel="noopener" class="mycode_url">skipping through the air</a>.<br />
<br />
The problem with the initial fix was that it assumed that the correct vertical speed the kart should be slowed to was 0, which only worked if the landing spot was fairly flat. As soon as slope was involved, this expectation was wrong, and 0 vertical speed would mean the kart would "bounce" off the track immediately after having touched.<br />
<br />
I made a series of commits to address this issue (<a href="https://github.com/supertuxkart/stk-code/commit/6145aff89504114df5d10ddc93c663b771be7045" target="_blank" rel="noopener" class="mycode_url">here</a>, <a href="https://github.com/supertuxkart/stk-code/commit/961c4af66280a9c32ab0ab75ebedc15676873e21" target="_blank" rel="noopener" class="mycode_url">here</a>, <a href="https://github.com/supertuxkart/stk-code/commit/6dedbff1a816f87640f9820fa2c46f7d15fef347" target="_blank" rel="noopener" class="mycode_url">here</a>, <a href="https://github.com/supertuxkart/stk-code/commit/0b7e2d35fb39f251132af5a4de4106056700375e" target="_blank" rel="noopener" class="mycode_url">here</a>, and <a href="https://github.com/supertuxkart/stk-code/commit/50f87e3f0f1ba90220f7cc5c8481243b680b520d" target="_blank" rel="noopener" class="mycode_url">here</a>), taking into account the kart's height above ground, the slope and then trying to fix second order issues of the kart bouncing up in cases where the ground height changed suddenly.<br />
<br />
It essentially worked, but it was a patchwork of ad-hoc tricks, and it was bound to have some rare edge cases where it would fail, the fact that several commits after the initial implementation were needed to patch out those that were discovered pointed in this direction.<br />
<br />
At this point, hiker got fed up. I was first asked to revert my commits, and then <a href="https://github.com/supertuxkart/stk-code/commit/266dc02a44c5666860b108e3c97f35f4f360f6a6" target="_blank" rel="noopener" class="mycode_url">the entire cushioning system got removed</a>, replaced with much stronger suspensions.<br />
<br />
While it didn't always help quite as much as the cushioning system, the stronger suspensions had no weird edge case to worry about and the code got much simpler. In the end, the better solution was also the simpler one.]]></description>
			<content:encoded><![CDATA[People who've started playing SuperTuxKart after 1.0 came out or who didn't play it too much have likely never encountered or even heard of this bug present from STK 0.9 to STK 0.9.3.<br />
<br />
<span style="font-size: medium;" class="mycode_size">I. The bug</span><br />
<br />
<a href="https://github.com/supertuxkart/stk-code/issues/3247" target="_blank" rel="noopener" class="mycode_url">The bug</a> would manifest itself as the kart hovering very slightly above ground. Because it was technically still in the air, wheels were unusuable for steering. With an uncontrollable kart, a crash was extremely likely and the only question was how much time would be lost.<br />
<br />
The issue would only happen in a specific places that shared a common characteristic : a descending slope. Shifting Sands and Cocoa Temple were the two most notable tracks where the issue could occur, but it could and did happen elsewhere (quoting qwertychouskie: "I have seen this issue a lot in many places, once a kart leaves the ground, it doesn't want to go back on the ground if it has a downward slope.").<br />
<br />
Another reason it didn't happen to everyone was that the kart also needed to jump off the ground first, and in Cocoa Temple the place where it would happen needed the player to have jumped on the rocky ledge right of the road. While this was the optimal path, only a select few players were using it on purpose. In Shifting Sands, the bug was much more common, but less catastrophic in its consequences. <a href="https://www.youtube.com/watch?v=xU44vazHSeI" target="_blank" rel="noopener" class="mycode_url">Here is an old video</a> demonstrating the bug in Shifting Sands.<br />
<br />
<span style="font-size: medium;" class="mycode_size">II. The cause</span><br />
<br />
The observed triggers of the bug and further investigation by hiker and myself revealed the "cushioning" system as its cause.<br />
<br />
SuperTuxKart used to have "cushioning" logic, <a href="https://github.com/supertuxkart/stk-code/commit/11916dd187d91a4279c4c3275e0a0fe95bde70ea" target="_blank" rel="noopener" class="mycode_url">introduced</a> during the development cycle of STK 0.9. The purpose was to slow down a falling kart just as it was about to touch ground to prevent the collision from being too strong. A too strong collision would overwhelm the kart's suspensions and cause a collision between the kart's chassis and the ground, triggering the crash sound and making the landing less smooth with the likelihood of lost speed or possibly a deviation in trajectory.<br />
<br />
But it didn't account for the fact that, as the kart would continue to move forward, the height of the ground would also change. As a consequence the cushion impulse would be too strong and the kart would not fall enough on the following frame to actually touch the ground. <a href="https://www.youtube.com/watch?v=Qlkfp3ySsdY" target="_blank" rel="noopener" class="mycode_url">In this old video</a> starting around the 12s mark, the hover bug can be seen occuring in Cocoa Temple not once, but twice in a row.<br />
<br />
<span style="font-size: medium;" class="mycode_size">III. Attempts at fixing</span><br />
<br />
The bug was declared solved after hiker introduced logic to disable cushioning for a set period of time after it had been first triggered. Without repeat activations of the cushioning impulse, there was no hover bug anymore.<br />
<br />
Unfortunately, the cure was worse than the poison.<br />
<br />
Hiker deemed <a href="https://github.com/supertuxkart/stk-code/issues/3353" target="_blank" rel="noopener" class="mycode_url">the first report</a> a track issue, but more instances of the bug happening quickly made clear it was much worse than that. The final nail in the coffin of this theory was <a href="https://github.com/supertuxkart/stk-code/issues/3398" target="_blank" rel="noopener" class="mycode_url">Qwerty's bug report</a> accompanied by a video showcasing a kart <a href="https://www.youtube.com/watch?v=fJZW_KeEI6k" target="_blank" rel="noopener" class="mycode_url">skipping through the air</a>.<br />
<br />
The problem with the initial fix was that it assumed that the correct vertical speed the kart should be slowed to was 0, which only worked if the landing spot was fairly flat. As soon as slope was involved, this expectation was wrong, and 0 vertical speed would mean the kart would "bounce" off the track immediately after having touched.<br />
<br />
I made a series of commits to address this issue (<a href="https://github.com/supertuxkart/stk-code/commit/6145aff89504114df5d10ddc93c663b771be7045" target="_blank" rel="noopener" class="mycode_url">here</a>, <a href="https://github.com/supertuxkart/stk-code/commit/961c4af66280a9c32ab0ab75ebedc15676873e21" target="_blank" rel="noopener" class="mycode_url">here</a>, <a href="https://github.com/supertuxkart/stk-code/commit/6dedbff1a816f87640f9820fa2c46f7d15fef347" target="_blank" rel="noopener" class="mycode_url">here</a>, <a href="https://github.com/supertuxkart/stk-code/commit/0b7e2d35fb39f251132af5a4de4106056700375e" target="_blank" rel="noopener" class="mycode_url">here</a>, and <a href="https://github.com/supertuxkart/stk-code/commit/50f87e3f0f1ba90220f7cc5c8481243b680b520d" target="_blank" rel="noopener" class="mycode_url">here</a>), taking into account the kart's height above ground, the slope and then trying to fix second order issues of the kart bouncing up in cases where the ground height changed suddenly.<br />
<br />
It essentially worked, but it was a patchwork of ad-hoc tricks, and it was bound to have some rare edge cases where it would fail, the fact that several commits after the initial implementation were needed to patch out those that were discovered pointed in this direction.<br />
<br />
At this point, hiker got fed up. I was first asked to revert my commits, and then <a href="https://github.com/supertuxkart/stk-code/commit/266dc02a44c5666860b108e3c97f35f4f360f6a6" target="_blank" rel="noopener" class="mycode_url">the entire cushioning system got removed</a>, replaced with much stronger suspensions.<br />
<br />
While it didn't always help quite as much as the cushioning system, the stronger suspensions had no weird edge case to worry about and the code got much simpler. In the end, the better solution was also the simpler one.]]></content:encoded>
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			<title><![CDATA[Who is this mystery character in SuperTuxKart 0.0.0]]></title>
			<link>https://forum.supertuxkart.net/thread-100.html</link>
			<pubDate>Fri, 31 Oct 2025 03:46:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=65">Christopher</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-100.html</guid>
			<description><![CDATA[In the SuperTuxKart Gallery, there is an image of SuperTuxKart 0.0.0, but it has a character I never saw before.<br />
<br />
In the icons it shows Mr. Iceblock, Tux, Mozilla and Evil Tux. But Tux isn't their.<br />
On the track it shows Mr. Iceblock Mozilla, this mystery character and Evil Tux.<br />
<br />
Why were the characters in different order then how they appear on the track and who is the mystery character I don't know about?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=40" target="_blank" title="">STK0.0.0_1.jpg</a> (Size: 52.46 KB / Downloads: 52)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[In the SuperTuxKart Gallery, there is an image of SuperTuxKart 0.0.0, but it has a character I never saw before.<br />
<br />
In the icons it shows Mr. Iceblock, Tux, Mozilla and Evil Tux. But Tux isn't their.<br />
On the track it shows Mr. Iceblock Mozilla, this mystery character and Evil Tux.<br />
<br />
Why were the characters in different order then how they appear on the track and who is the mystery character I don't know about?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=40" target="_blank" title="">STK0.0.0_1.jpg</a> (Size: 52.46 KB / Downloads: 52)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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