We've come a long way.
Posted 7 months ago
We added particle effects for players that had established WRs. Lilly was the first to beat my time and got to put a special message at the finish line on Moose City.

We added speed boost volumes, and now your rotors would start spun up so you could get going right away. And Lilly beat my time on Fly Zone, again..

And, finally, we had a basic level select screen courtesy of Remeko. And we had loading screens for when you were downloading maps.
Added Big City as a level you could play.
Added Gas powerups, improved maneuverability further, added new textured facial expressions by stout, balloons that pop you upwards.
Scoreboards in the main menu. Looks basic here, doesn't it?
Added SlowMo clocks, and made the Gas super maneuverable. It still is today, but I kind of went overboard with placing so many gas pickups and felt like I ruined the original charm of the game, so I reset the scoreboards(at the time being you couldn't remove them, just add new ones) and placed them much more strategically.

Ducc originally suggested I add an Ikeafinal level as a joke, but I decided to actually do it. Turned out to be a fun level that was a good testing ground for the Gas powerup and SlowMo clock together.
Improved the look of the scoreboard quite a bit. Also added a trippy Drugs powerup that made your screen rainbow-y for a bit. It used a pill bottle model.
Added a tutorial level, Cozy Castle, so that new players would have something to help get their bearings before taking on the "actual" levels.