diff --git a/src/k_kart.c b/src/k_kart.c
index 8af1933f004a3dd636883a1dfc524b076d794787..cfb21dda1e8a7a475664ff7fad7ce114ed74f9fc 100644
--- a/src/k_kart.c
+++ b/src/k_kart.c
@@ -11883,18 +11883,6 @@ static void K_KartSpindash(player_t *player)
 		player->spindash = 0;
 		P_ResetPitchRoll(player->mo);
 
-		// 2.2 - alternate fastfall
-		if (!G_CompatLevel(0x000A))
-		{
-			if (K_PressingEBrake(player) && player->curshield != KSHIELD_BUBBLE && player->trickpanel == TRICKSTATE_NONE)
-			{
-				mobj_t *fuckingthing = P_SpawnGhostMobj(player->mo);
-				fuckingthing->extravalue1 = 69;
-				fuckingthing->renderflags &= ~RF_TRANSMASK;
-				fuckingthing->tics = 3;
-			}
-		}
-
 		return;
 	}
 	else if (player->fastfall != 0)
@@ -12073,7 +12061,7 @@ boolean K_FastFallBounce(player_t *player)
 		// 2.2 - More lenient fastfall
 		if (!G_CompatLevel(0x000A))
 		{
-			if (player->curshield != KSHIELD_BUBBLE && K_PressingEBrake(player))
+			if (player->curshield != KSHIELD_BUBBLE)
 			{
 				// Nudge the player in their facing angle, and provide a little starting momentum if they need it.
 				// The bounce is already a strong tradeoff, so this allows it to be used for saves and get you back into flow.
@@ -12081,10 +12069,6 @@ boolean K_FastFallBounce(player_t *player)
 				fixed_t minspeed = K_GetKartSpeed(player, false, false)/2;
 				fixed_t returnspeed = max(FixedHypot(player->mo->momx, player->mo->momy), minspeed);
 
-				S_StartSound(player->mo, sfx_gshac);
-				S_StartSound(player->mo, sfx_gshdc);
-				K_AddHitLag(player->mo, 4, false);
-
 				// Initial momentum set uses real speed to avoid some weird twitchy behavior at low XY speed
 				P_InstaThrust(player->mo, momangle, FixedHypot(player->mo->momx, player->mo->momy)/2);
 				P_Thrust(player->mo, player->mo->angle, returnspeed/2);
diff --git a/src/p_user.c b/src/p_user.c
index 6d56093375843a19ec054bef7fdeedaae9ce6364..fc0c0bd23534dd5132d3a18775b7a8a48527354d 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -1089,8 +1089,6 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
 	ghost->sprite2 = mobj->sprite2;
 	ghost->frame = mobj->frame;
 	ghost->tics = -1;
-	// Trying to control transparency on ghost mobjs? Turn around.
-	// Look for the MT_GHOST thinker in p_mobj.c.
 	ghost->renderflags = (mobj->renderflags & ~RF_TRANSMASK)|RF_TRANS50;
 	ghost->fuse = ghost->info->damage;
 	ghost->skin = mobj->skin;