Please, once again, don't even attempt multiplayer for a game like this unless you know exactly what you're doing. It's really not feasible at all. Focus on a good singleplayer, it'll be more than enough to worry about it! 
Awesome to see this getting started though!
Not only it is feasible, but it's overall rather easy (not VERY easy, but rather easy).
So, since you say this with such confidence I assume you're an experienced netcoder then? Have you implemented a multiplayer mode for a comparable game before?
Tell me if I'm totally off-track here but I think you might have messed around (or seen other people play around) with the IRC stuff that works within AGS, you can chat and special text commands are translated into "Move cEgo here: x/y". If that is indeed the case and what you're basing your opinion about netcoding on, then you're unfortunately very, very much mistaken. A glorified chat room is one thing, a multiplayer action game another! We need movement prediction/lag compensation for one thing, that alone is highly complex to implement and requires the entire game engine to be designed around it.
In case I'm wrong, though, I'd be more than happy to see you write the multiplayer game mode for AGS Kart (since it's 'rather easy')!
Here's a new version with improved physics, extracted out to Racer.asc.
http://www.kweepa.com/step/ags/tech/AGS_Kart_2012_05_02.zip
SEE, that's EXACTLY what I was talking about.
as soon as someone said "I'll work on it", then someone released a parallel branch. 
Not blaming Kweepa, just saying it's stupid. Thank god, though, Kweepa, you uploaded it as an asc file :-) Thanks.
I don't even understand what your problem is here, really? What's stupid? There are no parallel branches at all and as long as that's the case, everybody is welcome to chip in. That's what swarm development means!