Hot Wheels Velocity X - Two Mysteries Finally Solved!
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- Опубликовано: 15 ноя 2024
- Two mysteries from many years ago have finally essentially been solved, thanks to the pre-release version of the game!
Challenge 16 Secrets: • Hot Wheels Velocity X ...
Secret Atom Blaster in Mission 9: • Hot Wheels Velocity X ...
Twitter: / overdrive_srs - Игры
22 years later we still find out intriguing things about this game! There could be more finds in this version.
I will be sure to update if anything new is found!
remember seeing those videos a while back, on another note it’s cool how the car select has actual hotwheels
So cool to see these mysteries finally come together all these years later, and even in 2024 still finding out new things about this game. Absolutely wild! I remember watching those old velocity x secret videos and just speculating why those could be there. What made it so intriguing for me was because of my personal experiences of finding weird stuff like that when I was way younger. This game just always felt so eerie to me because of that, the glitches, the turbine sands wind, even just the overall darkness of the game. Obviously still absolutely love the game tho
Went on a bit of a tangent lol but this is so cool and incredible to see!
I remember there was a handful of videos like that on RUclips when I started uploading. Alaxend0l's early HWVX videos were definitely some inspiration for when I started. As for the point about eeriness, I definitely agree and have always thought about making a video talking about that feeling about the game. It is a feeling shared by many people I've seen, including myself to a degree.
Good job digging and connecting the dots. I always envisioned overly exciting reasonings behind each of these things. I haven’t gotten around to playing the pre-release version yet but I’d like to know why that blue key is out of bounds in challenge 10/15.
You will be amazed when you play it. There's so many differences everywhere in the game, whether it's tiny details or big changes to Missions or additional cars. The blue key still remains intriguing.
I know it's very unlikely to happen anytime soon, but someone should try to touch up and mod the removed cars we found working models of so far into the main release of the game without replacing any of the others. The idea of this game getting "new content" so long after release just sounds funny to me. Maybe someone can even be crazy enough to make new models for the other cars we know didn't make it as well, which is quite a lot already and not counting any others that were released in other games or real life before and after. And more maps, missions, weapons, and minor new abilities based on the GBA version. Maybe even somehow add in more modes and online multiplayer. It's just a big fantasy right now of course, but I would absolutely be excited to see how bonkers that could be.
That would be awesome, but I'm not personally adept enough in modding to say whether it would be possible or not. I do at the very least know that if it is possible it would be very difficult. In fact, due to the frustrations with the XPC files of the PC version, the idea of Velocity Redux came to fruition. Basically, it was realized that there were things wanted by many people, like new cars and online multiplayer, that it was decided that a reimagining of Velocity X would be developed in the form of Velocity Redux, which currently has online multiplayer and a massive amount of cars. So, at the very least, there will always be Velocity Redux if such modding can't be figured out for the official releases.
The atom blaster spawing like that reminds me of the mystery goomba that pannenkoek2012 investigated in Mario 64. The game mechanics here could be working in a similar way where the spawn point was moved down slightly below the bridge plane and therefore it gets placed on the ground. Maybe the bridge itself was moved slightly up but the spawn location was not.
So, I went ahead and watched what you mentioned about the mystery Goomba that pannenkoek2012 investigated. In that situation, it was a matter of three Goombas that spawn in a triangular fashion, and are placed on whatever plane is immediately below the spawn point, which, for the mystery Goomba, was the death plane far below, since that Goomba was spawned at the location of the triangle over the edge of the map. Due to the many unique placements of pickups like bonus points, gadgets, and gears (sometimes floating, sometimes placed near the ground), commonly subject to human error (like when your car is sometimes able to drive under a pickup because it wasn't hand-placed by a developer perfectly), it would seem to me that this is less of a programmatic spawning accident and more of the Atom Blaster pickup being placed at that point with intention at the time.
The question is maybe whether the entire map was moved up and the pickups were also supposed to be moved up, but the Atom Blaster was missed in the process. But, also, we see that there's a Doom Disks pickup present in the pre-release version that isn't anywhere to be seen in the final game. This would kinda lead me to believe that they deleted the Doom Disks, and meant to delete the Atom Blaster, but instead just moved it below the map out of sight. So basically, it's either them intentionally moving something out of sight, or them moving other components and forgetting about the Atom Blaster pickup below the map.
@@overdrive_srs thanks for replying. One of the reasons why I like your channel is that you take all of the comments seriously and reply with a good write up if needed.
So that's interesting how every gadget was placed exactly where they are supposed to be. I know there are a lot of pickups placed in the air, but most are placed on the ground. I'm no programmer, but I'm still surprised that the devs didn't come up with a height value for pickups ideal for all cars and implement that into the code. When it loads, it checks to see where the floor is and places it at the ideal height so many units above the floor.
Fairly interesting ineed.
Glad i could help out with this back in the exploration stream!
I liked seeing your reaction, was very glad to catch that stream!
@overdrive_srs Was a ton of fun. Glad you have this document in a more condensed format. That way people don't have to slog through my VOD.
I love your videos. Keep with good word!
Thank you!
10:10 Those are vertical floating oil drums.
Yeah the cylinders moving up and down are oil drums, but the cylinders flying all over the place are cylinders with fish textures plastered over them that move around to make it seem like fish are moving around the tunnels.
What date is this build?
July 16th, 2002
@@overdrive_srsnice! Is there some sort of story behind how the build was dug up? What you said in the outro sounded alluring
@@Zippy_Zolton The best explanation I can give is this video: ruclips.net/video/lnx63yPDjRk/видео.html
Essentially, a pre-release disc of the game (one of those given to game review outlets before release) turned up on eBay, was purchased, and the person who purchased it (MOVGAMES) archived it publicly on the internet for everyone to have the ability to download.
@@overdrive_srsIt's very good luck to have someone who can afford those stupid listings at the specific times they're available. Someone in the Ford Racing community browses listings for various prototypes and we recently got a really good build of FR2 with debug symbols... I have a feeling that's what they shell out all their spending money on LOL