Crash Nitro Kart (July 29, 2003 prototype) - All Tracks

Поделиться
HTML-код
  • Опубликовано: 29 июл 2024
  • A full gameplay exploring all 13 race tracks in a preview build of CNK for Xbox dated July 29th, 2003. Some general differences can be noticed, to name a few:
    - Debug coordinates under the time.
    - The pre-race intros erroneously say "Lost Earth" in the bottom, regardless which level is.
    - There is a hang time meter that pops up every time the kart is lifted from the ground.
    - The Team Frenzy meter fills extremely quickly when driving close to your teammate and decreases when leaving the teammate's range.
    - The frenzy doesn't give you random weapons. Instead, it just cycles between triple bombs/missiles, and invincibility masks.
    - The boost counter is placed on the right corner of the screen and appears from the right.
    - When juiced up, there is a visual bug where the power-up icons are overlapped by the yellow glowing effect.
    - A blue mist appears behind the players' kart during the anti-gravity sections when powersliding.
    - Velo Mask uses Adviser's round blue platform instead of a tiki mask resembling Emperor Velo. The trail color is also cyan instead of purple.
    - The powerslide gauge has the colors inverted, going from red to green.
    - The Ice Mine features a different icon that is still used in the handheld versions.
    - The Static Orb icon is represented by a thunder bolt. The model is also different.
    - The Power Shield has a unique feature where there are three small spheres of energy inside the shield, which emerges from the bubble and automatically zaps to the nearest racers, causing a shock to the opponents.
    - A lot of rendering issues and glitches.
    Most of the courses also have some significant differences. Most notably:
    - The shortcut in Meteor Gorge is a ramp instead (and oddly, a X crate below in the pitfall).
    - Clockwork Wumpa has two trap doors on each side and the free-fall jump section has an extra floating floor in the middle of the bottomless pit.
    - Android Alley has a traffic of flying vehicles that can be temporarily stopped by hitting the ! crate.
    - Electron Avenue doesn't let the player fall in the pit of the free-fall jump, and features ramps that go up and down and small round platforms on the edges of the narrow path that also bump the player.
    - Hyper Spaceway is in a rough state, lacking any functional hazards, and featuring Electron Avenue's minimap as a placeholder.
    Files have been modified in order to make this prototype work on the Xemu emulator, meaning that cutscenes, sound effects and music have been stripped out. This is a temporary solution until Xbox emulators are able to run pre-release builds properly, which may still take a few years. In addition, it requires a 128 MB RAM upgrade and a debug BIOS.
    TCRF - tcrf.net/Proto:Crash_Nitro_Ka...
    0:00 - Inferno Island
    2:11 - Jungle Boogie
    4:21 - Tiny Temple
    7:09 - Meteor Gorge
    9:28 - Barin Ruins
    12:02 - Deep Sea Driving
    15:11 - Out of Time
    18:22 - Clockwork Wumpa
    21:52 - Thunder Struck
    25:38 - Assembly Lane
    28:40 - Android Alley
    32:16 - Electron Avenue
    36:36 - Hyper Spaceway
  • ИгрыИгры

Комментарии • 19