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

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

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 - https://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

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