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

Ойындар

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

Пікірлер: 19

  • @MundoCrashBandicoot
    @MundoCrashBandicoot11 ай бұрын

    there are many tracks that have many differences here and there, some that I don't even see much difference, but it's interesting to talk about here

  • @Blockah
    @Blockah11 ай бұрын

    Dunno why but something about these graphics are really satisfying!

  • @EstelaBandicoott
    @EstelaBandicoott11 ай бұрын

    I am very interested and I like to see about beta versions/prototypes of crash and spyro games, I find it very interesting to know about deleted content and differences for the final version!

  • @Blockah
    @Blockah11 ай бұрын

    24:16 WHOA!! How u do that!?

  • @Darkaiser

    @Darkaiser

    10 ай бұрын

    Wrong collision applied to the wall :P

  • @ErdrickHero
    @ErdrickHero11 ай бұрын

    Electric Slap Venue

  • @BoredMan0
    @BoredMan011 ай бұрын

    Plus is the monster ice cube (10 w) different from the final version

  • @JakeZi_
    @JakeZi_11 ай бұрын

    I can't go to loading screen. Its freezes now. How I can fix it?

  • @Darkaiser

    @Darkaiser

    10 ай бұрын

    Did you modify the files?

  • @Jagerbomber
    @Jagerbomber10 ай бұрын

    I always wondered why they didn't have the worms in Out of Time in NF

  • @themenacingsloth

    @themenacingsloth

    10 ай бұрын

    Those worms combined with havin’ to maintain blue fire during Velo & dev time trials would legit be one of the worst things to ever exist

  • @Jagerbomber

    @Jagerbomber

    10 ай бұрын

    @@themenacingsloth as opposed to avoiding any other obstacle... There's that rotating gear at the far side of the shortcut jump, and they didn't remove the plants from Papu

  • @themenacingsloth

    @themenacingsloth

    10 ай бұрын

    @@Jagerbomber I’ll give you the one about the gear, but the plants are easy to avoid (I don’t even think you get close enough to ‘em for ‘em to be a threat in those scenarios), plus there’s no blue fire maintenance to worry about in Papu’s Pyramid

  • @Pvt.Joker64
    @Pvt.Joker6411 ай бұрын

    is that an fps counter ?

  • @BoredMan0
    @BoredMan011 ай бұрын

    This is why I believe more that CTR NF 2 will mostly happen to allow to manipulate the tracks with boxes and turbo to change them or remove them Also final I know the blue mask think n trance used

  • @luisenriqueromanarcos2411
    @luisenriqueromanarcos241111 ай бұрын

    Crash Team Racing mod please

  • @7sson-hasson-310
    @7sson-hasson-3103 ай бұрын

    Quite the odd of these changes

  • @SoundboundOfficial
    @SoundboundOfficial7 ай бұрын

    This game was so inferior compared to CTR :D Something was just off, either the pacing, or I don't know, but it just didn't work the way CTR did. Thankfully they ported the CNK maps into the remake.

  • @BandicootWarrioR12
    @BandicootWarrioR1211 ай бұрын

    😮😮😮😮😮😮❤

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