come on this makes CNK look like CTR fully re-created that easiness of driving is unlike everything I experienced in the released game did the physics change for worse or am I just seeing a true mastery of CNK here? if someone was able to rewrite/port the retail version to pc, fix the reserve system and physics (especially the anti-gravity sections) it would've been amazing
My head cannon is that they were too close to release and realised how abuseable the game is with higher speed and higher jump (its already now very broken) but it would of been very obvious before this is even stated in the Mod tools release where we have some of the game values and in these values the dev notes say stuff like "limiting jump to stop abuse" ect
@@RandySnail meanwhile CTR being built using Action Replay and in like a year: 👁👄👁 powerslide turns are less responsive than in CTR and the antigrav sections are slow af and less responsive fixing these, upgrading the reserve system and fixing oversights would be a blessing tbh adding minimap to the citadel course, re-adding cut elements like the big hourglass in one of the track and foundable fake crash like in the gba version would be cool too. Speed of the karts isn't that big of an issue but faster karts are a welcome change too CTR was amazing due to the bugs that let us enjoy the game even more and master the tracks the ways developers never thought of so limiting speed and jumps makes the game harder. If they really limited it way after building and testing the courses they're really bad at decision-making
@@bioxcis I was commenting the fact he drives with that amounts of ease... I played the retail version on my ps2 today and unlike in CTR and CTRNF I couldn't stop hitting walls for changes just go to the cutting room floor
@@bluegrayrjmeleefox6901 For me, who only played on PS2, the game is much faster and more fluid hahahahaha on PS2 it was kind of slow as if it ran between 20 and 30 fps depending on the track or stretch (on most tracks it was like that)
just one thing: in multiplayer the clock makes the other player faster, as if it were the froggy from CTR, why did they do it? 😂😂😂 X-Crate in Android Alley???
I'm loving that they're discovering these prototypes! I hope there's Crash of the Titans and Mind Over Mutant in the future.
Eita tu aqui
Merry Christmas! Great to see this release after quite awhile.
*Me patiently waiting for E3 Build of Crash 3*
So there WAS a mini-map of Hyper Spaceway the entire time? Why did they take it out in the final version?
because vicarious visions saw that the minimap get glitched
but at least at the time, because nitro fueled finally made a working minimap
@@kamiloalvarez5800but Nitro Fueled was not faithful to that track, they cut sections and changed many things
@@bioxcis is sad considering that they could made a non-gravity version of that specific part
@@kamiloalvarez5800 I think the track could have been more beautiful and challenging, they cut so much that the track is very short
@@bioxcis i feel like nitro fueled is good on the original ctr tracks, but kinda poor on the cnk tracks
Merry Crashmas everyone! it's pretty crazy that there were so many minute differences despite being weeks away from release!
come on
this makes CNK look like CTR fully re-created
that easiness of driving is unlike everything I experienced in the released game
did the physics change for worse or am I just seeing a true mastery of CNK here?
if someone was able to rewrite/port the retail version to pc, fix the reserve system and physics (especially the anti-gravity sections) it would've been amazing
My head cannon is that they were too close to release and realised how abuseable the game is with higher speed and higher jump (its already now very broken) but it would of been very obvious before this is even stated in the Mod tools release where we have some of the game values and in these values the dev notes say stuff like "limiting jump to stop abuse" ect
@@RandySnail meanwhile CTR being built using Action Replay and in like a year: 👁👄👁
powerslide turns are less responsive than in CTR and the antigrav sections are slow af and less responsive
fixing these, upgrading the reserve system and fixing oversights would be a blessing tbh
adding minimap to the citadel course, re-adding cut elements like the big hourglass in one of the track and foundable fake crash like in the gba version would be cool too. Speed of the karts isn't that big of an issue but faster karts are a welcome change too
CTR was amazing due to the bugs that let us enjoy the game even more and master the tracks the ways developers never thought of so limiting speed and jumps makes the game harder. If they really limited it way after building and testing the courses they're really bad at decision-making
watching this reminds me of the normal CNK, it doesn't look any different from what was released... Where did you see differences?
@@bioxcis I was commenting the fact he drives with that amounts of ease... I played the retail version on my ps2 today and unlike in CTR and CTRNF I couldn't stop hitting walls
for changes just go to the cutting room floor
the PS2 ver of the game had the prototype character icons
Only the PAL/EU version
Brst Christmas present ever👏
Velo TNT !!!!????
TDYU: Esta información vale millones🤓👊
Did Velo just blow up one of his minions?
It looks like this build was faster in terms of game speed
did you play it on PS2 or XBOX? To me, it seems like it's fast because it's on XBOX and I only played it on PS2
@bioxcis neither, I've played the Gamecube port, but after seeing gameplay, it looks very apparent that there is a small speed difference
@@bluegrayrjmeleefox6901 For me, who only played on PS2, the game is much faster and more fluid hahahahaha on PS2 it was kind of slow as if it ran between 20 and 30 fps depending on the track or stretch (on most tracks it was like that)
Porque de nitro kart solo encuentran prototipos de xbox >:v
just one thing: in multiplayer the clock makes the other player faster, as if it were the froggy from CTR, why did they do it? 😂😂😂
X-Crate in Android Alley???
Nice