A Brief Retrospective on Sony's attempt to take down Mario Kart; Crash Team Racing for the PS1. Socials - Twitter: / fogfrogau 0:00 A Brief Introduction 2:00 A Brief Retrospective 39:28 A Brief Outro
I have a lot of disagreements with the video. I think it'd be a good idea to check out Time Trial mode for a bit - there are N. Tropy and Oxide ghosts that might be able to reveal some new strats on certain stages. Papu's Pyramid is one of the most dynamic tracks in the game, and Blizzard Bluff has some big shortcuts that easily save time. Even in Hot Air Skyway and Oxide Station, you can boost through just about the entire race by making effective use of the power slide. Coco Park is actually a great place to practice the powerslide, since the road is so wide and the turns are so gentle. The reason many players love this game so much is that you're more in control of your speed. In something like Mario Kart, for most of the race you're only going as fast as your straight line top speed. Snaking existed in older games, but that was more about mashing in a way that promises to break your joystick; and in later Mario Kart titles, drift boosts are determined more by how long the drift is than anything, to make snaking less effective. CTR's drift boosts and reserve system are something I haven't seen from any other kart racer, since it's more rhythmic, and you're rewarded for being consistent with it by being able to boost the whole way. It means that the game's innate mechanics allow for a really high skill ceiling in ways that aren't present in other kart racers.
I can see and understand your points. My retrospectives are typically from a "beginner" viewpoint, like I'm picking up a game for the first time. If I wanted to deep dive and get truly skilled at a game, I typically will, but Crash doesn't have that effect on me
@TheFogFrog it's the best track in the game. It uses the drift, trick jumping, momentum and shortcut mechanics better than almost any other stage. You are supposed to boost through the corners jump off the half pipes and build momentum until you can reach the shortcut. If you are just driving normally it's extremely boring but if you are using the full mechanics it's excellent. You absolutely fly through the stage. Also to tie it back to your criticism it is a test of your skills just like the levels it's referencing.
I was aware of the speedrunning community as I'm actually part of that community, but I had no idea of the modding scene at all! That's actually amazing. Could you tell me more about the modding scene? I'd like to know more about it if possible :)
I think, as others have noted, this game is massively appreciated for it's drift boosting mechanic. While drifting with one shoulder button, you can use the other shoulder button to trigger a boost when the boost bar builds up. Not sure offhand, but from the footage, it seems like you did not use that. You've made it known that you're a more casual player, so there's nothing wrong with that, but keep note that you're not using the mechanic that is most loved by the playerbase and so you're not experiencing the full gameplay. This is especially helpful where you mentioned open spaces that get boring (e.g. Coco Park and Blizzard Bluff) and tight turns that were frusrating (e.g. Papu's Pyramid, although I do find that level quite frustrating myself so I get your feelings there). You see the NPCs using this all through the footage of the video (usually not to their full potential, so as to keep the difficulty more fair). The drift boosting allows you to get speed boosts when you need them, often being able to take advantage of shortcuts you wouldn't have ordinarily been able to access at lower speeds. I notice you mentioned risk vs reward multiple times throughout this video and I think the drift boost is almost a permanent version of that question. A lot of times, a player can boost at the wrong time if they're not careful, causing them to lose control of their kart if they haven't mastered it. Regarding the weapon pickups you didn't get, two are exclusive to Battle Mode, so that's why you didn't see them in Adventure Mode. For Tiny Arena, I don't think a muddy circuit is something specific to Mario Kart. But maybe it was a direct reference? The track being the longest despite its name might be relevant to Tiny being the biggest character despite his name. Also would have been much more fun if you were using some drift boosting to take advantage of the curves. Your frustrations with Hot Air Skyway, would also be resolved if you were able to drift boost with the curves of the track. Sorry. I know I mentioned the drift boost too many times, but it really is that missing thing that may have filled a lot of the gaps in your experience there. I'd strongly suggest playing through at least some of the levels again with that in mind and seeing what a big difference it makes to the game once you've gotten used to using that. Other than that, I agree that making the boss weapons unique would have been awesome and that some of the boss levels could have been more relevant.
The only way to get those high tier power-ups is to have the maximum amount of whumpa fruit and also be lucky. This can help people in last place, as it is easier to collect the fruit and gain a super ability. Its rubber banding that still requires some effort on the players' part.
Thanks for clearing that up for me! I wasn't sure on the explanation so having this comment adds a lot of extra context to what I said. I appreciate it a lot
I enjoyed your video despite disagreeing with a fair bit of it. What I want to address is something that was not mentioned that makes CTR one of my favorite kart racers even over MK8DX: it's deep mechanics. The drift system and the way you activate mini-turbos is an excellent example of easy to learn but difficult to master. When you really get the rhythm down with chaining mini-turbos, you become absolutely untouchable, even against this game's notoriously hard A.I in all of it's rubberbanding glory. This also allows you to access the tracks various shortcuts both intentional and not. I feel like it's the reason a lot of the tracks are designed with wide roads and sharp turns to take advantage of the drift system. I understand that this retrospective was reviewed from a casual perspective in which case the criticisms make a lot of sense. However, once you delve into the deep mechanics of CTR's boost system it feels like you're playing an entirely different game than your typical Mario Kart clone. If you ever get another chance to try CTR or Nitro-fueled, take a moment to learn how to do the drift system. I think you might like it and also allow you to see CTR in a different light. Great video btw!
Thank you for understanding that these are predominantly made from a "casual" standpoint. I appreciate you understanding the context of these videos! I actually recently finished CTR Nitro-Fueled, and I found it MUCH more enjoyable than the PS1 version. The tracks were a lot more fleshed out and in-depth, the drifting system seemed a lot more prominent, and the rubberbanding was a lot more forgiving. You can expect a Nitro-fueled video in the near future as a "follow-up" video :)
Even when i was a casual player with this game i didnt find a single issue to be honest, because compared to Mario Kart 64, the regular handling (without drifting) was miles more responsive.
@@TheFogFrog As someone who was good with the original CTR when Nitro Fueled came out, i found it incredible challenging. Way more than the original, although mostly in the first tracks. The game become much easier after that. Nitro Fueled actually had less depth than the original, but they kind of "fix" the blue fire and made the u turn more accessible.
I kind of "glossed" over the boost and drift mechanics with this video. There will eventually be a revamped version with some changed opinions and outlooks at some point in time
You should review Crash Bandicoot: Back in Time! A fan game for classic crash fans and has a level editor so you can make your own 2D levels with your community.
I may do that. I won't say 100 percent yes, this channel is intended to be a retrospective channel, not a Crash Bandicoot channel, so i don't want to strictly focus on Crash. But we may eventually do that :)
Papu's Pyramid and Sewer Speedway are like two of the best tracks in the game if you actually use the drift boosting mechanics. When you update this video do me a solid and play the time trials. Watch Ntropy's ghost. You will see where all the risk and reward is. The shortcuts in this game are exponentially more impactful than any shortcut in mario kart. Most of the tracks you take issue with are the ones where paying attention to the environment is the most important.
6:18 Super engines and invisibilities don't appear in adventure mode. They do appear in battles and I think they're in vs races if the weapon settings enable them.
22:28 I haven't played the original since 2019 at the latest and every time a new track would show up I'd immediately recognise it. CTR has very good music.
I saw your interest in the modding scene of cyr and ill mention two people to check our ti durther your knowledge on this. Both hypnoshark (ctr speedrunner) and Darkaiser channels both didplay what is haooening with the game. In the briefest ways, there is a large project going on to completely rewrite the code of ctr for pc, and that project is currently 50ish% of the way done. There is a WHOLE lot of crazy cool content coming out as of right now so please get involved with it all.
Oh! Is it similar to the SM64 PC port where the entire source code was reverse engineered? Thank you very much for your elaboration, this sounds very interesting. I may cover it in the future :)
Super engines and invisibility are battle arena exclusives. Super speed was added to main races in Nitro Fueled a little while after the game's launch I don't get the moaning about no enemies or hazards in the first 2 levels so i won't comment on that, but the water slowing you down in Sewer Speedway sounded extra redacted. Lil bro would already be lagging behind me through the maintenance of thy flame plus the use of the upper pipe and cut corners, why would he had to suffer? I barely see any water in my playthrough nowadays and to have it only slow me down at the linear near end section, with that rolling barrel too. Do you see how stupid that sounds? There's already stuff slowing you down in the game, it couldn't be hard to implement, but they didn't. They knew what they were doing. Probably tested it too and got frustrated af Boss AI's not smart at all, they just go normal speed depending on the difficulty and spam items, you just timed your usage of the missiles wrong. They spam items a few seconds apart from the previous, that's it. So yeah, all the boss fights are bad, classic Crash Bandicoot moment You don't need corners to drift, that's why Coco park is such a wet dream for all. You should be drifting literally every time your kart allows you to, every single second at all times to maximise speed and maintain reserves. Literally drift. All. The. Time Long story short, this game's perfect like 2, but these boss fights are as much of a failure as Warpeds "gameplay variety". I refused to comment about your skill issue throughout this comment, but i will now. Any track you thought was horrible, is because of you. I'm suffering looking through my first time trying to master this game, imagine me now, watching someone who refuses to do so and just...drives. I mean it's ok if you want to role play as Ryan Gosling, but this ain't the game for it. It's like watching someone play Sekiro or Furi and refuses to parry like COME ON. I'm now convinced these thumbnails are ragebait and baiteth be taketh i can no longer
With almost every video now, I always close off with "I can see why people love this game." I don't try to completely discredit people's love for these games at all. Video-games ARE subjective, and everyone is entitled to enjoy and love what they want For every retrospective I put out, I try my best to take off the rose-tinted glasses and the nostalgia goggles. The main questions I always try and answer are "has it aged well?" and "does it hold up to modern standards?" Anyone can go back and play these games, at any given time they want. I drive that home so very much. These games are here for people to love, enjoy, and cherish. These videos are about my experiences and what I loved about them, and what I didn't love about them. What I say does not mean a title is objectively bad, and I say that with every video. These are MY experiences. No two people have the same experiences, and that's what makes things extremely important. I don't create these videos with the intention of changing someone's mind, or the intention to slander a game. I make these videos to showcase these games and look at what is good and what is bad about them without the burden being blinded by nostalgia. I love these games, I LOVE Crash, and I love the series that has flourished over the years, but I am allowed to not like certain aspects of the series, which is what these videos aim to provide. In terms of "these thumbnails are ragebait", you're correct. Human emotion incites curiosity, curiosity incites interaction. You are completely correct. They aren't intended to "bait" people, they are intended to evoke human emotion and prod someone's curiosity,
@@TheFogFrog That's great and all but my question is this. What value is being added with these, especially when some things are wrong, misinformed or a person straight up lacks any skill or knowledge? I remember a comment in Connor Shaws payday video, a brief look on the golden grin casino heist that read smth like: " "Brief" and it's a 25 minute video" it was comical and i got deja vued back to it now Share your experiences all you want but make it actually brief is my advice. I watch 7 hour Bloodborne analysis vids or again , TGX, so i can stomach long vids...as long as they're insightful. Perhaps others may see the timestamp and think it's a waste of time, especially if they see something "wrong" with it early on. Or just think you're scum simply because of the baits and they just f off, but an honourable route or not is your choice. Don't talk about nostalgia or any of that BS btw, throw that out of your skull and never mention it again. I never even grew up with these games, i grew up with Rayman 3, God Of War, GTA, Red Dead Revolver , Spartan Total Warrior and...Wrath Of Cortex. 💀 Which i think is better than Warped but anyway, used to love Titans too, but now Mind Over Mutant is my true love
Look mate. If you don't find value in my content, that's fine, I don't tailor my videos to a specific person and I never will. If you find no value in my content, or simply don't enjoy it, then that is completely okay, however nobody is forcing you to watch any of my content to completion and comment on them afterwards.
@@TheFogFrog Anybody can comment about whatever, like you are basically. All i'm saying is (aside from some nothing burgers) keep it brief. It's good enough to watch till completion, so why not trim the fat, take it or leave it
I usually just do what Aku Aku told me and press square on the tightest of turns. Slide can only get you so far when you lack the space Thankfully in this case I can only think of Hot Air Skyway's extreme upward U Turn near the end and Papu's Pyramid corridor
I did like the whole "drift effectiveness based on character choice" mechanic, it added some depth and feel to the game. Perhaps I am just bad at racing games in general
I have a lot of disagreements with the video. I think it'd be a good idea to check out Time Trial mode for a bit - there are N. Tropy and Oxide ghosts that might be able to reveal some new strats on certain stages. Papu's Pyramid is one of the most dynamic tracks in the game, and Blizzard Bluff has some big shortcuts that easily save time. Even in Hot Air Skyway and Oxide Station, you can boost through just about the entire race by making effective use of the power slide. Coco Park is actually a great place to practice the powerslide, since the road is so wide and the turns are so gentle.
The reason many players love this game so much is that you're more in control of your speed. In something like Mario Kart, for most of the race you're only going as fast as your straight line top speed. Snaking existed in older games, but that was more about mashing in a way that promises to break your joystick; and in later Mario Kart titles, drift boosts are determined more by how long the drift is than anything, to make snaking less effective. CTR's drift boosts and reserve system are something I haven't seen from any other kart racer, since it's more rhythmic, and you're rewarded for being consistent with it by being able to boost the whole way. It means that the game's innate mechanics allow for a really high skill ceiling in ways that aren't present in other kart racers.
I can see and understand your points. My retrospectives are typically from a "beginner" viewpoint, like I'm picking up a game for the first time. If I wanted to deep dive and get truly skilled at a game, I typically will, but Crash doesn't have that effect on me
CTR will forever be a classic. Beautiful game in all its aspects.
I can 100 percent agree it's a classic, but even diamonds have some flaws
Sewer tracker was me and my friends ALL TIME FAVORITE track, slide drifting all over the walls was just 🔥
It was a decent track, I just wish it was delivered much more love
Nothing makes you feel dumber than missing the short cut by an inch. Best track in the game, just flows so well.
@TheFogFrog it's the best track in the game. It uses the drift, trick jumping, momentum and shortcut mechanics better than almost any other stage. You are supposed to boost through the corners jump off the half pipes and build momentum until you can reach the shortcut. If you are just driving normally it's extremely boring but if you are using the full mechanics it's excellent. You absolutely fly through the stage. Also to tie it back to your criticism it is a test of your skills just like the levels it's referencing.
There's also a big modding scene for this game, and a speedrun community that's still grinding records out
I was aware of the speedrunning community as I'm actually part of that community, but I had no idea of the modding scene at all! That's actually amazing. Could you tell me more about the modding scene? I'd like to know more about it if possible :)
@@TheFogFrogthey are working on a pc port that almost done that means better moding and higher res and more
I think, as others have noted, this game is massively appreciated for it's drift boosting mechanic. While drifting with one shoulder button, you can use the other shoulder button to trigger a boost when the boost bar builds up. Not sure offhand, but from the footage, it seems like you did not use that. You've made it known that you're a more casual player, so there's nothing wrong with that, but keep note that you're not using the mechanic that is most loved by the playerbase and so you're not experiencing the full gameplay. This is especially helpful where you mentioned open spaces that get boring (e.g. Coco Park and Blizzard Bluff) and tight turns that were frusrating (e.g. Papu's Pyramid, although I do find that level quite frustrating myself so I get your feelings there). You see the NPCs using this all through the footage of the video (usually not to their full potential, so as to keep the difficulty more fair). The drift boosting allows you to get speed boosts when you need them, often being able to take advantage of shortcuts you wouldn't have ordinarily been able to access at lower speeds.
I notice you mentioned risk vs reward multiple times throughout this video and I think the drift boost is almost a permanent version of that question. A lot of times, a player can boost at the wrong time if they're not careful, causing them to lose control of their kart if they haven't mastered it.
Regarding the weapon pickups you didn't get, two are exclusive to Battle Mode, so that's why you didn't see them in Adventure Mode.
For Tiny Arena, I don't think a muddy circuit is something specific to Mario Kart. But maybe it was a direct reference? The track being the longest despite its name might be relevant to Tiny being the biggest character despite his name. Also would have been much more fun if you were using some drift boosting to take advantage of the curves.
Your frustrations with Hot Air Skyway, would also be resolved if you were able to drift boost with the curves of the track.
Sorry. I know I mentioned the drift boost too many times, but it really is that missing thing that may have filled a lot of the gaps in your experience there. I'd strongly suggest playing through at least some of the levels again with that in mind and seeing what a big difference it makes to the game once you've gotten used to using that.
Other than that, I agree that making the boss weapons unique would have been awesome and that some of the boss levels could have been more relevant.
The only way to get those high tier power-ups is to have the maximum amount of whumpa fruit and also be lucky. This can help people in last place, as it is easier to collect the fruit and gain a super ability. Its rubber banding that still requires some effort on the players' part.
Thanks for clearing that up for me! I wasn't sure on the explanation so having this comment adds a lot of extra context to what I said. I appreciate it a lot
Tell me you are playing bad on purpose
All of my retrospectives are done through the lens of "someone playing a game for the first time", so it may appear that I'm playing badly on purpose
Best kart racing ever made.
It definitely outshines Mario Kart 64. In fact the only game I feel that could hold a candle to CTR is Diddy Kong's Racing
"Its not a bad game"
Thumbnail: Trash Team Racing
Emotion incites curiosity, curiosity leads to interaction. Such is the way of the creator
@@TheFogFrog Clickbait
@@TheFogFrogYou could've added that because of Trash Bandicoot.
I enjoyed your video despite disagreeing with a fair bit of it. What I want to address is something that was not mentioned that makes CTR one of my favorite kart racers even over MK8DX: it's deep mechanics. The drift system and the way you activate mini-turbos is an excellent example of easy to learn but difficult to master. When you really get the rhythm down with chaining mini-turbos, you become absolutely untouchable, even against this game's notoriously hard A.I in all of it's rubberbanding glory. This also allows you to access the tracks various shortcuts both intentional and not. I feel like it's the reason a lot of the tracks are designed with wide roads and sharp turns to take advantage of the drift system. I understand that this retrospective was reviewed from a casual perspective in which case the criticisms make a lot of sense. However, once you delve into the deep mechanics of CTR's boost system it feels like you're playing an entirely different game than your typical Mario Kart clone. If you ever get another chance to try CTR or Nitro-fueled, take a moment to learn how to do the drift system. I think you might like it and also allow you to see CTR in a different light. Great video btw!
Thank you for understanding that these are predominantly made from a "casual" standpoint. I appreciate you understanding the context of these videos!
I actually recently finished CTR Nitro-Fueled, and I found it MUCH more enjoyable than the PS1 version. The tracks were a lot more fleshed out and in-depth, the drifting system seemed a lot more prominent, and the rubberbanding was a lot more forgiving. You can expect a Nitro-fueled video in the near future as a "follow-up" video :)
Even when i was a casual player with this game i didnt find a single issue to be honest, because compared to Mario Kart 64, the regular handling (without drifting) was miles more responsive.
@@TheFogFrog As someone who was good with the original CTR when Nitro Fueled came out, i found it incredible challenging. Way more than the original, although mostly in the first tracks. The game become much easier after that.
Nitro Fueled actually had less depth than the original, but they kind of "fix" the blue fire and made the u turn more accessible.
I played the demo a lot as a kid
In all the research you did on this game couldn't you at least learn the boost system? it's the best part of the game.
I kind of "glossed" over the boost and drift mechanics with this video. There will eventually be a revamped version with some changed opinions and outlooks at some point in time
You should review Crash Bandicoot: Back in Time! A fan game for classic crash fans and has a level editor so you can make your own 2D levels with your community.
I may do that. I won't say 100 percent yes, this channel is intended to be a retrospective channel, not a Crash Bandicoot channel, so i don't want to strictly focus on Crash. But we may eventually do that :)
@@TheFogFrog No promises ok but thanks for replying :)
Once you see someone good play it and learn yourself, it's a whole another animal.
Papu's Pyramid and Sewer Speedway are like two of the best tracks in the game if you actually use the drift boosting mechanics.
When you update this video do me a solid and play the time trials. Watch Ntropy's ghost. You will see where all the risk and reward is. The shortcuts in this game are exponentially more impactful than any shortcut in mario kart. Most of the tracks you take issue with are the ones where paying attention to the environment is the most important.
Wait why is the thumbnail now an AI art monstrosity? There was a serviceable thumbnail prior...
I was conducting some A/B testing for various thumbnails! It has since been restored to its original one :)
6:18
Super engines and invisibilities don't appear in adventure mode. They do appear in battles and I think they're in vs races if the weapon settings enable them.
13:52
If they did you'd complain about difficulty.
18:22
Pure skill issue, no other way to say this.
19:17
No way that wasn't intentional.
22:28
I haven't played the original since 2019 at the latest and every time a new track would show up I'd immediately recognise it. CTR has very good music.
One of the best kart racing games ever made hands down
I definitely agree, and it deserved to outshine Mario Kart in every aspect, there's just some flaws that the game has, that's all
I saw your interest in the modding scene of cyr and ill mention two people to check our ti durther your knowledge on this. Both hypnoshark (ctr speedrunner) and Darkaiser channels both didplay what is haooening with the game. In the briefest ways, there is a large project going on to completely rewrite the code of ctr for pc, and that project is currently 50ish% of the way done. There is a WHOLE lot of crazy cool content coming out as of right now so please get involved with it all.
Oh! Is it similar to the SM64 PC port where the entire source code was reverse engineered? Thank you very much for your elaboration, this sounds very interesting. I may cover it in the future :)
Super engines and invisibility are battle arena exclusives. Super speed was added to main races in Nitro Fueled a little while after the game's launch
I don't get the moaning about no enemies or hazards in the first 2 levels so i won't comment on that, but the water slowing you down in Sewer Speedway sounded extra redacted. Lil bro would already be lagging behind me through the maintenance of thy flame plus the use of the upper pipe and cut corners, why would he had to suffer? I barely see any water in my playthrough nowadays and to have it only slow me down at the linear near end section, with that rolling barrel too. Do you see how stupid that sounds? There's already stuff slowing you down in the game, it couldn't be hard to implement, but they didn't. They knew what they were doing. Probably tested it too and got frustrated af
Boss AI's not smart at all, they just go normal speed depending on the difficulty and spam items, you just timed your usage of the missiles wrong. They spam items a few seconds apart from the previous, that's it. So yeah, all the boss fights are bad, classic Crash Bandicoot moment
You don't need corners to drift, that's why Coco park is such a wet dream for all. You should be drifting literally every time your kart allows you to, every single second at all times to maximise speed and maintain reserves. Literally drift. All. The. Time
Long story short, this game's perfect like 2, but these boss fights are as much of a failure as Warpeds "gameplay variety". I refused to comment about your skill issue throughout this comment, but i will now. Any track you thought was horrible, is because of you. I'm suffering looking through my first time trying to master this game, imagine me now, watching someone who refuses to do so and just...drives. I mean it's ok if you want to role play as Ryan Gosling, but this ain't the game for it. It's like watching someone play Sekiro or Furi and refuses to parry like COME ON. I'm now convinced these thumbnails are ragebait and baiteth be taketh i can no longer
With almost every video now, I always close off with "I can see why people love this game." I don't try to completely discredit people's love for these games at all. Video-games ARE subjective, and everyone is entitled to enjoy and love what they want
For every retrospective I put out, I try my best to take off the rose-tinted glasses and the nostalgia goggles. The main questions I always try and answer are "has it aged well?" and "does it hold up to modern standards?"
Anyone can go back and play these games, at any given time they want. I drive that home so very much. These games are here for people to love, enjoy, and cherish. These videos are about my experiences and what I loved about them, and what I didn't love about them.
What I say does not mean a title is objectively bad, and I say that with every video. These are MY experiences. No two people have the same experiences, and that's what makes things extremely important. I don't create these videos with the intention of changing someone's mind, or the intention to slander a game. I make these videos to showcase these games and look at what is good and what is bad about them without the burden being blinded by nostalgia. I love these games, I LOVE Crash, and I love the series that has flourished over the years, but I am allowed to not like certain aspects of the series, which is what these videos aim to provide.
In terms of "these thumbnails are ragebait", you're correct. Human emotion incites curiosity, curiosity incites interaction. You are completely correct. They aren't intended to "bait" people, they are intended to evoke human emotion and prod someone's curiosity,
@@TheFogFrog I stopped reading at subjective to type that only music and food are subjective. I'll read further now
@@TheFogFrog That's great and all but my question is this. What value is being added with these, especially when some things are wrong, misinformed or a person straight up lacks any skill or knowledge? I remember a comment in Connor Shaws payday video, a brief look on the golden grin casino heist that read smth like: " "Brief" and it's a 25 minute video" it was comical and i got deja vued back to it now
Share your experiences all you want but make it actually brief is my advice. I watch 7 hour Bloodborne analysis vids or again , TGX, so i can stomach long vids...as long as they're insightful. Perhaps others may see the timestamp and think it's a waste of time, especially if they see something "wrong" with it early on. Or just think you're scum simply because of the baits and they just f off, but an honourable route or not is your choice. Don't talk about nostalgia or any of that BS btw, throw that out of your skull and never mention it again. I never even grew up with these games, i grew up with Rayman 3, God Of War, GTA, Red Dead Revolver , Spartan Total Warrior and...Wrath Of Cortex. 💀 Which i think is better than Warped but anyway, used to love Titans too, but now Mind Over Mutant is my true love
Look mate. If you don't find value in my content, that's fine, I don't tailor my videos to a specific person and I never will. If you find no value in my content, or simply don't enjoy it, then that is completely okay, however nobody is forcing you to watch any of my content to completion and comment on them afterwards.
@@TheFogFrog Anybody can comment about whatever, like you are basically. All i'm saying is (aside from some nothing burgers) keep it brief. It's good enough to watch till completion, so why not trim the fat, take it or leave it
Most tight turns can be turned way more easily if one were to drift, good video tho!
I usually just do what Aku Aku told me and press square on the tightest of turns. Slide can only get you so far when you lack the space
Thankfully in this case I can only think of Hot Air Skyway's extreme upward U Turn near the end and Papu's Pyramid corridor
I did like the whole "drift effectiveness based on character choice" mechanic, it added some depth and feel to the game. Perhaps I am just bad at racing games in general
You gotta remake this learn how to actually post slide and the. You’ll understand how abusable the turns are in this game .
Super engine and invisibility are tied to arcade mode (not avaible in story mode)
Thanks for clearing that up, it makes much more sense now!