Some tracks feature different values within the Environment Slice. Sometimes vehicles can be seen tipping sideways like in the Standalone Demo but this is no longer able to be done by engaging in combat and is merely just how the player interacts with the track at high speeds.Įnvironment Lighting Cars take more of a beating without dying, and getting Psyche Outs presents itself more of a challenge. In this build, the combat is found to be although not drastically different, heavier than what is given in retail. Certain vehicles upon the player crashing may become unreachable, leaving the player as much as 10+ seconds behind and requiring a restart for a Gold Medal, or simply first place depending on if you're playing World Tour or not. Super Class and some Race Specials are also very noticeably heightened in AI values, making the final stretch of the game much more difficult. Through gameplay it's easy to notice the AI are given much higher values within the Value Database, with some vehicles including Dominators and Assassins becoming more intense competition. Instead of money being gradually counted individually by dollar, it is added onto the main number as a whole, and skipping the monetary damage for bonuses and multipliers will continue to run the pan-around. In crash mode there are very light differences, namely the end-screen pan around working much differently than retail. It is possible that vehicle choices were different regarding some crash junctions but this must be confirmed first. However, there are a few events with some differences, namely Burning Laps with times being much tighter than in the final game. Notable Differences Light World Tour Changes īeing rather close to the retail game, most of the World Tour goes unchanged.
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