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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