Oh my God.... I remember this as an adolescent kid and watching my bro do this through this level.... and I have to say u r better than he was..... damn dude! My husband and I r trying to beat this game and develop enough skills and your videos r helping. Thank u ;) and I only use the pink car too ;)
Pink car (Stingray) is best hands down. Btw if you want to enjoy a hack, work on hopping off of Red Canyon II track onto Red Canyon I. Makes me feel good circumventing the designers’ barriers. 🙂
VestedUTuber well let me tell you this GP Legend’s expert mode is worse actually It’s idea of “challenge” is rubber banding the A.I so much to the point where they constantly stay behind you no matter what position you’re in, no matter how fast you’re going...
I think this comes from the limitation of RAM. The game can generate a maximum of 4 vehicles, visible at the start of each race. When you are the first, the game keeps one of the main vehicles behind the player (very often yellow because it has the best acceleration) and two places are reserved for dummy vehicles in order to "spice up" the race in front. As for teleportation, I think this is again a console limitation. It seems that the maximum distance with the second is capped, something that can be checked at each end of the race (despite a maximum speed difference of 40km/h between yellow and pink cars). To summarize, the game can only manage 4 vehicles and it adapts according to the position of the player. And it overcomes the distance problems with the sole aim that the player never feels alone on the track.
You can make the jump like that but there's no point. The game will always pick you up and put you further back on the track so it's quicker just to hard-land.
I think it's intentionally coded in. As far as I understand there are invisible check points that you need to drive over while on the track, and if you skip them by flying over them from a jump plate, the game brings you back to the closest one missed.
@@EdwardFourZERO6 seems like a very logical explanation. Whole situation is confusing, though, because this design does not effectively thwart either of the two situations I am aware of in which you can jump off track without crashing (here in Port Town I/II and also in Red Canyon II where you can hop off onto RC I track). In the former case you obviously gain a significant time advantage, and in the latter you can make it quite far off track without ever being transported back. Wonder if the intent behind this feature design was to thwart Game Genie or some other hacking.