Hot Wheels Stunt Track Challenge (Video Game) Review Hot Wheels Stunt Track Challenge is a racing video game. It is single and multiplayer game. It is ninth installment in the Hot Wheel game series.
Jul 15, 2016 - With no multiplayer, outdated graphics and limited appeal, Hot Wheels Stunt Track Driver comes off as a below average game. More expansion pack than actual sequel, the kid oriented Hot Wheels: Stunt Track Driver 2 features the exact same gameplay and style as the previous game. With up to twelve unlockable miniature cars, you go around performing stunts and racing around the clock on huge pre-rendered tracks.
The game features Stunt Track Challenge is a stuntman style arcade game that consists of drivers competing in stunt challenges and winning fast races to stay on the show. Sometimes in this game there are mini games with special tasks, usually involving collecting icons in a limited amount of time. The cars and tracks are very stunning and wonderful. The graphics and sound effects of the Hot Wheels Stunt Track Challenge are pretty. You can Hot Wheels Stunt Track Challenge free download for racing. Hot Wheels Stunt Track Challenge (PC) System Requirements Before downloading make sure that your PC meets the system requirements for this video game.
Minimum System Requirements Operating System Windows XP/Vista/7/ 8/10 Processor Intel Pentium III @ 600 MHz RAM / Video Memory 128 MB / 32 MB Hard Drive 500 MB Video Card Directx Compatible Card Hot Wheels Stunt Track Challenge Free Download Link.
Hot Wheels Stunt Track Driver Developer: Publisher: Platform: Released in US: October 15, 1998 This game has unused areas. This game has unused playable characters.
This game has hidden development-related text. This game has unused graphics. This game has unused music. Hot Wheels Stunt Track Driver is an FMV game in which Mattel's ever-popular Hot Wheels cars apparently become sentient and do ridiculous backflips of their own accord on tracks constructed by the richest and most overprivileged child in the world, who somehow managed to run a bunch of those flimsy plastic strips through his whole house and an entire sandcastle. It's actually pretty slick for its genre – the stunts are fun, though the physics are occasionally wonky.
It also has an excellent rock soundtrack by a Mr. Bill King, whose only other known compositions are this game's sequel and Michelle Kwan Figure Skating. Something of a fall from grace, that. Car00.BMP This car, numbered 0, has no corresponding file with an actual name. Its textures are unused and structured differently from any other car's, suggesting it is a leftover from early in development.
It has a corresponding MMD file, and can be accessed by swapping the MMD file with the MMD file of a car accessible in the game. This car is similar in appearance to Speed Blaster. The car is actually used at the beginning of the Stunt Track Driver demo found on the Hot Wheels World Adventure sampler CD.
One more interesting bit is that halfway through the demo, the car switches to car01, Salt Flat, via an FMV transition. Unused Credits The file CREDITS.PCX contains, obviously enough, the credits, but they are never used. There is no credits sequence in the game, even after winning the tournament mode. Unused Extra Playable Level The game has a hidden, half-complete level. It can be accessed by completing tournament mode, going to the level select menu, and right clicking around the left half of the Mattel logo. This causes the music to change to an unused track (see below). At this point, starting the race will begin the secret level.
The level's FMV is clearly unfinished; the background consists only of green wireframe scenery. Its scope suggests that it was intended to be a large outdoor areas, such as a quarry. The video also does not seem completely synced to the collision model in some points, causing the car to occasionally 'float' above the track.
Aside from these graphical details, the level seems more or less complete and is entirely playable. It ends with the car crashing through a sign. The level was probably scrapped because of time constraints or because it didn't fit the household theme of the other levels well enough. Unused Batch Files car.bat copy SALTFLAT. Car01. copy SLIDE. Car05.
copy FLYER. Car07. copy SOLAIR.
Car03. copy BLASTER. Car09. copy TOEJAM. Car02. copy HW500. Car04.
copy POWER. Car08. copy TWINCOM. Car10. copy WAY2FAST. Car12. copy SHADOW.
Car06. copy SPECIAL.
Car11. REM copy SPECIAL1. Car11. REM copy SPECIAL8. Car12.
REM copy NSPECIAL. Car10. This short file is located in the directory data cars. When run, it copies the named textures shown under 'Unused Graphics,' as well as their corresponding.MMD model files, into the data directory, renaming them to use a sequential numbering format.
This is probably a leftover development tool to quickly prepare the graphics data. Most notable are the three REM'd out lines at the bottom.
If uncommented, they would overwrite the data for cars 10, 11, and 12 with the prototype versions of SPECIAL shown above. This might have been used to quickly compare how the different versions of the car looked in the actual game. CAR.BAK This file is almost identical to car.bat. Aside from having a different extension, the line copy SPECIAL. Car11. has been omitted, and the three commented-out lines below it are restored. ASPS.BAK This file's purpose is less clear.
It contains the following: pont data font.asp font data font.asp spark data spark.asp stuff data stuff.asp menu data menu.asp bolt data bolt.asp menu320 data menu320.asp boncar data boncar.asp Its use is unknown. Unused Music SAG Files The music used in the game is stored as.sag files, which are actually IMA-ADPCM files encoded at 22050 Hz. Two of these are unused or otherwise hidden: wire.sag. Sorry, your browser either has JavaScript disabled or does not have any supported player. You can or to play the clip in your browser.
A thirty-second loop of a closed hi-hat sample. This may have been used to test a new sound engine – see below. SIG Files Alongside the.sag files are a series of.sig files, one for each level. These are very different from the corresponding SAGs; they're ADPCM WAVs encoded at 11025 Hz (with slightly irregular headers).
Their quality is much lower than the game's normal music, and their contents are very strange. Sorry, your browser either has JavaScript disabled or does not have any supported player. You can or to play the clip in your browser. This is especially interesting: it's an extended, sound effect-less version of the introduction music. This piece never appears in this form in the final game. The way the level themes are much shorter and cut off abruptly suggests that at one point, they might have been intended to loop.
In the final game, each one simply plays to completion and then restarts. The series Windows Stunt Track Driver. Nintendo 64 Game Boy Color Game Boy Advance.
PlayStation 2 Nintendo DS.