![]() ![]() Most of these were included in the final sets of goals, but the unique unused goals are listed below. The making of jackass the game is now available in the extras menuĪ set of early goals, with only one per stunt. It was featured as an extra on the Jackass 2.5 DVD. The Making of Jackass: the Game is mentioned as an unlockable movie in strings_uk.xds, but is nowhere to be found. Text for saving in a non-existent PC version.ĭo not remove the hard drive or gnaw on the cabling. The p.u.s.s.y bumper car is now availableĪ menu option for "Wee Games", which don't have their own menu. is internally referred to as "Knight Rider". The following can be found in strings_uk.xds.Įarly name for Bumper Kings: Bumper Madness. It has the last modified date of September 2006 and contains numerous differences. some idea of what reasonable values would be to set the variables to.ĭiscuss ideas and findings on the talk page.ĭATA\PS2\PKCMN\data\ps2\database contains, well, an old version of the main text file. programmer can easily tweak the variables within and the comments should give These constants should be well commented so that a technically minded non or numeric constants, or true/false flags to turn features on or off. This should just contain ONLY specific physical This section will contain all of the varables for the designer to tweak or A scene where the user must steer a rolling tin-can down a street, Penalties and will be prosecuted to the full extent of. portion of it may result in severe civil and criminal. Unauthorised use or distribution of this file or any. ![]() Copyright (C) 1997-2004 by Prodigy Design Ltd. Below is an excerpt from the Big Balls script. Golf Rally has three unused revisions (new, prt and arg) and New York Pogo has two (working and lag). The "prototype" script for Big Balls seems to be a copy of the script for San Fran Trash Can. These include a description of the stunt, the author and all the different variables complete with notes. The files for Big Balls, Golf Rally and New York Pogo contain unused, older and uncompiled revisions of the lua scripts for those stunts. A wincing Wee Man is used in the hit counter for Whac a Wee Man.įile: JackassPS2 OldScripts.7z (31KB) ( info) Presumably you were able to defend yourself by pressing left, if you were to lose a round.Ī neutral Wee Man face found in the HUD textures. Two additional HUD elements for Rock Paper Nuts and corresponding text for an on-screen controls display. While other prop renders are in their own folder, this one is in the main folder for menu graphics.ĭefend ~W~~R~\nattack ~W~~R~ ![]() The Attendant has a third unused outfit, which is a slight reskin of his default outfit.įound mixed in with HUD graphics is an early version of Steve-O's face texture, named custom3.Īn early version of the "Pimped Golf Cart" prop and a corresponding silhouette, the final uses a totally different black design. Goes unused as you cannot see any locked levels before unlocking them.Īn icon meant for the Extreme Unicycling.Īn unused objective icon featuring the MTV Games logo. Little icons around the map that unlock new outfits can be ran into, though the object detection system is extremely buggy, which can lead to a great deal of frustration.A store icon for the Jackass V/O footage, which you cannot buy, as it is unlocked by other means.Īn image most likely meant to be displayed on the TV when you are on a locked minigame. The general gameplay loop of Jackass: The Game on DS was actually commended by critics for trying something interesting, with the game essentially being a Tony Hawk-inspired game in which players created their own member of the Jackass crew, roamed around an open environment in a vehicle or on foot, and flung themselves off buildings and into various hazards to rack up the points. ![]() Jackass: The Game on DS was no different, with its impressively large open city environments feeling completely lifeless due to a lack of NPCs or real-life elements. Although some titles managed the impressive feat, even the best of them tended to feel a little off compared to the open-worlds that were being produced on consoles at the time. Open-world games on the Nintendo DS were few and far between, simply due to the hardware limitations of the handheld. The lifeless nature of the game also extends to the environments. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |