Turok N64 cartridge Revisions

Discussion in 'General Gaming' started by Alpha64, Dec 29, 2016.

  1. Alpha64

    Alpha64 N64 Gamer since 1996

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    Hello guys I'm pretty new here but I just wanted to get a little help with a project I'm working on for the moment It's limited to my favorite games in the N64 and that's the Turok games. Now there have been a have revised versions of the games released on the N64 and what I'm wanting to do is to find the differences and and create patch notes for the cartridge revisions and example would be Turok Rage Wars 1.1v fixes a bug where you can beat monkey tag in coop so you can't actually complete the game with a friend. I don't have all the revisions of the cartridges yet but I plan on geting them ASAP and update this post with my finds.

    Turok: Dinosuar hunter
    1.0v
    Known Bugs
    -
    1.1v
    -
    1.2v
    -

    Turok 2: Seeds of Evil
    1.0v
    Known Bugs
    -
    1.1v
    -

    Turok: Rage Wars
    1.0v
    Known bugs
    -
    1.1v
    -
     
    kennypecheur likes this.
  2. Prometheus

    Prometheus Site supporter 2016

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    Good luck with Turok 1. I've been wondering the same thing thing for years. Every glitch or oddity I'm aware of works in all three North American versions, so I'm not sure what exactly was changed. The German version replaced the humans with robots, replaced the robots in the final level with different robots, removed the blood, and removed what little gore was in the game. The font in the German version is also different and looks identical to the font used in early prototype builds. The Japanese version came last and for whatever reason defaults the blood to green even though red blood is still an option.

    With Turok 2, the only change I'm aware of was the multiplayer level skip cheat being fixed. I don't think anything else was changed, but I recall a few spots with lighting issues in v1.0. Those might've been fixed in v1.1.

    Turok Rage Wars fixed the multiplayer issue as you mentioned. I don't know of any differences in gameplay mechanics. The German version replaced Adon with some out of place robot, made the campaigner fully robotic, and I think a couple of the boss characters were turned into robots as well.
     
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  3. Alpha64

    Alpha64 N64 Gamer since 1996

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    Once I get on my PC I'm gonna make a bug report of each game and go from there I have Turok Dinosaur Hunter pretty much memorized so If there's a difference I'll more than likely find it eventually.
     
  4. eb1560

    eb1560 <B>Site Supporter 2014</B>

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    I did find one interesting ‘feature’ in Turok: Dinosaur Hunter (I don’t know my game version, but it is a NA NTSC cart), which was partially kept in Turok 2: Seeds of Evil – probably already obsolete then since the engine stability may have been optimized enough. Turok: Dinosaur Hunter appears to have some crash recovering routines that can be activated under some highly irregular and unlikely circumstances, but when it is activated it will usually re-warp a player to a nearby waypoint (not necessarily a checkpoint). Its been many years, but I think I correctly recall activating it even in the timed training mode, the timer becomes removed and you are essentially playing a regular level. I never really looked into it, so I am assuming it might already be common knowledge – I always thought it might be of potential use for speedrunning.
     
    Alpha64 likes this.
  5. sumbodyshero

    sumbodyshero "I am the Way, the Truth, and the Life." -Jesus

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    I wish there was a modding community for these games. Perfect Dark and Goldeneye have full blown WYSIWYG level editors now. Since the "HD" version on Steam adds new areas, it's got to be possible, especially with the Acclaim dump. C'mon, Turok fans!

    UPDATE! I just learned that, eight days before I posted this comment, mod tools were finally released for Turok Dinosaur Hunter!
     
    Last edited: Jan 4, 2017
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