<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Crashy News]]></provider_name><provider_url><![CDATA[https://crashynews.wordpress.com]]></provider_url><author_name><![CDATA[Motwera]]></author_name><author_url><![CDATA[https://crashynews.wordpress.com/author/motwera/]]></author_url><title><![CDATA[Triple-Q: Physics Differences (?) in Crash Team Racing&nbsp;Nitro-Fueled]]></title><type><![CDATA[link]]></type><html><![CDATA[<p><span class="embed-youtube" style="text-align:center; display: block;"><iframe class='youtube-player' width='640' height='360' src='https://www.youtube.com/embed/YxB5NOiFdlc?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en&#038;autohide=2&#038;wmode=transparent' allowfullscreen='true' style='border:0;' sandbox='allow-scripts allow-same-origin allow-popups allow-presentation'></iframe></span></p>
<blockquote><p>Happy Valentines Day, everyone!<br />
To celebrate the love, here&#8217;s a video detailing some of the physics differences I&#8217;ve noticed between Crash Team Racing Nitro-Fueled and its original PS1 counterpart.</p>
<p>DISCLAIMER: All of these are purely from my observation only, as I have not had the chance to play it&#8211;so your mileage may vary.<br />
All the footage is from existing demos from GameSpot and Polygon.</p>
<p>Regardless, I hope Beenox and Activision can fix these kinks out for the final release!</p></blockquote>
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