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Crazy Mountain Drive 3D update notes

What changed in each release of Crazy Mountain Drive 3D, newest first.

: nitro flames, new engine sounds and health coins

  • Nitro burns from every car's exhaust tips, four flames on the cars with quad pipes, with a glow on the road at night.
  • Every car class has its own engine sound built from recordings: the hatchback, sports coupe, muscle V8, rally car, truck, supercar, hypercar and monster truck each rise from idle in their own voice, with a limiter that bounces at the top and a crackle when you lift off.
  • Health coins on every road give some health back, and a rarer checkpoint warp coin jumps you ahead to the next checkpoint.
  • A "Loading textures" notice shows while the game swaps its textures after you change the graphics quality.

: a gentler start and phone fixes

  • Levels 1 to 3 are a little more forgiving for a new player: fewer hazards, more guardrails, wider shoulders on the tight bends, warnings that come earlier, and hits that have to be harder before they cost health. Levels 4 to 7 are unchanged.
  • The black frames some phones showed while the screen resized are fixed, and the game only resizes before it draws.
  • The car's shadows no longer flicker at speed.
  • If the browser drops the graphics, a "Restoring graphics" layer brings them back instead of leaving a black screen.

: the camera and the look

  • The chase camera no longer falls behind the car at speed. It now follows with the car's own velocity fed in, and speed reads from a wider field of view instead of distance, so a hypercar flat out still fills the screen.
  • Big cars are framed further back; the Rockjaw and the Goliath no longer crowd the picture.
  • A contact shadow grounds the car, each level has its own colour grade and vignette, and the wall moss is muted.
  • On phones the steering buttons are lighter, the nitro sits under your thumb, and hits give a short vibration.
  • The distant ranges show snow chutes and rock ribs instead of round blotches, and the god rays fade when the sun is behind you.
  • Each kit car's close-up texture memory was cut by a third, which helps phones with less memory.

: ten original cars

  • Ten cars built for the game replace the placeholder bodies in Tiers 1 to 4: Pip Hatch, Raiden GT, Gravel Fox RS, Hoshi Sedan, Brawler SS, Stampede V8, Hammerhead 440, Rockjaw, Summit Lux and Pursuit Interceptor.
  • Each has three levels of detail, four paints, and seats under the glass; the Level 1 and Level 4 cards were re-rendered with them.

: Crazy Mountain Drive 3D launches on Moeex Games

The first public release, a week after the portal opened.

  • Seven roads from a sunny lake pass to a snowy summit, each longer and harder than the one before.
  • 20 cars in 7 tiers, a garage with a turntable, and Guts Points earned on every run, even a crash.
  • Signed hazards with at least 1.5 seconds of warning: traffic, rockfall, gravel, mud, black ice, crosswinds, lightning, broken bridges and the avalanche.
  • Recorded engines, effects, ambience and music, mixed so the engine leads.
  • Touch, keyboard and gamepad controls, tilt steering, driver assist, Reduce motion, and full screen from Play now.

New to the game? Start with How to play Crazy Mountain Drive 3D, or read how it was made.

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