Crash Tag Team Racing - Gamecube Gameplay 1080p (Dolphin GC/Wii Emulator)
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Crash Tag Team Racing known in Japan as Crash Bandicoot Gacchanko world (クラッシュ・バンディクー がっちゃんこワールド Kurasshu bandikū ga~tsu chanko wārudo) is a racing video game published by Sierra Entertainment, Universal Interactive, (Vivendi Universal Games for Japan) and developed by Vancouver-based Radical Entertainment for the PlayStation 2, Nintendo GameCube, Xbox and PlayStation Portable. A Nintendo DS version, which was to be developed by Sensory Sweep Studios rather than Radical Entertainment, was also to be released, but was eventually cancelled.The game was released in North America on October 19, 2005 and in Europe on November 4, 2005. The PlayStation 2 version was re-released in the three-disc "Crash Bandicoot Action Pack" compilation (alongside Crash Nitro Kart and Crash Twinsanity) in the United States on June 12, 2007 and in Europe on July 20, 2007.
Crash Tag Team Racing is the twelfth installment in the Crash Bandicoot series, as well as the third racing game, following Crash Nitro Kart, which was an indirect sequel to Crash Team Racing. It is the first Crash game to have a rating higher than E in North America or a 3+ in Europe, due to the game featuring "cartoon violence and crude humor". It is also the third Crash Bandicoot title in the racing genre, the first and second titles being Crash Team Racing and Crash Nitro Kart, respectively. The game's story centers on the exploits of the main protagonist, Crash Bandicoot, who must win the ownership of a dilapidated theme park by finding its missing Power Gems before his nemesis, Doctor Neo Cortex, can.
Gameplay taken from Gamecube/Wii emulator called DOLPHIN
Enhanced graphics with emulator Dolphin.For recording I used a Nvidia Shadowplay (it can handle 1080p at 60FPS).
-some games can have graphical issues, lags and other problems...
CPU - Intel Core i7 3770K @ 4.20 Ghz
RAM - 16 GB
GPU - MSI GeForce GTX 970 GAMING 100ME
OS - Windows 7 64bit
Dolphin version 4.0-6811:
-default settings (only 3x internal resolution + OPENGL Backend)
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