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Crash Nitro Kart (PlayStation 2, GameCube, Xbox)

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Title Screen

Crash Nitro Kart

Also known as: Crash Bandicoot: Bakusou! Nitro Kart (JP)
Developer: Vicarious Visions
Publishers: Universal Interactive (US/EU/AU), Konami (JP)
Platforms: PlayStation 2, GameCube, Xbox
Released in JP: July 8, 2004 (PS2/GC)
Released in US: November 11, 2003
Released in EU: November 28, 2003
Released in AU: December 3, 2003


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
  • How to restore Voodoo Doll's functionality.
  • Do we know for sure what Boostathon is about? Please find more info regarding this.
  • Add info on unused strings relating to a "Velo's Master Key" in the GameCube version.

Crash Nitro Kart is essentially Crash Team Racing 2 in everything but name, right down to the concept of a tyrannical racing-obsessed alien forcing the marsupial, his friends, and his enemies to race for the fate of Earth. There are new karts capable of running on anti-gravity sections, though, which is a pretty nice novelty that would later be unceremoniously copied.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Unused Audio

Velo Mask

Extra Laughs

Three more variations of Velo's laugh intended to the invincibility mask can be found in the game's files. It looks like the developers were initially uncertain about the sound effect, so they made a few options before deciding which one would be picked up definitely (in this case, they ended up with the the second alternative).

Race Comments

Velo Mask was planned to have its own quotes during races like Aku Aku or Uka Uka, but for some reason they were cut off in the final version. It's possible that was an unintentional mistake caused due to a filename mismatch, as the clips share the exact same filename initials (vlo) with Emperor Velo's boss clips, which is programmed to be his character's initials, causing the game to interpret them as part of that character exclusively. Furthermore, the clips themselves can be naturally played in-game if you play as him through hacking.

The voice clips have been later fixed in the Japanese releases.

English French German Italian
File:CNK vlo350 FRA.ogg File:CNK vlo350 GER.ogg File:CNK vlo350 ITA.ogg
File:CNK vlo351 FRA.ogg File:CNK vlo351 GER.ogg File:CNK vlo351 ITA.ogg
File:CNK vlo352 FRA.ogg File:CNK vlo352 GER.ogg File:CNK vlo352 ITA.ogg
File:CNK vlo353 FRA.ogg File:CNK vlo353 GER.ogg File:CNK vlo353 ITA.ogg
File:CNK vlo354 FRA.ogg File:CNK vlo354 GER.ogg File:CNK vlo354 ITA.ogg
File:CNK vlo360 FRA.ogg File:CNK vlo360 GER.ogg File:CNK vlo360 ITA.ogg
File:CNK vlo361 FRA.ogg File:CNK vlo361 GER.ogg File:CNK vlo361 ITA.ogg
File:CNK vlo362 FRA.ogg File:CNK vlo362 GER.ogg File:CNK vlo362 ITA.ogg
File:CNK vlo363 FRA.ogg File:CNK vlo363 GER.ogg File:CNK vlo363 ITA.ogg
File:CNK vlo364 FRA.ogg File:CNK vlo364 GER.ogg File:CNK vlo364 ITA.ogg
File:CNK vlo810 FRA.ogg File:CNK vlo810 GER.ogg File:CNK vlo810 ITA.ogg
File:CNK vlo811 FRA.ogg File:CNK vlo811 GER.ogg File:CNK vlo811 ITA.ogg
File:CNK vlo812 FRA.ogg File:CNK vlo812 GER.ogg File:CNK vlo812 ITA.ogg
Spanish Dutch
File:CNK vlo350 SPA.ogg File:CNK vlo350 DUT.ogg
File:CNK vlo351 SPA.ogg File:CNK vlo351 DUT.ogg
File:CNK vlo352 SPA.ogg File:CNK vlo352 DUT.ogg
File:CNK vlo353 SPA.ogg File:CNK vlo353 DUT.ogg
File:CNK vlo354 SPA.ogg File:CNK vlo354 DUT.ogg
File:CNK vlo360 SPA.ogg File:CNK vlo360 DUT.ogg
File:CNK vlo361 SPA.ogg File:CNK vlo361 DUT.ogg
File:CNK vlo362 SPA.ogg File:CNK vlo362 DUT.ogg
File:CNK vlo363 SPA.ogg File:CNK vlo363 DUT.ogg
File:CNK vlo364 SPA.ogg File:CNK vlo364 DUT.ogg
File:CNK vlo364 SPA.ogg File:CNK vlo364 DUT.ogg
File:CNK vlo810 SPA.ogg File:CNK vlo810 DUT.ogg
File:CNK vlo811 SPA.ogg File:CNK vlo811 DUT.ogg
File:CNK vlo812 SPA.ogg File:CNK vlo812 DUT.ogg

Sparky Hints

There are three hints related to Sparky that aren't used anywhere.

Aku Aku Uka Uka Quote
Sparky will keep a record of all the hints I have given you. You can contact Sparky by pressing the Start button.
Sparky can switch your driver, display hints, and save your progress. You can contact Sparky by pressing the Start button.

Sparky can switch your driver, display hints, and save your progress. You can summon Sparky by pressing the Start button.

When you enter a vortex, Sparky will ask which member of your team you want to race with. To better your chances of winning, choose the best driver for the track.

Unlike Aku Aku, Uka Uka doesn't explain about the driver select screen. Consequently, the audio went unused.

Boss Dialogues

There is a set of voice lines that only appear when the player is controlling such character, such as crashing into a wall or taunting after dodging an attack. Interestingly, just like Nitros Oxide in Crash Team Racing, the same applies to the bosses in this game, which some voice clips never appear during a boss race, but they actually work properly if a player is controlling them; despite this, like other boss character lines, these are written in the context of the boss race. Some of clips were later re-used in the handheld versions of the game.

Boss Wall Crash Shield Dodge
Krunk
Nash
Little Norm
Big Norm
N/A
Geary
Scrubber
N/A
Emperor Velo
Adviser
N/A

Early Uka Uka Theme

An early version of Uka Uka's theme is present in the files. It's a short drumbeat that last about a second before looping.

Unused Text

All text in the game is located in a ldict.dct file, one for each of the game's languages, inside of the assets.gob archive. A huge amount of unused strings exist in these files. Most of these can also be found throughout various demos and prototypes of the game.

Virtual Lobby

Welcome to the Virtual Lobby. Here you may practice your skills while you wait for the race to start.
When a player joins the game, an icon will appear on the left of the screen.
The game will begin once the host enters the Warp Vortex located in the center of the arena.
To begin a battle you must drive to the center of the arena and enter the warp vortex.
The vortex will take you and any players that have joined, to the level you selected.
To begin a race you must drive to the center of the arena and enter the warp vortex.
The vortex will take you and any players that have joined, to the level you selected.
Press the Start Button to change your level.
Press the Start Button to change your level and other game settings.
The color next to your character icon represents your team color.
To switch to a different team, drive over one of the four colored pads that represent each team color.

A vast portion of the game's text concerns a mode which wasn't even present in the final version, known as the "Virtual Lobby". Judging by the strings found in the game's code, it would've served as an online mode where players can race or battle each other in color-assigned teams. It would have also hosted the game's LAN party functionality. The surviving text is rather comprehensive, implying it went a long way in development prior to getting cut.

NETWORK SETUP
ENTER IP ADDRESS
ENTER NETMASK
ENTER GATEWAY
ENTER DNS
SELECT NETWORK
CHOOSE SERVER
USE PASSWORD
ENTER YOUR SERVER PASSWORD
ENTER PASSWORD FOR SERVER
CHOOSE TEAM
PRESS\nSTART BUTTON\nTO JOIN
NO PASSWORD
CHANGE SERVER NAME
CHANGE PASSWORD
SETUP RACE
SETUP BATTLE
SETUP OK net_players_list wrap
CHANGE SETUP
CONNECT
Initializing the network system.
Connecting to network \ninterface
Closing network interface.
Network interface failed to \ninitialize. Check your network \nsettings.
The network link is down. Make \nsure the network cable is \nconnected.
No Ethernet network hardware \nfound.
Detected unsupported network \nhardware
#Failed to initialize networking \nhardware.
LEAVE GAME
WAITING
RACING
CNK SERVER
Scanning for servers . . .
Connecting with server . . .
Failed to connect with server.
Network connection closed.
\nServer shutdown.
Failed to connect.
Server is full.
Network connection timed out \nand closed.
\nInternal buffer overflow.
\nIncorrect password.
JOIN RED TEAM
JOIN BLUE TEAM
JOIN GREEN TEAM
JOIN YELLOW TEAM
PREPARE TO RACE!
ENTERING RACE AS A SPECTATOR...
ENTERING LOBBY WORLD...
LEAVING GAME...
THE SERVER HAS SHUTDOWN.\\nRETURNING TO MAIN MENU.
NETWORK CONNECTION LOST.\\nRETURNING TO MAIN MENU.
CHOOSE REGION
RETURN TO LOBBY

A good chunk of the unused strings in the game's text file correspond to the Virtual Lobby.

LOCAL
NETWORK

These two options would appear upon selecting Multiplayer mode, in which "Network" would lead to the Virtual Lobby.

NETWORK GAME

CREATE GAME
JOIN GAME

These two options would appear after selecting "Network".

Menus & Game Modes

<mode_desc>

A variable for game mode descriptions would be originally present in the menus. Text leftovers of this feature are still present in the demo versions.

CRYSTAL RACE

A scrapped game mode. It appears to match one of two game mode descriptions left over in the demos, saying that players would have to finish first with the crystal limit to win the race. There is another description with a similar objective, but given its placement, it most likely belongs to...

CRYSTAL COUNT

Another scrapped Crystal Race game mode. Given how the two Crystal Race-related game mode descriptions in the demo versions are located right after each other, just like the strings for the Crystal Race modes, it's likely that the description of a mode where players would have to end the race with the most crystals to win belongs to a game mode with this name.

The GBA version of Crash Nitro Kart has multiplayer modes for either finishing a race when someone reaches a lap with a certain amount of wumpa fruit or finishing three laps with the most wumpa.

Certain race tracks have data for crystal placements. The crystals, of course...

CRYSTAL ARENA

The game has duplicates of some text strings for specific parts of the game; "CRYSTAL ARENA" appears twice each alongside strings related to Aku Aku and Uka Uka hints. There is also a third "CRYSTAL ARENA" string. Given its placement alongside other game mode strings used in race intros, this is most likely unused text for a Crystal Arena race intro. In the final game, Crystal Arenas don't have intros.

rcrystal_count_list
wrap||10||15||20||25||30

A variable for a menu option in which you would be able to set the amount of crystals the track has in either of the two Crystal Race modes, being able to choose among 10, 15, 20, 25, and 30 crystals for any track.

TIME TRIAL

Assumed to be either an early name for Race Time Trial, indicating that there were no other Time Trial modes, or a menu option that would lead to a standalone Time Trial option, where instead of selecting the Time Trial options inside the Single Player menu, you would have a unique menu for this mode containing the other Time Trial modes.

BOOSTATHON

Another scrapped game mode. This could have been a Time Trial mode in which you needed to keep up your boost count [citation needed].

TEAM RACING

Possibly an earlier name for the Team Race mode, which is a reference to the predecessor game.

VELO CUP

A scrapped 5th cup. Given the omission of this cup in the demo versions, which also do not feature Hyper Spaceway in their text files, it is possible that this cup was conceived in order to house Hyper Spaceway inside of the Cup Tournament mode. A racing cup with this name would later appear in Crash Team Racing Nitro-Fueled, with the inclusion of Hyper Spaceway as one of its tracks.

PLAY AS A TEAM
FREE FOR ALL

Two leftover options of an older version of the Battle mode.

N. LIMITED

A pun on the "Unlimited" option in Battle mode.

LIMIT BATTLE
POINT LIMIT
TIME LIMIT

Outside of Limit Battle, the other two strings are not seen in the game. Given their position alongside other battle game modes and the suspicious arrangement of three of the game mode descriptions from the demo versions, it can be assumed that Point Limit and Time Limit were to be modes separate from Limit Battle.

DOMINATION

A scrapped battle game mode. One of the game mode descriptions from the demos states "PLAYERS MUST DOMINATE THE PADS".

KING OF THE REALM

Another scrapped battle game mode. One of the game mode descriptions from the demos states "BECOME KING OF THE REALM TO SCORE POINTS".

SINGLE FLAG MODE

Possibly an earlier name for Steal the Bacon mode.

TEST A TRACK

Presumably a debug option for testing purposes.

TEST TRACK RANK
TEST TRACK ALL

Test levels. Test Track All may refer to a scrapped test track present in the July 29th, 2003 build.

PHYSICS TEST 1
PHYSICS TEST 2
PHYSICS TEST 3

Test options, or test levels as well.

PLACE HOLDER

An obvious placeholder string with no clear purpose.

CONCEPT ART

This suggests that at one point, Crash Nitro Kart may have gone the way of Crash Twinsanity and included unlockable concept art as one played through the game.

MAKING OF (?)

Perhaps at one point there was to be a "behind the scenes" documentary of sorts showcasing the development of the game? Time may well have forced their abandonment and it appears not even the developers were sure about their inclusion at the time of when this was written.

OUT TAKES (?)

These were very likely intended to be a 100% bonus for finishing both Adventure modes, featuring comedic spins on the CGI cutscenes in the game's story. Again, not even the developers were sure about their inclusion.

CHOOSE A TRACK

Unused track select menu title.

CHOOSE AN ARENA

Unused arena select menu title.

CHOOSE A HUB WORLD

Another scrapped game mode in which, according to the leftover demo description, the player would be able to practice skills at the hub worlds.

CHOOSE YOUR OPPONENT

Unused menu title in which the player would be able to select an opponent.

CHOOSE CHARACTER

Unused character select menu title.

CHOOSE BATTLE TYPE
CHOOSE BATTLE TIME LIMIT
CHOOSE BATTLE POINT LIMIT
CHOOSE BATTLE LIFE LIMIT

Unused battle select menus titles.

RACE RESULTS

A leftover string of an older version of the results screen, which was present in the demo versions.

CHANGE CHARACTER
CHANGE LEVEL
CHANGE SETUP
CHANGE TEAMS

Scrapped pause menu options, possibly destined for Virtual Lobby.

CHARACTER - 

Assumed to be a scrapped menu option, which would presumably be followed by the character's name.

DELETE GAME
DELETE GAME DATA

An unused delete option. Possibly related to Sparky's prior functionality. In the final game, there is no way to delete a save file through the game.

LOAD GAME
LOAD GAME DATA

The player would presumably be able to load an Adventure profile while inside the Adventure mode. Possibly related to Sparky's prior functionality.

TURBO BOOST OFF
TURBO BOOST ON

An unused option to toggle the turbo boosts.

SAVE GAME DATA

A variant of the save game option from Adventure, where it possibly could save the entirety of the game's save data.

VALUE

Unknown purposes. Appears before character stat labels from choosing a driver in Adventure.

V. <version>

A development string that would display the build date of the game at that point.

INVINCIBILITY MASK
BOWLING BOMB
BOWLING BOMB x3
HOMING MISSILE
HOMING MISSILE X3
POWER SHIELD
N.TROPY CLOCK
TURBO BOOST
EXPLOSIVE CRATE
INVISIBILITY
SUPER ENGINE
FREEZE MINE
STATIC SHOCK
TORNADO
VOODOO DOLL

Weapon strings related to the weapon setup menu. These would've either served as labels for each of the icons in the menu, or were used instead of them.

PLACE ITEM
CHANGE ITEM
REQUIRED ITEMS:
RED TEAM FLAG
BLUE TEAM FLAG
FLAG
WUMPA CRATE
WEAPON CRATE
MULTIPLIER CRATE
TNT CRATE
NITRO CRATE
CRYSTAL
REMOVE ITEM

Option strings related to Arena Editor. These would've also either served as labels for each of the icons in the menu, or were used instead of them. There is a "Required items:", which would've presumably listed the objects required to save a custom arena.

TBD

A placeholder used for strings not yet translated into the other languages.

CHUCK
ROB
CHRIS

Presumably developer names.

Adventure Mode

VELO'S CITADEL
TERRA
BARIN
FENOMENA
TEKNEE
GEM

Duplicate strings for each of the hub worlds in the game. In the demo versions, the string for "Lost Earth" is located here. There is a mention of "Gem", which, given its placement, could presumably be a placeholder name for Velo's Vault. It is unknown where these are used.

GEMCUP

Possibly used for Gem Cup Tournament race intros, before the game switched to featuring the proper name of the gem cup you raced in.

YOU WILL HAVE TO RACE IN ORDER TO WIN THE GALAXY CIRCUIT AND GO HOME.  TO COMPETE IN A RACE, DRIVE ONTO A WARP PAD WITH A VORTEX ON IT.  FINISH THE RACE IN FIRST PLACE TO WIN A TROPHY.  COLLECT TROPHIES TO CREATE ADDITIONAL VORTEXES TO MORE TRACKS.  GOOD LUCK AND DRIVE FAST!

YOU WILL HAVE TO RACE IN ORDER TO WIN THE GALAXY CIRCUIT AND SAVE EARTH FOR US TO CONQUER.  TO COMPETE IN A RACE, DRIVE ONTO A WARP PAD WITH A VORTEX ON IT.  FINISH THE RACE IN FIRST PLACE TO WIN A TROPHY.  COLLECT TROPHIES TO CREATE ADDITIONAL VORTEXES TO MORE TRACKS.  DRIVE FAST... AND DON'T FAIL ME!

YOU NEED ALL FOUR KEYS FROM EACH WORLD TO CHALLENGE THE GALACTIC CHAMPION.

YOU NEED ALL FOUR KEYS FROM EACH WORLD CHAMPION TO CHALLENGE THE GALACTIC CHAMPION.

YOU NEED A KEY TO ACTIVATE THIS WORLD GATE.  A KEY IS OBTAINED BY PLACING FIRST IN A RACE AGAINST A WORLD CHAMPION.  TO CHALLENGE A WORLD CHAMPION YOU MUST WIN A TROPHY FOR EACH TRACK ON THIS WORLD.

YOU NEED A KEY TO ACTIVATE THIS WORLD GATE.  A KEY IS OBTAINED BY PLACING FIRST IN A RACE AGAINST A WORLD CHAMPION.  TO CHALLENGE THE WORLD CHAMPION YOU MUST WIN A TROPHY FOR EACH TRACK ON THIS WORLD.

YOU DO NOT HAVE ENOUGH KEYS TO ACTIVATE THIS WORLD GATE.  KEYS ARE EARNED BY PLACING FIRST IN A RACE AGAINST A WORLD CHAMPION.  TO CHALLENGE A WORLD CHAMPION YOU MUST WIN A TROPHY FOR EACH TRACK ON THIS WORLD.

YOU DO NOT HAVE ENOUGH KEYS TO ACTIVATE THIS WORLD GATE.  KEYS ARE EARNED BY PLACING FIRST IN A RACE AGAINST A WORLD CHAMPION.  TO CHALLENGE THE WORLD CHAMPION YOU MUST WIN A TROPHY FOR EACH TRACK ON THIS WORLD.

CONGRATULATIONS!  YOU HAVE ACTIVATED THIS WORLD GATE.  ENTER THE GATE TO TRAVEL TO A NEW WORLD WHERE YOU WILL FIND ADDITIONAL TRACKS TO COMPETE IN.  GOOD LUCK!

EXCELLENT!  YOU HAVE ACTIVATED THIS WORLD GATE.  ENTER THE GATE TO TRAVEL TO A NEW WORLD WHERE YOU'LL FIND ADDITIONAL TRACKS TO COMPETE IN.  VICTORY WILL BE OURS!

TO CHALLENGE THIS WORLD CHAMPION, YOU MUST WIN FIRST PLACE IN ALL THE RACES ON THIS WORLD.

TO CHALLENGE THIS WORLD'S CHAMPION, YOU MUST WIN FIRST PLACE IN ALL THE RACES ON THIS WORLD.

TO COMPETE IN A GEM CUP YOU MUST HAVE ENOUGH TOKENS OF THE SAME COLOR.

YOU DO NOT HAVE ENOUGH RELICS TO RACE ON THIS TRACK.

YOU DO NOT HAVE ENOUGH TROPHIES TO COMPETE IN THESE EVENTS.

YOU DO NOT HAVE ENOUGH TROPHIES TO COMPETE IN THIS EVENT.

All mask hints in the game from both masks contain proper transcripts of their messages, even though these cannot be heard through the hints menu.

SPARKY WILL KEEP A RECORD OF ALL THE HINTS I HAVE GIVEN YOU.  YOU CAN CONTACT SPARKY BY PRESSING THE START BUTTON.

THIS IS SPARKY YOUR ROBOTIC ASSISTANT.  YOU WILL FIND ONE IN EACH WORLD.  SPARKY CAN SAVE YOUR PROGRESS, SWITCH YOUR DRIVER, AND DISPLAY INFORMATION THAT WILL HELP YOU ALONG IN THE GALAXY CIRCUIT.  TO CONTACT SPARKY JUST DRIVE ONTO THE PAD.  YOU CAN ALSO CONTACT  SPARKY BY PRESSING THE START BUTTON.

THIS IS SPARKY YOUR ROBOTIC SLAVE.  YOU WILL FIND ONE IN EACH WORLD.  SPARKY CAN SAVE YOUR PROGRESS, SWITCH YOUR DRIVER, AND DISPLAY INFORMATION THAT WILL HELP YOU ALONG IN THE GALAXY CIRCUIT.  TO CONTACT SPARKY JUST DRIVE ONTO THE PAD.  YOU CAN ALSO SUMMON SPARKY BY PRESSING THE START BUTTON.

ACCESSING A SPARKY TERMINAL
SPARKY CAN SWITCH YOUR DRIVER, DISPLAY HINTS, AND SAVE YOUR PROGRESS.  TO CONTACT SPARKY JUST DRIVE ONTO THE PAD LOCATED IN FRONT OF IT.  YOU CAN ALSO CONTACT SPARKY BY PRESSING THE START BUTTON.

Along with the unused Sparky hints, the Sparky introduction upon first entering the pause menu as Team Bandicoot contains a transcript that is not available in the hints menu. There is also a Sparky introduction script destined to Uka Uka where he would call it as a "robotic slave", which was removed in the final game, along with the audio itself - probably because of his choice of words. It can still be found in the July 29th, 2003 prototype.

Interestingly, some of these texts contain extra sentences that are not mentioned by the masks in the audio, which are related to a scrapped feature where Sparky would be physically present on each hub world, similarly to the green load/save monitors in Crash Team Racing.

CHOOSE YOUR DRIVER

WHEN YOU VORTEX, SPARKY WILL ASK WHICH MEMBER OF YOUR TEAM YOU WANT TO RACE WITH.  TO BETTER YOUR CHANCES OF WINNING, CHOOSE THE BEST DRIVER FOR THE TRACK .

Duplicate of the Choose Your Driver hint for Uka Uka. As stated before, since Uka Uka doesn't explain about the driver select menu, the hints text went unused as well.

SPARKY

Could presumably be used when approaching a Sparky terminal. Might have also been a menu option for accessing Sparky, implying that Sparky and the pause menu were separate in Adventure.

CONGRATULATIONS!  YOU WIN A TROPHY!
WELL DONE!  YOU'VE WON A KEY!
SUPER JOB!  YOU'VE WON A RELIC!
WONDERFUL!  YOU'VE WON A TOKEN
CONGRATULATIONS!  YOU'VE WON A GEM

EXCELLENT! YOU WIN A TROPHY!
PERFECT! YOU'VE WON A KEY!
AHHH YES! YOU'VE WON A RELIC!
EXCELLENT! YOU'VE WON A TOKEN
YES! YOU'VE WON A GEM

Unused text variants of the congratulatory messages for both masks.

Early Localization Strings

In NTSC-U regions, the PlayStation 2 and Xbox versions already contain translation files for other languages. However, most of them weren't finished at that point, featuring track names that were erroneous or too long in length:

Language Track NTSC-U PAL
French Assembly Lane LIGNE DE PRODUCTION PRODUCTION
Android Alley ALLEE DES ANDROIDES ANDROIDES
Electron Avenue AVENUE DES ELECTRONS ELECTRONS
German Meteor Gorge METEORITENSCHLUCHT METEOR.SCHLUCHT
Assembly Lane FLIESSBANDSTRECKE FLIESSBANDSTR.
Hyper Spaceway HYPERRAUM-STRASSE Hyper-Strasse
Italian Jungle Boogie IL BALLO DELLA GIUNGLA GIUNGLA PARTY
Tiny Temple IL TEMPIO DI TINY TEMPIO DI TINY
Meteor Gorge SCORPACCIATA DI METEORE GOLA DI METEORE
Barin Ruins LE ROVINE DI BARIN ROVINE DI BARIN
Deep Sea Driving IMMERSIONE A QUATTRO RUOTE GUIDA ACQUATICA
Assembly Lane ALL'ASSEMBLAGGIO! ASSEMBLAGGIO
Android Alley IL VICOLO DEGLI ANDROIDI VICOLO ANDROIDI
Hyper Spaceway ROTTA IPERSPAZIALE ROTTA IPERSPAZIO
Spanish Jungle Boogie FIESTA EN LA SELVA FIESTA EN SELVA
Meteor Gorge GARGANTA DEL METEORITO VALLE METEORITO
Deep Sea Driving CONDUCCIÓN SUBMARINA LA SUBMARINA
Out of Time PERDIDOS EN EL TIEMPO FUERA DE TIEMPO
Clockwork Wumpa LA WUMPA MECÁNICA WUMPA MECÁNICA
Thunder Struck ALCANZADO POR UN RAYO PAÍS DEL TRUENO
Assembly Lane CARRIL DE ENSAMBLAJE LA FABRICA
Android Alley CALLEJÓN ANDROIDE CALLEJÓN ANDR.
Hyper Spaceway AUTOPISTA HIPERESPACIAL AUTOPISTA ESPACIAL
Dutch Hyper Spaceway HYPER RUIMTESNELWEG HYPER RUIMTEWEG

Voodoo Doll Item

CNK VoodooDoll-Icon.png

Demo builds of the game featured a Voodoo Doll power-up which acted very similarly to the Team Frenzy mechanic present in the final, in addition to creating an "angelic" aura around the user. As the Team Frenzy meter builds up over the course of the race in accordance with how well you drive close to your teammate, the excessive power-ups it grants you are well justified, so having a regular item generating the same effect would likely make it overpowered and redundant. As such, its removal in the final appears justified...

...Until glancing through the coding reveals it wasn't actually removed from the game at all – it was merely disabled and still present in the "item cycling" animation after hitting a crate, with cheat codes being able to force the item to appear from the crates scattered around each track. The weapon has unusual yet devastating effects when activated in the final game, cursing the racer in first place by shrinking them as well as slowing them down and distorting their turning, complete with a rain cloud similar to the juiced up Beaker items in Crash Team Racing. On top of that, it also blesses the user by speeding them up while creating the same light effect, only lacking the pseudo Team Frenzy effect from the demo.

It is largely unusual how the item's effect not only differs between the demo and final builds, but that the item is considerably more unbalanced in the final despite not being used.

Unused Graphics

Hyper Spaceway Minimap

CNK HyperSpacewayMinimap.png

Hyper Spaceway is the only level in the game where it's not possible to switch between speedometer and minimap, since the speedometer will always be the only option available here. However, the minimap itself is still present in the game, just disabled. Restoring it reveals that it's actually a little broken, which is probably why it isn't normally available.

Version Code
USA 201E5AF0 00000000
Europe 201E74E0 00000000
(Source: Boo Gλmes)

Hub Worlds Placeholder Minimaps

CNK-Jul29 ElectronAvenueMinimap.png

The map data contains minimaps for Terra, Barin, Fenomena and Teknee hub worlds, which features an earlier version of Electron Avenue's minimap as a placeholder. It's possible the hub worlds were also going to receive a minimap at one point much like in Crash Team Racing, but the idea was ultimately scrapped, most likely due to time constraints.

Big Norm Icon

CNK BigNormIcon.png

Big Norm was originally intended to be treated as a proper boss, thus having his own icon that would be displayed during the boss challenge. That idea was eventually scrapped, possibly due to the difficulty in having to deal with two enemies at once. He ended up being a normal boss in the handheld versions of the game, which includes his icon appearing there as well.

Unused Models

Team Meter Geometry

CNK TeamMeterModel.png

The team meter model has an unused pointy geometry on the top that would appear once the gauge was full. It can be seen in pre-release footage.

Hang Time Meter

Similar to Crash Team Racing, the game was going to feature a hang time meter that would pop up on the screen whenever the kart hopped. It was eventually scrapped for unknown reasons, although the hang time meter model still exists within the files.

Early Trophy

CNK UnusedTropyModel.png

An earlier version of the trophy model went unused. It was notably based on the CTR's trophy design.

Early Key

CNK UnusedKeyModel.png

The boss key also had an earlier version based on the CTR's key design.

Early Planet

CNK UnusedPlanetModel.png

There is an unused orange planet for the citadel menu background that was replaced with the purple one. It can be seen in the first demo version.

Velo's Head

Only found on the NTSC-U Xbox version, there is an unused boss head planned for Emperor Velo that would appear inside the warp pad of the boss challenge, just like the other bosses.

Leftover Data

Voice Events

Voice clips that play during gameplay are tied to specific actions performed by the player, and have a certain probability of playing when that action is performed. The file that controls the audio can be found on .\common\audio\vofreq.csv and contains all the possible in-game events (such as when the character is injured, fires a weapon, jumps from a high place, etc.). Some of these events are not used and instead have a probability of 0% to ensure that they will never happen in-game. The voice clips associated with the scrapped events no longer exist, so attempting to restore them won't reveal any new clips.

0,1,# EventKnockout

As seen in the demo versions, the characters originally had a voice clip when they were hit by explosions, Missiles, or Bowling Bombs.

0,0,# EventMinionSpawn

In earlier builds, the sidekick bosses would respawn in the middle of the race after the boss had completed a lap.

0,0,# EventCrowned

Possibly related to when a character becomes a leader in a Battle match, which is represented by a crown icon in-game.

0,0,# EventBurnedShocked

As the name suggests, characters would make a unique comment or grunt when they were burned or shocked. In the final game, they ended up sharing the spinout clip instead, rendering this particular event unused.

0,0,# EventHitWall

Although characters do have a proper voice clip when hitting a wall, the event used by the game is the "EventInjured" instead.

0,0,# EventTeamPass
0,0,# EventTeamPassWeapon
0,0,# EventTeamPassShield
0,0,# EventTeamPassWeaponAway
0,0,# EventTeamPassShieldAway

Related to scrapped team features. In the demo versions, you can pass the Power Shield or Invincibility Masks when approaching your teammate while these power-ups are active.

0,0,# EventPublisherIntro
0,0,# EventDeveloperIntro
0,0,# EventTitleIntro
0,0,# EventPressStart

Unknown events related to the startup screens.

Unused Podium Animations

References to alternate podium animations for all characters can be found on \audio\trophy_2devents.csv. The filenames are referred to as "W2" (win 2) and "L2" (lose 2). Only the first variant of the animations are present in the final game, labelled "W1" and "L1".

trophy:crashW2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:crunchW2,loop,1,crnchw2,1,-0.2x+.4,UIBalance,default,1,1
trophy:dingodileW2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:ncortexW2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:fakecrashW2,loop,1,fakecw2,1,-0.2x+.6,UIBalance,default,1,1
trophy:nginW2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:ntranceW2,loop,1,ntrncw2,1,-0.2x+1.0,UIBalance,default,1,1
trophy:ntropyW2,loop,1,ntrpyw2,1,-0.2x+.6,UIBalance,default,1,1
trophy:polarW2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:puraW2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:tinyW2,loop,1,tinyw2,1,-0.2x+.6,UIBalance,default,1,1
trophy:zamW2,loop,1,zamw2,1,-0.2x+.6,UIBalance,default,1,1
trophy:zemW2,loop,1,zemw2,1,-0.2x+.8,UIBalance,default,1,1
trophy:noxideW2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:realveloW2,loop,1,realvw2,1,-0.2x+.6,UIBalance,default,1,1
trophy:cocoW2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:crashL2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:crunchL2,loop,1,crnchl2,1,-0.2x+.6,UIBalance,default,1,1
trophy:dingodileL2,loop,1,dingol2,1,-0.2x+.6,UIBalance,default,1,1
trophy:ncortexL2,loop,1,ncrtxl2,1,-0.2x+.7,UIBalance,default,1,1
trophy:fakecrashL2,loop,1,fakecl2,1,-0.2x+.8,UIBalance,default,1,1
trophy:nginL2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:ntranceL2,loop,1,ntrncl2,1,-0.2x+.7,UIBalance,default,1,1
trophy:ntropyL2,loop,1,ntrpyl2,1,-0.2x+.7,UIBalance,default,1,1
trophy:polarL2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:puraL2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:tinyL2,loop,1,tinyl2,1,-0.2x+.6,UIBalance,default,1,1
trophy:zamL2,loop,1,zaml2,1,-0.2x+.7,UIBalance,default,1,1
trophy:zemL2,loop,1,zeml2,1,-0.2x+.8,UIBalance,default,1,1
trophy:noxideL2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1
trophy:realveloL2,loop,1,realvl2,1,-0.2x+.8,UIBalance,default,1,1
trophy:cocoL2,nothing,1,nothing,1,-0.2x+1.0,UIBalance,default,1,1

Unused HUDs

A few HUD parameters for specific game modes went unused in the final game can be found on .\common\hud.

  • The Virtual Lobby contains two HUD parameters for the Lobby area; one for Single Player and one for 2-player splitscreen.
  • There are HUD parameters for Versus mode and various Battle types set to Single Player. These modes are only available for multiplayer in the final game.

Crystal Race Unlock Requirements

There is an unused requirement needed for the scrapped Crystal Race mode to be unlocked, as can be seen in .\common\gameprogression\unlockables.csv. It is unknown what the criteria would be, though.

ModeCrystalRace,77

Scrapped HUD Features

Located inside .\common\hud\params.csv, there are unused HUD parameters for the scrapped hang time meter and an earlier version of the speedometer labeled as "Speedo". The final speedometer is labeled as "SpeedometerNew" instead.

[Speedo],Speedometer
graph,gfx/hud/speedo.igb

[HangtimeMeter],Hangtime
graph,gfx/hud/hangtime.igb
scale,0.69 0.68
bar height,93

Yellow Gem/Token

Despite the original CTR having Tokens and Gems in five colors (Red, Blue, Green, Yellow, Purple) like the previous games, CNK only uses four of them (Red, Blue, Green, Purple). However, this was not always the case. Mentions of the yellow gem and yellow token can be found in a few of the game's files, such as .\common\gameprogression\goalstorewardsconverter.csv:

"# Rewards - trophy, key, relic, token_blue, token_green, token_red, token_purple, token_yellow",,
"# Rewards - gem_blue, gem_green, gem_red, gem_purple, gem_yellow",,

If a warp pad is given a yellow token as one of the rewards for any of the races on it, then it also gains a yellow coloring to its shine, similar to how other tracks have the same color as their token. However, if the rewards are modified, nothing happens if the player collects a yellow token or yellow gem, except for Aku Aku (or Uka Uka) still playing the corresponding congratulatory message.

Scrapped FMV Cutscene

Located inside .\common\gameprogression\fmvhistory.csv, there is a cutscene row internally labeled as "VeloWinBonus" at the end of the list, which re-uses the FMV files from "VeloWinComplete" (Velo Vanquished) cutscene. Interestingly, the file in the July 29th, 2003 prototype makes reference to an extra FMV sequence named "Seq28.sfd" for this row, confirming that a bonus cutscene related to Velo's defeat was planned to be present in some form, as the name suggests. The video itself is also not present in this build, therefore it is unknown what might have been or if it was ever added to the game.

VeloWinComplete,Seq26.sfd,Seq27.sfd,0
VeloWinBonus,Seq26.sfd,Seq27.sfd,0

Unused Code

Team Meter Discharge

Team mode would originally discharge the meter if the player left the teammate's range. It can be found on .\common\weapons\team.csv:

0,,,,# float ,# m_DecSpeed,# How fast does it decrement outside of buddy range,#0.08

The "#0.08" was the previous value that was used while the feature was still active. That means it would take about 10 seconds to completely discharge if the meter was full before.

Invincibility Mask Behaviors

The invincibility mask would have a special behavior related to the team mode. It can be found on .\common\weapons\invincibilitymask.csv:

15,,,,# float,# m_TeamSpeed,# How fast mask travels to buddy from buddy
40,,,,# float,# m_TeamBlastRange,# How big explosion is for team effect
5,,,,# float,# m_TeamMeterFull,# How full does the buddy meter need to be before explosion
1,,,,# float,# m_ExplScale,# Scale of explosion normal
1.5,,,,# float,# m_ExplScaleJuiced,# Scale of explosion juiced
2,,,,# float,# m_ColRadius,# Collision Radius

Originally, activating certain power-ups such as the Invincibility Mask and the Power Shield while being close enough to your teammate would cause them to automatically receive said power-ups as well. For the Invincibility Mask, the mask would travel from the player to the teammate's kart.

The second feature would cause an explosion once the Invincibility Mask effect ended if the team meter was full, causing nearby opponents to be hit by the blast.

Power Shield Shock

The Power Shield originally had an unique feature where it would generate spheres of energy inside the bubble, which would then emerge from the bubble and automatically zap to the nearest opponents, causing them a shock. It can be found on .\common\weapons\powershield.csv:

7.5,,,,# float,# m_RangeForZapping,"#15, 10"
9,,,,# float,# m_ZapSpeed,

AI Weapon Behavior

Normally, the game is hardcoded to only allow the AI to acquire Bombs and Missiles, despite the AI having defined chances for acquiring other weapons, which can be seen in earlier versions of the game. However, it's possible to re-enable some behavior that allow them to also use TNT, Freezing Mines, Turbos and, in Adventure Mode, Tornados - although that seems to have been hastily changed in the final game. The codes below simply bypass those checks, allowing for more varied weapon selection.

Version Code
USA 2017C6D0 1000000E
Europe 2017C300 1000000E
(Source: Boo Gλmes)

Domination Config

There is a leftover file for the scrapped Domination mode that still exists in the game. It can be seen in .\common\gameprogression\domconfig.csv:

1,# integer,# File Version,

3,# int,# m_DominationScore,# The amount of score received when we set all pads to our team color
1,# bool,# m_bResetPadsAfterDomination,# 1 = pads will be reset to a neutral color after a team has dominated

Adventure Mode Race Requirement Settings

The requirements needed for a race to be unlocked go a bit further than what's used in the game, as can be seen in .\common\gameprogression\adventuretracksmanager.csv:

"# Reward Needed is the reward need for this submode on this warp pad, it should be one of the following: (relics can be either relicnumber or relic_type)",,,,,,
"# trophy, key, relic(or relic_saphire), relic2(or relic_gold), relic3(or relic_platinum)",,,,,,
"# token_blue, token_green, token_red, token_purple, token_yellow, gem_blue, gem_green, gem_red, gem_purple, gem_Yellow",,,,,,

A specific number of a specific type of relics can actually be used as a requirement for a race, though this feature is never used. Despite this, however, Aku Aku (or Uka Uka) will tell the player that they need to "earn more relics" if they approach a warp pad that has gems as its requirement, such as the warp pad for Hyper Spaceway's Relic Race. However, approaching a locked warp pad that requires relics will have the masks tell the player they need more trophies to unlock it.

Furthermore, "relicnumber" is actually non-functional, or a typo.

Unused Maps

Test Level

There is a test track on the disc called "test0", which has the shape of a figure-8 circuit. It has placeholder textures, and contains two ramps in the center of the geometry.

Lobby

The Virtual Lobby hub used in the scrapped online mode still exists. It's mostly identical to Velo's Citadel, but featuring earlier versions of the hub world icons.

Cut Battle Arenas

Included with the Battle Courses in the game's files is a string simply known as "ARENA 6". It would seem that a sixth Battle Course was planned, but was never elaborated upon further in development. As each Battle Course is based on each of the four hub worlds, in addition to Velo's Citadel, it is unknown what this arena would have corresponded to. There are also some unusable files for a seventh arena (appropriately called "arena7").

3D Track Maps Oddities

Some miniatures of the maps displayed in the level select screen contain early geometry from earlier revisions that are not present in the final layout.

Meteor Gorge

The shortcut is a speed boost ramp instead of a single platform in the middle of the lava pit.

Thunder Struck

There is an extra ramp on the left side of the track before the spiked swings at the end of the level.

Clockwork Wumpa

  • The free-fall jump section has an extra floating floor in the middle of the bottomless pit.
  • There is an extra pit before the giant swinging pendulum afterwards.

Electron Avenue

  • There is an extra pit at the end of the first anti-gravity section.
  • There are small round platforms over the pits preceding and succeeding the second anti-gravity section, as well as one on each side of the edges of the narrow path in the final electric fences section.

Internal Boss Names

Krunk was originally named Kongo and Geary was named Otto. They are still referred to by those names in some of the game's data.

Engine Information

All versions of the game have a hidden string relating to the version of Alchemy they use:

Version
PlayStation 2
Intrinsic Alchemy  v3.0 -0909 (Static/Release) 
Built by rdy on Tue Sep 9 19:28:21 2003
Xbox
Intrinsic Alchemy  v3.0 -0723 (Static/Release) 
Built by rdy on Wed Jul 23 12:12:32 2003
GameCube
Intrinsic Alchemy  v3.0 -0919 (Static/Release) 
Built by rdy on Fri Sep 19 13:04:51 2003

Version Differences

Main Theme

Xbox PlayStation 2 / GameCube

The main theme on Xbox version has an extra section not present in other releases.

Character Icons

Version Icons
Revision 1 CNK CrunchIcon Old.png CNK NGinIcon Old.png CNK TinyIcon Old.png CNK NTropyIcon Old.png CNK NTranceIcon Old.png CNK PolarIcon Old.png CNK ZemIcon Old.png
Revision 2 CNK CrunchIcon New.png CNK NGinIcon New.png CNK TinyIcon New.png CNK NTropyIcon New.png CNK NTranceIcon New.png CNK PolarIcon New.png CNK ZemIcon New.png

In NTSC-U regions, the PlayStation 2 and Xbox versions feature the icons from the top row (also used for the handheld versions everywhere). All the other versions use the updated icons from the bottom row.

Terra Artwork

Old New
CNK TerraArtwork Old.png CNK TerraArtwork New.png

In NTSC-U regions, the PlayStation 2 and Xbox versions display a Terra artwork featuring Coco alone. In other versions, it features Cortex and Nitros Oxide being ejected from his kart.

GameCube Changes

  • Included in the Extras menu are a set of features that make use of the Nintendo GameCube – Game Boy Advance link cable.
    • GBA Link lets you link your GameCube copy of the game with a copy of the Game Boy Advance version to unlock certain content. In the GameCube version, you unlock Polar, Dingodile, Zem, Zam, Pura, and Fake Crash as playable characters, and the race and battle courses Hyper Spaceway and Terra Drome.
    • Crash Party lets you play a minigame on the GBA called Crash Party USA, similar to how Crash Bandicoot: The Wrath of Cortex lets you play Crash Blast upon linking both consoles.
  • The "Loading..." text is located on the top of the screen.
  • There is an extra sound effect after the green light.