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Crash Nitro Kart (PlayStation 2, GameCube, Xbox)
Crash Nitro Kart |
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Also known as: Crash Bandicoot: Bakusou! Nitro Kart (JP) This game has unused areas. This game has a prototype article This game has a prerelease article |
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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.
Contents
Sub-Pages
Prototype Info |
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 option).
Filename | Audio |
---|---|
velovox1 | |
velovox3 | |
velovox4 |
Race Comments
Velo Mask was planned to have its own quotes during races like Aku Aku or Uka Uka, but apparently they were cut off in all international releases due to an oversight. 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 for the Japanese releases.
Sparky Hints
There are three hints related to Sparky that aren't used anywhere.
Aku Aku | Uka Uka | Transcript | |
---|---|---|---|
English | 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. | |||
French | |||
German | |||
Italian | |||
Spanish | |||
Dutch | |||
Audio | Transcript | |
---|---|---|
English | 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. | |
French | ||
German | ||
Italian | ||
Spanish | ||
Dutch |
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
The North American 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 | NA | EU |
---|---|---|---|
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
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Attempting to force the item to load will do nothing when used. Check whether this claim about it being functional is true, and if so, explain or at least provide code to restore it. |
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
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 |
---|---|
PS2 USA | 201E5AF0 00000000 |
PS2 Europe | 201E74E0 00000000 |
Hub Worlds Placeholder Minimaps
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
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
The team meter model has an unused bursting 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
An earlier version of the trophy model went unused. It was notably based on the CTR's trophy design.
Early Key
The boss key also had an earlier version based on the CTR's key design.
Early Planet
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 North American 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 "Speedo". The final speedometer is labeled "SpeedometerNew" instead. The "Speedo" model file is no longer present.
[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 |
---|---|
PS2 USA | 2017C6D0 1000000E |
PS2 Europe | 2017C300 1000000E |
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 Names
Bosses
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.
Levels
Internal Name | Level |
---|---|
earth1
|
Inferno Island |
earth2
|
Jungle Boogie |
earth3
|
Tiny Temple |
barin1
|
Meteor Gorge |
barin2
|
Barin Ruins |
barin3
|
Deep Sea Driving |
fenom1
|
Out of Time |
fenom2
|
Clockwork Wumpa |
fenom3
|
Thunder Struck |
teknee1
|
Assembly Lane |
teknee2
|
Android Alley |
teknee3
|
Electron Avenue |
velorace
|
Hyper Spaceway |
arena1
|
Temple Turmoil |
arena2
|
Frozen Frenzy |
arena3
|
Desert Storm |
arena4
|
Magnetic Mayhem |
arena5
|
Terra Drome |
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 (US) | Intrinsic Alchemy v3.0 -0723 (Static/Release) Built by rdy on Wed Jul 23 12:12:32 2003 |
Xbox (EU) | Intrinsic Alchemy v3.0 -0909 (Static/Release) Built by rdy on Tue Sep 9 17:37:50 2003 |
GameCube | Intrinsic Alchemy v3.0 -0919 (Static/Release) Built by rdy on Fri Sep 19 13:04:51 2003 |
Version Differences
- The PlayStation 2 versions use low-poly variants of the tracks for multiplayer modes, while the Xbox and GameCube versions simply re-use the default model regardless of the number of players.
- The initial North American PlayStation 2 release lacks proper audio parameters files for Velo's Vault, meaning that global sound effects such as entering the vortex, warp gates, or winning a prize won't play.
Main Theme
Xbox | PlayStation 2 / GameCube |
---|---|
The main theme on the Xbox version has an extra section not present in other releases.
Character Icons
Icons | |
---|---|
Revision 1 | |
Revision 2 |
The North American 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 |
---|---|
The North American 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.
- Pages missing developer references
- Games developed by Vicarious Visions
- Pages missing publisher references
- Games published by Universal Interactive
- Games published by Konami
- PlayStation 2 games
- GameCube games
- Xbox games
- Pages missing date references
- Games released in 2003
- Games released in November
- Games released on November 11
- Games released on November 28
- Games released in December
- Games released on December 3
- Games with unused areas
- Games with unused code
- Games with unused game types
- Games with unused graphics
- Games with unused items
- Games with unused sounds
- Games with unused text
- Games with regional differences
- To do
- Pages with broken file links
- To investigate
- Crash Bandicoot series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Pages with broken file links
Cleanup > To do
Cleanup > To investigate
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