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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 Studios, Konami (JP)
Platforms: PlayStation 2, GameCube, Xbox
Released in JP: July 8, 2004
Released in US: November 11, 2003
Released in EU: November 28, 2003
Released in AU: December 3, 2003


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.

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 versions 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 Quotes

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 hacks.

Wrong way!

Turn around!

Go the other way!

Wrong direction!

That's not the right way!

Out of bounds!

Do not fail me!

Now, prove your worth!

Now, stay on track this time!

Why do I even bother rescuing you?

Don't attack your own team!

Aim for the enemies!

That's your teammate!

Sparky Hints

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

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.

A shorter version of the Sparky introduction in the final game.

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.

Krunk

Hurt

Shield Dodge

Nash

Hurt

Shield Dodge

Little Norm

Hurt

Shield Dodge

Big Norm

Hurt

Geary

Hurt

Shield Dodge

Scrubber

Hurt

Emperor Velo

Hurt

Shield Dodge

Adviser

Hurt

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.

Unused Text

A huge amount of unused strings exist in the game's files. Most of these can also be found throughout various demos and prototypes of the game.

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".

<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 in which, according to the game mode descriptions left over in the demos, players would have to finish first with the crystal limit to win the race.

CRYSTAL COUNT

Another scrapped Crystal game mode in which, according to the game mode descriptions left over in the demos, players would have to end the race with the most crystals to win.

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 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 would have been a 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 races.

PLAY AS A TEAM
FREE FOR ALL

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

N. LIMITED

The "Unlimited" option in Battle mode.

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 test0.

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 current version of the game at that point.

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.

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.

ACCESSING A SPARKY TERMINAL

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.

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 transcription 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

Unused text variants of the congratulatory messages.

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 names that were erroneous or too long in length:

French

Level Early PAL
Assembly Lane LIGNE DE PRODUCTION PRODUCTION
Android Alley ALLEE DES ANDROIDES ANDROIDES
Electron Avenue AVENUE DES ELECTRONS ELECTRONS

German

Level Early PAL
Meteor Gorge METEORITENSCHLUCHT METEOR.SCHLUCHT
Assembly Lane FLIESSBANDSTRECKE FLIESSBANDSTR.
Hyper Spaceway HYPERRAUM-STRASSE Hyper-Strasse

Italian

Level Early PAL
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

Level Early PAL
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

Level Early PAL
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)

Big Norm Icon

CNK BigNormIcon.png

Big Norm has a proper icon that would be used during the boss challenge, but was ultimately scrapped as he is not considered a true boss in the race. The icon ended up appearing in the handheld versions of the game.

Unused 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 acquring 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)

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").

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.

Early trailers for the game also listed the track count as 17, four more than the final game, which has 13.

Unused 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.

Internal Boss Names

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

Version Differences

Character Icons

Version Icons
Old 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
New 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.