We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Crash Tag Team Racing

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Crash Tag Team Racing

Also known as: Crash Bandicoot: Gacchanko World (JP)
Developer: Radical Entertainment
Publisher: Sierra Entertainment
Platforms: PlayStation 2, PlayStation Portable, GameCube, Xbox
Released in JP: December 1, 2005
Released in US: October 19, 2005
Released in EU: November 4, 2005

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.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.

To do:
Document the E3 2005 prototype, which can be found here

Crash Tag Team Racing is a racing and platforming game built on The Simpsons: Hit & Run's engine (as evidenced by a similar file structure and tools to mod that game working with this game).

Being the successor to 2004's Crash Twinsanity, it features character models inspired by that game, and also contains some assets from it. The game was largely coded in Lua, and it's fairly easy to view and edit its scripts.

Unused Cars

The game contains 5 unused cars:

  • "testcar": A yellow jeep.
  • "testcar2": A green buggy.
  • "testcar3": A blue car with tank-like "wheels".
  • "CRster": A 3-wheeled orange painted car, an early version of one of Crash's cars.
  • "highend_testcar": Looks the same as "testcar".

Note: "testcar4" is Crash's PSP car that's unlockable via the PSP link.

Unused Cheat Screen

CTTR CheatScreen.png

In addition to the already implemented button based cheats, there's an unused cheat screen with a couple cheats that are unavailable in any other way. Unfortunately, the menu was not fully implemented, so it doesn't save your preferences when you exit. Exiting the screen puts you into the extras screen, suggesting that was its original location.

Unused Costume

There's a fully functional "Buckethead" costume for Crash, which gives him a textureless low polygon shape as a hat and appears to use an early version of Crash's model. Its spin model looks identical to the costume-less Crash. It's not obtainable ingame in any way, however the game's coding suggests it being unlockable via cheat code, and belonging in Astro Land:

BeginObject Skin BucketHeadCrash 

Unused Features

The controls.god file in the COMMON.RCF cement file can be used to bind a scrapped racing feature called the "scootch" to buttons.

It gives the player a sideways boost that damages cars on impact and maintains drifts. It's split into two directions (L2/R2 on PlayStation 2) and a stick X-axis (Right Stick on PlayStation 2) to replace the two buttons.

Unused Skybox

An unused skybox for Mystery Island known as skybox_adventure2.p3d can be found in the DEFAULT.RCF cement file. It seems to have originally been for "Pirates of The Carburetor" similar to the "Tyrannosaurus Wrecks" Tracks.

Unused Levels

The level list in the startup.god file in the COMMON.RCF cement file contains entries for three unknown levels:


Note: These are not the bonus arenas from the PSP link, those are called bonus1_arena and egypt_arena.

"Track.p3d leftovers" Leftover beta versions of Tracks, Battle/Stunt Arenas, and Hub Areas. These can be found within the DEFAULT.rcf cement file in the NTSC PS2 version.

"onfoot_hub" a.k.a the area that was at the end of the prototype trailer is an unused hub area that was most likely used for testing and was probably made as a style guide for the Tomb Town race tracks. It can be found within the DEFAULT.rcf cement file in the NTSC PS2 version.

"bonus2_arena" is an early rough version of "Hardly Ever Land", this can also be found in the DEFAULT.rcf cement file in the NTSC PS2 version aswell.

Unused Mode

There are prop layouts for a scrapped "Cone Attack" race track mode (as a 6th main mode) in the 0.RCF cement file of the NTSC-U XBOX version. They exist only for Tyrannosaurus Wrecks and Astro Land tracks. One version of the demo also contains a layout for Track And The Beanstalk.

BeginObject Script HitCone

BeginObject DynamicPropMotif DynamicPropMotif1
    this.SetMesh( "pylonShape" )
    this.SetSimState( "pylon", "pylon" )
    this.SetScript( "HitCone" )
    this.SetLifetime( 1 )
    this.EnableGroundTriggers( false )
    this.EnableWeaponTriggers( false )
    this.EnableAvatarTriggers( true )

BeginObject DynamicProp DynamicProp1
    this.SetPosition( -645.89, 22.71, -986.04 )
    this.SetQuaternion( -0.28, -0.01, 0.96, 0.00 )
    this.Enable( true )
    this.SetMotif( "DynamicPropMotif1" )

Unused Movies

The MOVIES.RCF cement file contains an unused "weenie_placeholder.bik" FMV. On the PlayStation 2 version, it depicts an early render of a die-o-rama or gem collecting cutscene. Its name suggests that it was a placeholder at some point.

The MOVIES.RCF Cement file of the PlayStation 2 version of the game contains an unused early version of the cutscene for unlocking the shortcut for Deep Sea Driving titled "SinkShip.bik"

An unused Radical Enterainment logo can be found in the PlayStation 2 version of the game in the MOVIES.RCF Cement file.

Unused Music

The DEFAULT.RCF cement file contains level music from Crash Twinsanity (Cavern Catastrophe and Rockslide Rumble), with filenames such as temp_race_hth.wav, suggesting temporary placeholder use in races.

Note: The Rooftop Rampage theme also exists as tempba_rooftoprampage.wav, however it is used in one of the arenas unlocked by linking the PlayStation 2 version to the PSP version. That being "The Tragic Kingdom"

Unused Powerups/Weapons

The driving_objects.god file in the "levels/common" directory describes an unused Invisibility Shield powerup pickup for the unclashed/single driver and an unused Guided Marble Missile weapon pickup for the gunner. Forcing the Shield ingame crashes upon pickup, while the Marble Missile gets replaced with a Shark Missile on pickup.



PSP Leftover icons

Hidden in giftshopicons.p3d, Icons for the PSP exclusive battle arenas "The Tragic Kingdom" and "Fight Like An Egyptian" can be found.

the icons for "Fight Like An Egyptian" and "The Tragic Kingdom" go unused in all the other versions except the PSP version. It's also worth noting that the icon for "The Tragic Kingdom" showed that the skybox was going to be the same as in the other "Happily Ever Faster" related race tracks and hub area and not to mention that there are nutcracker soldiers which were seen in bonus2_arena but are unused. The Icon also appears to be from an early point in development due to the animatronic Nutcrackers originally making an appearance in this battle arena early on. These can also be seen in a really early version of Hardly Ever Land known as Bonus2_arena as seen above in the unused levels section.

Regional Differences

The Japanese version turns the "Japanese Crash" costume into the default one, as well as feature versions of the other costumes based around that model (although some costumes such as the "Nega Crash" costume are still the same). This also means that all of the costumes use Japanese Crash's different animations including the unchanged costumes. His animations are altered in these ways:

  • The animation where he kicks a chicken and the animation where he makes fart noises have been removed.
  • His animation where he attempts to regurgitate has been toned down. He no longer vocalizes while performing the animation.
  • One of Crash's idle animations is his signature dance. His dance also replaces his animation on the character select screen where he shakes fleas off his fur.

Crash's icon within races was also changed to match his Japanese design and despite being the first Crash game in Japan to feature a different in-game model for Crash, his voice clips remain unchanged from the international version despite some of the earlier Crash games giving him a new Japanese voice.

While the pre-rendered cutscenes still feature the original Crash, the Gags and Die-O-Ramas were given new versions featuring the Japanese Crash, presumably so as to keep some consistency. The loading screens are also altered to contain Japanese Crash as well as a redesigned ninja penguin. The player can also no longer make fart or burp noises during the loading screens.