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Crash Tag Team Racing

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Title Screen

Crash Tag Team Racing

Also known as: Crash Bandicoot: Gacchanko World (JP)
Developer: Radical Entertainment[1]
Publishers: Sierra Entertainment (US/EU/AU), Vivendi Universal Games (JP)
Platforms: PlayStation 2, PlayStation Portable, GameCube, Xbox
Released in JP: December 1, 2005[1] (GC/PS2/PSP)
Released in US: October 19, 2005[1]
Released in EU: November 4, 2005[1]
Released in AU: 2005[1]


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.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Hmmm...
To do:
  • Unused animations.
  • Unused dialogue.
  • According to this post, the Probulot 2000 is named "Probulot 2004" in some text file; which is this?

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.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info

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 in-game in any way, however the game's coding suggests it being unlockable via cheat code, and belonging in Astro Land:

BeginObject Skin BucketHeadCrash 
this.SetCharacterName("Crash")
this.SetSkinName("BucketHeadCrash")
this.SetLevelName("onfoot_solar")
this.SetDrivingSkinFilename("crash_buckethead_onfoot_model")
this.SetOnfootSkinFilename("crash_buckethead_onfoot_model")
this.SetSpinSkinFilename("crash_buckethead_spin_model")
this.SetCheatOnly(true)
EndObject

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:

LevelTypes=..
["sandbox"]={"driving","test/sandbox"},
..
["bonus11"]={"driving","bonus/bonus11"},
..
["testbed1"]={"driving","test/testbed1"},

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

Track.p3d

Leftover beta versions of tracks, battle/stunt arenas, and hub areas. These can be found within the DEFAULT.rcf cement file in the NTSC-U PS2 version.

onfoot_hub

A.k.a. the area that was at the end of the pre-release 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-U PS2 version.

bonus2_arena

An early version of Hardly Ever Land, this can also be found in the DEFAULT.rcf cement file in the NTSC-U PS2 version as well.

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
    MiniGameControl_Get().HitProp()
EndObject

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 )
EndObject

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" )
EndObject

Unused Movies

weenie_placeholder.bik

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.

SinkShip.bik

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

Hmmm...
To do:
Upload said 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 Power-ups

The driving_objects.god file in the "levels/common" directory describes an unused Invisibility Shield power-up pickup for the unclashed/single driver and an unused Guided Marble Missile weapon pickup for the gunner.

Forcing the Shield in-game crashes upon pickup, while the Marble Missile gets replaced with a Shark Missile on pickup.

this.SetDistributionOneToFour(POWERUPTYPE_INVISIBILITYSHIELD,0.00,0.00,0.00,0.00)
this.SetDistributionOneToFour(WEAPONTYPE_GUIDEDMARBLEMISSILE,0.00,0.00,0.00,0.00)

this.SetPowerupTextures(5,"hud3Dobjects/hud_pkp_gunner_marblemissile.bmp")

PSP Gift Shop Remnants

The PlayStation Portable version of the game features exclusive cars and battle arenas that can be unlocked in the PlayStation 2 version of the game by linking both consoles. While these cars and battle arenas can be accessed in either version's single player modes, there's remnants of the cars and battle arenas being normally purchaseable in the game's Gift Shop in Multiplayer mode.

PSP Car Names

The various driveable cars in the game go unnamed outside of Multiplayer's Gift Shop, where they are listed as purchaseables for players to unlock during a multiplayer session, with the noteworthy exception of the PSP-exclusive cars: as these cars aren't available for purchase in the PS2 version's Multiplayer mode, and players can't buy cars from the Gift Shop in the PSP version, they go unnamed in the final game. Their names are still included within the game's text resources; these text resources can be located in adefault/default.rcf/art/frontend/frontend.p3d and adefault/default.rcf/art/frontend/frontend_pal.p3d, inside of the Frontend Text Bible labeled "frontend" for each.

English Dutch French German Italian Spanish
Crash – Retro Prime
Crash - Retroracer
Crash - Retro Prime
Crash – Retro Prime
Crash – Retro Prime
Crash – Retro Prime
Pasadena – The Ruckus
Pasadena - Kabaalkar
Pasadena - Le Ruckus
Pasadena – Der Krawall
Pasadena – Il Tuono
Pasadena – El Arrugado
Nina – Tweenage Wasteland
Nina - Tienertoerder
Nina - Tweenage Wasteland
Nina – Tween-Wüste
Nina – Il Distruttore
Nina – Joven de las tierras yermas
Cortex – Futurosity
Cortex - Futuromobiel
Cortex - Futurosity
Cortex – Zukunftigkeit
Cortex – Futurosity
Cortex – Futurosidad
Crunch  – Colostomator
Crunch - Kolossokar
Crunch - Colostomator
Crunch – Kolosstomator
Crunch – Colostomator
Crunch  – Colostomizador

While some of the PSP cars made an appearance in Crash Team Racing Nitro-Fueled as selectable kart bodies, these names were not used due to being first discovered after that game's release.

Gift Shop Icons

Gift Shop icons for the PSP-exclusive cars can be found in adefault/default.rcf/art/frontend/resources/giftshopicons.p3d. Much like the strings for the PSP-exclusive cars, these icons go unused.

Build Dates

Build dates for the different versions are present among the game's executable files.

Build Date
PlayStation 2 (USA)
Thu Aug 18 16:43:14 2005
PlayStation 2 (EUR)
Fri Sep  2 12:45:36 2005
Xbox (USA)
Thu Aug 18 16:29:50 2005
GameCube (USA)
Wed Aug 17 14:47:39 2005

Regional Differences

Japanese

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.

Crash's icon within races was also changed to match his Japanese design. 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.

All instances of crude humor were removed:

  • The animation where Crash 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.
  • The player can no longer make fart or burp noises during the loading screens.
  • A Die-O-Rama that depicts Crash being farted upon by a cow was removed.

European

The PAL regions each have diffently localized signage in the game (except for Portugal), which results in a lot of small differences. Despite getting different names in-game, the signage for the worlds always remains in English.

Hub World - Penny Arcade

The Penny Arcade, one of the minigame stalls placed in the Midway hub. All languages more or less translate this literally, except for Spanish, which changes it to a more general "Recreation Room".

English Dutch
The Penny Arcade De Stuiver Speelhal
Italian Spanish
Shopville il Penny Salon de Recreativos
French German
Arcade de Penny Die Penny Spielhalle

Mystery Island

Hmmm...
To do:
  • There's a sign for a "Wet Dog Tavern" visible from the crow's nest. This gets translated into Dutch as "Gele Hond Herberg". The other languages probably have something similar, get pictures of this.
  • There's another sign present nearby that also differs.

Version Differences

GameCube

Unused LAN Mode

Code present in main.dol contains multiple references to the ETH (LAN) and IP (Online) GameCube SDKs. The Lua menu scripts specifically check to see if the game is running on the GameCube, and if so, to disable the menu option for LAN Play. If this menu option is enabled and two consoles are connected, a memcpy() error will occur when trying to start a match.

References