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Proto:Crash Team Racing/August 5th, 1999 build

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This is a sub-page of Proto:Crash Team Racing.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

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This page is loooong...
Consider grouping related content into additional subpages to ease readability.

The August 5th, 1999 prototype of Crash Team Racing is a preview version of the game dated around a month and a half before the final NTSC-U release version. It was released on September 26th, 2020.

Sub-Pages

SoundIcon.png
Placeholder Dialogue
Unused voice clips/dialogues present within the files.

General Differences

Startup and Menus

  • The startup is incredibly basic, featuring splash screens with simple text accompanied by promotional renders - which is identical to the ones used in demo versions.
    • There is neither music, nor narration, nor the animated Naughty Dog box screen.
    • The fourth screen shows the CTR logo with the "Coming Soon!" message below. After this screen, the regular menu is immediately loaded.
  • The checkered flag is much darker and is positioned facing the screen.
  • The animated title screen sequence makes no sound effects, and Crash's model has bigger pupils and his eyes have a darker tone.
    • Crash does not blink while in the idle pose.
    • The trademark symbol next to the game's logo is missing.
  • No sound effects play in the menus (aside from the Enter Your Name screen when creating a save profile).
  • Menu screens pop up instantly when switching around, rather than having a proper transition.
  • Only X and Square buttons are used to confirm and go back, respectively. In the final game, Circle and Triangle are also mapped for such actions.
  • The green outline around the menu borders has a stronger shade.
    • The outline around the level thumbnails also lacks transparency.
  • Cup tournaments in Arcade and Vs. modes did not exist at this time.
  • The autodemos and the intro cutscene are absent, so nothing will play when you are idle in the main menu.
  • Cheat codes weren't implemented yet, so holding L1 and R1 does not lock the inputs. Thus, it is impossible to unlock certain characters such as Penta Penguin without hacking. Consequently, the secret demo for Spyro 2: Ripto's Rage! is not present either.
  • Two, three and four-player options are always available, regardless of whether or not the controllers are plugged in.
  • There is no unlockable Scrapbook menu option. The TEST.STR video file is also entirely missing from the game.
  • No "Loading..." text appears during the loading screens.

Adventure

CTR-Aug5 CharSelectAdventure.png
  • The New/Load sub-menu is positioned higher.
  • The character select screen is just a basic list containing the eight starter characters instead of a fully-animated 3D garage.
  • Character names are written in a shortened form:
    • Crash instead of Crash Bandicoot
    • Cortex instead of Dr. Neo Cortex
    • Tiny instead of Tiny Tiger
    • Coco instead of Coco Bandicoot
    • Ngin instead of N. Gin
    • Dingo instead of Dingodile
  • The Enter Your Name screen is the only part of the menus that actually has sound effects. Still, it lacks proper sounds for entering or deleting a character (even though these are already present in the sound banks).
  • The background box of the character icons in the save files lack transparency.

Character Select

  • The character select screen is defaulted to the four-player setup featuring four display slots, regardless of how many human players are in the game.
  • There are no rotating character models. Instead, character names are simply displayed in the center of the blank squares when selected.
  • Icons do not turn black after choosing a character. Rather, the colored outlines will stop flashing.
Aug 5 Final
CTR-Aug5 SelectCharacter.png CTR-Final SelectCharacter4P.png
  • Most of the character icons are in a rather primitive state:
    • Crash has bigger eyes and muzzle, and more realistic teeth.
    • Tiny Tiger is based on his boss portrait from Cortex Strikes Back.
    • Coco uses a very similar version of her warp room portrait from Warped.
    • Polar has a chubby face with a cyan skin and blue eyes, nose and mouth. His final icon has been replaced by his Japanese icon, which was based on an official artwork.
    • N. Gin's missile was changed from grey to yellow and has a slightly different texture under his bionic eye.
    • N. Tropy's headgear textures were simplified, and his eyebrows were altered.
    • Ripper Roo re-uses the textures of his boss portrait from Crash Bandicoot.
    • Papu Papu, Pinstripe and Komodo Joe re-use the boss portraits from their previous debuts.
    • Penta Penguin has a quite different depiction, with black eyes with white pupils, a larger pointed beak and a white scarf.
    • Fake Crash features three big crooked teeth and different eyes.
  • Most character names are abbreviated.
    • Crash instead of Crash Bandicoot
    • Cortex instead of Dr. Neo Cortex
    • Tiny instead of Tiny Tiger
    • Coco instead of Coco Bandicoot
    • Ngin instead of N. Gin
    • Dingo instead of Dingodile
    • Roo instead of Ripper Roo
    • Papu instead of Papu Papu
    • Joe instead of Komodo Joe
    • NTropy instead of Dr. N. Tropy
    • Penguin instead of Penta Penguin
  • The small font is used for both character names and the "Select Character" title string. This string is also always onscreen, unlike in the final game where it is removed from the four-player screen once all characters are unlocked.
  • Penta Penguin and Fake Crash have swapped places.
  • Fake Crash's icon is slightly offcenter.

Level Select

CTR-Aug5 SelectLevel.png
  • There are no track preview videos.
  • Thumbnails were taken from earlier revisions of the levels, causing many of them to have differences no longer present at this point in development.
    • The saturation is also high in the menu.
  • Track minimaps do not have blue outlines as they would in the final.
  • Slide Coliseum was originally an unlockable track along with Turbo Track.
Aug 5 Final
CTR-Aug5 OxideStationMenuMinimap.png CTR-Final OxideStationMinimap.png
  • Oxide Station's minimap reveals some drastic changes in the level's layout:
    • In the small ramp section, there are two entrances that appears to lead to a wall in the middle, followed by two more walls that leads to four exits.
    • The open space jump section has an extra geometry in the middle of the chasm.
    • Overall, the map design appears to have a crooked shape, as can be noticed by the different proportions at some spots, such as the low-gravity and the large drop down sections being longer and narrower.
  • In Time Trial, the ghost select screen will be available only if there is an existing ghost data for the selected track.
    • The "Insert any memory card with ghost data in memory card slot 1" bottom text is missing.
Racetracks
Aug 5 Final Notes
CTR-AugProtos CrashCoveThumbnail.png CTR-Final CrashCoveThumbnail.png The checkered line pattern is smaller and thiner.
CTR-AugProtos RoosTubesThumbnail.png CTR-Final RoosTubesThumbnail.png
  • It features an unique arc-shaped banner for the level.
  • The checkered line pattern is smaller and thiner.
  • The glass ceiling has different structures.
CTR-AugProtos TigerTempleThumbnail.png CTR-Final TigerTempleThumbnail.png
  • The checkered line pattern is smaller and thiner.
  • The vegetation is darker and the dirt textures are grey.
CTR-AugProtos CocoParkThumbnail.png CTR-Final CocoParkThumbnail.png The hill right after the start line has "COCO" written with flowers.
CTR-AugProtos MysteryCavesThumbnail.png CTR-Final MysteryCavesThumbnail.png
  • The fence next to the start line uses an incorrect texture.
  • The tiki head statue lacks glowing eyes.
CTR-AugProtos BlizzardBluffThumbnail.png CTR-Final BlizzardBluffThumbnail.png The checkered line pattern is smaller and thiner.
CTR-AugProtos SewerSpeedwayThumbnail.png CTR-Final SewerSpeedwayThumbnail.png The checkered line texture doesn't cover the offroad sides.
CTR-AugProtos DingoCanyonThumbnail.png CTR-Final DingoCanyonThumbnail.png The checkered line pattern is smaller and thiner.
CTR-AugProtos PapusPyramidThumbnail.png CTR-Final PapusPyramidThumbnail.png
CTR-AugProtos DragonMinesThumbnail.png CTR-Final DragonMinesThumbnail.png The checkered line texture doesn't cover the offroad side.
CTR-AugProtos PolarPassThumbnail.png CTR-Final PolarPassThumbnail.png
  • There are four single Wumpa fruits that were replaced by Wumpa crates.
  • The wall on the left after the finish line is more open and features a snowy offroad.
CTR-AugProtos CortexCastleThumbnail.png CTR-Final CortexCastleThumbnail.png
CTR-AugProtos TinyArenaThumbnail.png CTR-Final TinyArenaThumbnail.png
CTR-AugProtos HotAirSkywayThumbnail.png CTR-Final HotAirSkywayThumbnail.png
CTR-AugProtos NGinLabsThumbnail.png CTR-Final NGinLabsThumbnail.png
  • The checkered line seems to be missing.
  • Some extra directional arrows are present in the left side.
CTR-AugProtos OxideStationThumbnail.png CTR-Final OxideStationThumbnail.png The level's textures are heavily unfinished.
CTR-AugProtos SlideColiseumThumbnail.png CTR-Final SlideColiseumThumbnail.png The stadium texture on the top is greenish and the wall textures on the right are less detailed.
CTR-AugProtos TurboTrackThumbnail.png CTR-Final TurboTrackThumbnail.png
  • The stadium model lacks walls reaching the level's ground.
  • The asphault road is larger, lacking the grassy offroad.
Arenas
  • Parking Lot, Lab Basement, and The North Bowl are already available from the start.
    • On the other hand, Skull Rock was originally an unlockable arena.
Aug 5 Final
CTR-AugProtos SkullRockThumbnail.png CTR-Final SkullRockThumbnail.png
CTR-AugProtos RampageRuinsThumbnail.png CTR-Final RampageRuinsThumbnail.png
CTR-AugProtos RockyRoadThumbnail.png CTR-Final RockyRoadThumbnail.png
CTR-AugProtos NitroCourtThumbnail.png CTR-Final NitroCourtThumbnail.png
CTR-AugProtos ParkingLotThumbnail.png CTR-Final ParkingLotThumbnail.png
CTR-AugProtos TheNorthBowlThumbnail.png CTR-Final TheNorthBowlThumbnail.png
CTR-AugProtos LabBasementThumbnail.png CTR-Final LabBasementThumbnail.png
  • Arena thumbnails don't seem to feature any notable differences other than the camera angle.

Setup Battle

Aug 5 Final
CTR-Aug5 SetupBattle.png CTR-Final SetupBattle.png
  • The available point options for Point Limit Mode are 10, 15, and 20. It was reduced to 5, 10, and 15 in the final game.
  • In Life Limit Mode, the available life options are 3, 10, and 20. It was reduced to 3, 6, and 9 in the final game.
  • The "Type:" and "Length:" strings were moved further down in the final game.
  • Warning messages use the small font.
  • The type and length settings reset to default every time you return to the menu.

High Score

Aug 5 Final
CTR-Aug5 HighScore.png CTR-Final HighScore.png
  • The small font is used for the character names.
  • Drop shadows are much larger.
  • Directional arrows next to the track names are missing.
  • Only the eight starter characters are shown in the default rankings. In the final game, Ripper Roo, Papu Papu, Komodo Joe, Pinstripe, and N. Tropy are also present.
  • Default scores are set to 3:00:00, whereas in the final NTSC-U release it is 9:59:00.
CTR-Aug5 HighScore-PentaFakeJoe.png
  • Best Lap Time names use the standard font color, rather than the character's unique color.
    • The top character in the Best Track Time rankings is also featured in the default Best Lap Time scores.
  • There is no sub-menu featuring selectable Time Trial and Relic Race options. Instead, pressing Up/Down will switch between Time Trial (referred to as "Standard Mode" here) and Relic Race.
  • Best Lap Time scores are also present in the Relic Race screen. These were removed in the final game since there is no lap score in this mode.
  • The default character names share the same string array used in the character select screens. In the final game, a separate array of characters names was made for this menu, featuring proper name abbreviations for the rankings.
  • Slide Coliseum and Turbo Track score screens are accessible even if the tracks are not unlocked.
  • Pressing X will return to the main menu.
  • Penta Penguin's color is black, which has the same tone as the drop shadows, rendering the text unreadable. In the final game, his color was changed to white.
  • Fake Crash's color is greyish-white, whereas in the final game his color is grey.
  • Komodo Joe's color is blue, which is the same as Crash's. It was later changed to mustard.

Gameplay

  • At this point in development, the voice recording sessions haven't started yet, so the characters are completely silent throughout the game.
  • The checkered flag immediately appears and disappears without slowly transitioning on and off during the loading screen.
    • There is no checkered flag transition when restarting/replaying a level either, so the map will reload instantly.
  • Pressing Triangle to skip the race intro will also switch between minimap and speedometer.
  • Menu interfaces throughout the gameplay (pause menu, results screens, etc.) do not feature green outlines.
    • Navigating the menu options makes no sound effect as well.
  • The weapon fire function is also mapped to the R2 button, in addition to the Circle button. Therefore, there is no rear view.
Aug 5 Final
CTR-Aug5 StartLights.png CTR-Final StartLights 2.png
  • The traffic lights are different, closely resembling the design used on Highway levels in Crash Bandicoot: Warped.
  • The lap counter is separated by a hyphen instead of a slash.
  • Lap times are recorded once the lap is completed, whereas in the final game the time of the current lap is displayed in real time.
  • There is no chime sound effect after crossing the finish line on each lap.
  • There is no CTR start banner in any of the tracks - with the sole exception of Coco Park.
  • Aku Aku's model is exposing his teeth, just like his previous in-game apparitions.
  • Uka Uka's model is taken from his in-game model used in the final boss fight of Crash Bandicoot: Warped.
Aug 5 Final
  • The "Final Lap!" notice is absent, and the jingle is very different.
  • The victory fanfare is always used, regardless of the player's position at the end of the race.
    • The level music does not continue after the fanfare ends.
  • The X button symbol has a golden color due to the orange gradient mistakenly applied to it.
  • The game does not take a monochrome screenshot when paused.
    • You can switch between the minimap and speedometer while the game is paused.
    • The FX slider does not play the humming sound effect while the player is in a hub world.
    • In the Voice slider, developers' voice impressions can be heard for the eight starter characters as a placeholder.
    • The Controller option lacks the "Vibration" text.
    • Selecting the "Quit" option will make you immediately exit the level. In the final, the game will offer the player an extra prompt with "Yes" and "No" options to ensure the option hadn't been selected accidentally.
  • If you pause the game and select "Restart" while the race intro fanfare is playing, the level will restart without the fanfare.
  • Super Turbo Pads allow the player to maintain maximum speed throughout the race, similar to the Blue Fire mechanic in Crash Team Racing Nitro-Fueled. This happens because you don't lose your accumulated turbos when getting any kind of boost. A piece of code that limits this action was added in the final game.
  • If you finish a race at the exact moment you are colliding with a wall, the crash animation will freeze after the race is over.
  • When backtracking 25% or more of the track in a single jump after already completing more than 50% of the track, the game simply does not count as a valid region and resets your position when you fall off the track. In the final game, the mask will immediately rescue you upon touching the ground instead.
  • No controller messages are displayed when a controller is unplugged.
  • The game does not yet support alternative controllers, such as the Racing Wheel and Namco's JogCon controller. As such, the respective controller setup menus are missing.

Race

  • The player and CPU racers always start at random positions, switching places whenever a race starts in both Arcade and Adventure modes. In the final game, the player will always start in first place in Arcade mode - with CPU racers arranged based on the character select screen, and eight place in Adventure mode - with CPU racers arranged semi-randomly.
  • There are no exhaust fumes coming out of CPU karts.
    • The same applies to the players on each other's screen.
Aug 5 Final
Normal
Juiced Up
  • A different sound effect is heard when a power-up is obtained or the player is juiced up.
  • Bumping into a TNT while spinning out or squashed won't instantly blow it up in the player's head.
  • The Warp Orb AI is broken in this build and has a tendency to get stuck in many sections of the tracks.
  • CPU paths are mostly different in many tracks.
  • CPU racers aren't affected by crushing hazards, such as rolling barrels, boulders, and minecarts.
  • Getting blasted while being squashed will result in the kart flipping in the squashed state. In the final game, the character immediately unsquashes once the kart starts to flip.
Aug 5 Final
CTR-Aug5 RaceResults.png CTR-Final RaceResults.png
  • The position numbers after finishing an Arcade race are colored red.
    • The menu placement is further down the screen.
    • During the icons transitions, pressing a button to skip the HUD animation before they all appear will cause the remaining icons to pop up on the screen one by one.

Time Trial

  • Since there is no voice acting in this build, N. Tropy's end-of-race quotes are consequently absent.
  • Some textures lack transparency in the ghost forms of a few characters:
    • Tiny Tiger's spikes.
    • Polar's ears.
    • Papu Papu's top hair.
    • Komodo Joe's paws.
    • Fake Crash's eyebrows and eyes.
    • N. Tropy's skinny beards and silver fork.
    • N. Oxide's eyebrows.
  • All tracks have a default time requirement of 3:00:00 to open N. Tropy's ghost. In the final, each track has an appropriate time required to open his ghosts.
  • Beating ghosts won't add any gold/platinum stars next to the track names.
  • Retrying a track without leaving the current track does create a ghost of your previous run, but only on the first track you play every time the game is booted. The game will stop tracking your attempts once you switch to another track.
  • Results screens pop up instantly, rather than having a smooth transition.
  • End-of-race messages lack an exclamation mark - notably, the British English text in the PAL version removes it as well.
  • The track time and fastest lap scores do not flash white.
  • The confirm button on the Enter Your Name screen reads "Save" instead of "Save High Score".
    • The menu can be also skipped using the Square button.
  • Character names in the Best Times ranking use the small font as well, such as the High Score menu.
    • The position numbers are also colored red.
  • N. Tropy's ghost times are different:
    • He takes the shortcut on every lap of Crash Cove and Blizzard Bluff.
    • He spawns out of bounds but teleports right before the countdown in Mystery Caves and Blizzard Bluff. Oddly, he also starts before the green light in these scenarios.
    • He races out of bounds in Sewer Speedway, Dingo Canyon, Cortex Castle, Oxide Station, Slide Coliseum, and Turbo Track. Therefore, it is impossible to beat him on these tracks, except if you use the Clock Stop Exploit.
    • It's near impossible to open his ghost in Tiny Arena due to the lower time requirement.
  • N. Oxide's ghosts were not implemented yet. Instead, the final challenger copies the character the player is currently using.
    • This ghost drives around in circles, going back and forth at the beginning of Crash Cove for almost a minute before immediately finishing the race. It is impossible to beat him, except if you use the Clock Stop Exploit.
    • This ghost spawns out of bounds but teleports right before the countdown in Tiger Temple, Coco Park, Mystery Caves, and Blizzard Bluff. Just like N. Tropy, the character also starts before the green light in these scenarios.
    • This ghost races out of bounds in all tracks that N. Tropy's ghost is also broken, in addition to Papu's Pyramid and Dragon Mines.
  • The ghost save screen reads "Choose a slot to save to" instead of "Choose a memory card slot to save to".
    • Attempting to save a ghost without a memory card will display an error message asking to press X to continue without saving. However, the button is not programmed to do anything, thus the player is forced to use Square to return instead.
  • N. Tropy cannot be unlocked without hacking since the game was not yet programmed to make him available after beating his ghosts.
    • Beating all ghosts of the final challenger will not provide any reward either.

Multiplayer

  • In two-player Arcade, the start positions of the last three CPU racers in the row are swapped with each other. The fourth character is the fifth one in this build, the fifth is the sixth one, and the sixth is the fourth one.
  • When the first player crosses the finish line, the victory fanfare will not play until the race is officially over for everyone.
  • The race intro jingle is enabled during the countdown in Battle mode.
  • After killing a player in Life Limit Mode, the marking over the player's head will still appear at the death location when the other players are further away.
  • Killing a player while they are invisible will make them reappear even after the death.
  • There is no limit to how many Tracking Missiles can be onscreen at once, which can have an impact on FPS. In the final game, there is a restriction in Vs. mode to prevent too many rockets from being onscreen by setting that only 2 players out of 4 can receive Triple Missiles at the same time, while if the weapon roulette RNG wants to give more players the Triple Missiles, it gets changed to a single missile intead.
  • The end of race comments used for Battle and Vs. has some strings changed, some missing, and others removed altogether. Most of the changed comments have been shortened to fit the screen, as the final game uses the standard large font, whereas the prototype uses the small font for both comments and "You Hit/Hit You" strings.
    • The strings are also stored somewhere else, rather than along with the rest of the game text in the en.lng file.
Aug 5 Final
Changed Comments ASLEEP AT THE WHEEL ASLEEP AT WHEEL
BAD SHORT BAD SHOT
BEST BEAKER THROWS BEAKER ACE
BRONZE MEDAL BLUES BLACK N' BLUE
CAME AND CONQUERED! CONQUERED ALL!
COME BACK KID COMEBACK KID
CONTROLLER PLUGGED IN? BUTTON PROBLEMS?
KING OF THE RING! RING KING!
LAST TOON STANDING! LAST STANDING!
LEADER OF THE SMACK KING OF THE PACK
LICENSE TO SQUEAL! JUST SQUEAL!
MASTER OF DISASTER! DISASTER MASTER!
NOTHING BUT NOTHING NOTHING DOING
SILVER MEDAL WHO? SILVER MEDAL
SINGING IN THE PAIN HARD KNOCKS
SKUNKED! TOASTED!
SOMEBODY STOP ME! SPEED DEMON!
SQUASHED LIKE A BUG SQUASHED BUG!
THE COMEBACK KID! COMEBACK KID!
THE TURKEY'S DONE STUFFED TURKEY
WINNER BY A NOSE! WINNER!
Removed Comments ZIPPO N/A
Missing Comments N/A EASY MONEY!
SMACK MAN

Characters

  • Komodo Joe's minimap dot is blue - which is the same as Crash's - instead of mustard.
  • Penta Penguin is protected by Uka Uka in this version. This is due to how programming works in this game, Penta Penguin was automatically assigned to Uka Uka since internally he is set as the default mask, meaning that Penta Penguin was never meant to be an evil character. A remnant of this programming can be noticed in the final NTSC-U release when he gets a mask power-up, as the icon still shows up as Uka Uka, but when activated, Aku Aku appears.
    • The minimap dot is black instead of white.
    • Bumping into a TNT crate will cover the entire kart body.
  • Fake Crash's minimap dot is greyish-white instead of grey.
    • Bumping into a TNT crate will cover the entire kart body.
  • Nitros Oxide doesn't have a proper icon yet, and so he uses Fake Crash's icon as a placeholder.
    • The minimap dot is also grey instead of lime green - which is Fake Crash's own color in the final game. This was possibly due to Oxide being a copy of Fake Crash, which is internally listed before him.
    • The windshield frame is silver colored. In the final game, it was changed to black.
    • Regular kart wheels can be seen under the hovercraft.
    • Bumping into a TNT crate will cover the hovercraft body.

Weapons

  • Activating another Invincibility Mask power-up while the current one is almost going away will make them reappear without the trail effect.
  • The Red Beaker can inflict six different effects to the player by default:
      • Randomize item roulette (if holding an item) / Cannot pick up weapons from crates (if holding no items)
      • Slippery wheels
      • Unable to hop
      • Wobble kart
      • Wobble kart when hopping
      • Drain Wumpa fruits (removed effect)
    • In the final game, only three status effects can affect the player under normal circumstances: if no items are being hold, the victim may have the wobble kart or wobble kart when hopping effects applied randomly. But if an item is being hold, the victim will always have their item roulette randomized. The remaining effects can only be chosen if the victim hits another Red Beaker while the effect of the current one is still active.
  • The Power Shield does not wobble when active.
    • Colliding with an opponent won't flash the screen.
  • Super Engine works in a different way: rather than providing a constant turbo boost for a short period of time, it makes your kart permanently faster for the rest of the round. Each time the power-up is used, your top speed will increase slightly - you can upgrade it up to five times if you are not juiced up, otherwise you can get up to three times.
    • It also makes a sound when activated - which is still present in the final game, but unused.
    • The sound of the kart's engine becomes higher pitched as it is upgraded.

Memory Card Notices

  • There is no background box surrounding the warning messages screens.
Aug 5 Final
...DATA ON CARD IS OUT OF DATE... ...DATA ON MEMORY CARD IS OUT OF DATE...
WRITING TO CARD...
DO NOT REMOVE THE CARD!
SAVING TO MEMORY CARD...
DO NOT REMOVE
THE MEMORY CARD!
DELETING GAME SLOT...
DO NOT REMOVE
THE MEMORY CARD!
WARNING:
There is no card in slot 1.
Please insert a card.

Press X to continue
without saving.
WARNING:
THERE IS NO MEMORY CARD
IN MEMORY CARD SLOT 1.
PLEASE INSERT A MEMORY CARD.

PRESS ✕ TO CONTINUE
WITHOUT SAVING.
WARNING:
There is no card in slot 1.
Please insert a card.
WARNING:
THERE IS NO MEMORY CARD
IN MEMORY CARD SLOT 1.
PLEASE INSERT A MEMORY CARD.
UNFORMATTED
The card in slot 1
is unformatted
Press X to format.
WARNING:
THE MEMORY CARD IN
MEMORY CARD SLOT 1
IS UNFORMATTED
PRESS ◯ TO FORMAT.
OR △ TO RETURN.
WARNING:
The card in slot 1 is full.
Please insert a card that
is not full or use the playstation
memory manager to delete some
data on this card.
WARNING:
THE MEMORY CARD IN
MEMORY CARD SLOT 1 IS FULL.
PLEASE INSERT A MEMORY CARD THAT
HAS AT LEAST 2 BLOCKS FREE OR
USE THE CONSOLE'S INTERNAL
MEMORY CARD MANAGER TO DELETE
SOME BLOCKS ON THIS MEMORY CARD.
ERROR:
Something is wrong with
the card in slot 1.
Please insert another card
or use the playstation
memory manager to delete
the data on the card.
ERROR:
AN ERROR HAS OCCURED WHILE READING
THE MEMORY CARD.

PRESS ✕ TO CONTINUE
PRESS △ TO RETURN.
NO DATA
THERE IS NO CTR DATA
ON THIS CARD.

PLEASE INSERT ANOTHER CARD.
NO DATA
THERE IS NO CTR DATA
ON THIS MEMORY CARD.

PLEASE INSERT ANOTHER MEMORY CARD.
  • All warning instances call the memory card as just "card".
  • There is no proper message for when you delete a save slot. Instead, the generic "Writing to card" message is used.
  • Most of the text is written with lowercase letters, while in the final game all letters are capitalized. This does not affect how the text is displayed in-game, though.
  • In order to format the memory card, you have to press X instead of Circle.
  • The format and read error messages do not inform you about using Triangle to go back - which in this case, you have to press Square.
  • Messages use the letter X to represent the button instead of the actual icon.

Adventure Mode

  • The start point is located in Gem Stone Valley, meaning that the player was originally going to be able to navigate between areas in order to collect trophies, aiming for a more open exploration.
    • The player can initially access both N. Sanity Beach and The Lost Ruins areas, each one with two available tracks from the start (Crash Cove, Roo's Tubes, Coco Park, and Tiger Temple).
      • If the player starts in N. Sanity Beach, 4 trophies are required to unlock Sewer Speedway, however you can only get 3 in this area, forcing the player to access The Lost Ruins to continue progressing.
      • If the player starts in The Lost Ruins, 3 trophies are required to unlock Dingo Canyon, however you can only get 2 in this area, forcing the player to access N. Sanity Beach.
  • Trophy Race and CTR Challenge used to be a single game mode before being split into two. In this version, you must collect the letters C, T, and R during regular Trophy Races, thus allowing you to get both the trophy and the token concurrently. Each letter will be available on specific laps - meaning that if you miss any, you cannot find it again on the next lap. As such, C can be found on the first lap, T on the second lap, and R on the third lap.
    • Consequently, the Choose Race Type sub-menu reads "Trophy Race" instead of "CTR Challenge".
  • There are no cutscenes throughout the game.
  • Mask hints are completely missing.
  • The minimap lacks a lot of details, such as the Load-Save Screen, Boss Star and Zone Arrows.
    • Blinking waves from active warp pads are also missing.
    • The symbol representing the player is the default giant blinking ball, rather than an orange arrow.
    • Due to the lack of icons, one can notice the maps featuring arrow figures drawn as part of the map graphic, which are normally not visible in the final game as the actual icons overlap them.
  • You can immediately access the side challenges of the race tracks after earning the trophy for them. In the final game, boss keys will be required once the trophy has been earned, which will only open the side challenges once the current area's boss has been defeated.
  • You are able to switch between the map and speedometer in the World Maps.
  • CTR Tokens are referred to as "CTR Coins".
  • There are no area emblems in the hubs with the unusual exception of N. Sanity Beach in Gem Stone Valley entrance, which is represented by a 3D model of a Sun in a silver frame, rather than a drawning of palmtree with a Sun.
  • Gem cups are automatically unlocked once you have collected the trophy from the all race tracks of a particular token, not requiring to get all tokens beforehand.
Aug 5 Sep 3 Final
CTR-Aug5 WarpVortex.png CTR-Sep3 CheckeredVortex.png CTR-Final WarpVortex.png
  • Some warp pads are surrounded by a checkered pattern. This pattern was later updated in the September 3rd, 1999 build before being completely scrapped. According to Rob Titus, former Naughty Dog developer, this was removed because it didn't look so well.
    • Track pads that feature checkered patterns are Crash Cove, Sewer Speedway, Coco Park, Dingo Canyon, Dragon Mines, Blizzard Bluff (Polar Pass in the final), and Tiny Arena.
  • Warp pads have a straight shape with a bunch of sparkles coming out of it.
    • The sound effect when the player is close to it is absent.
    • No sound effect is made when the player enters the vortex either.
    • The floor has a lighter tone of blue.
    • Entering in mid-air will cause the characters to perform the big air jump animation.
    • Entering while sliding will make the skid sound effect continue to play as the character is warping.
    • The prizes floating inside do not shrink as the player moves away.
  • Items floating above inactive warp pads flash black.
Aug 5 Final
CTR-Aug5 WarpParticles.png CTR-Final WarpParticles.png
  • Warping particles emit a blue smoke that emerges out of the vortex. The final game changed it to a shining light.
  • The blue CTR Token has a cyan tone, just like its gem counterpart.
  • The music will turn off when accessing the Load-Save Screen.
    • There is no scanlines sound effect.
    • The file save title reads "Choose a slot to save to" instead of "Choose a memory card slot to save to".
    • The cursor does not automatically highlight the Exit option when returning to the main screen.
  • The controls are unlocked during the item inventory animation. The inventory also automatically adds up the earned prize after the race, rather than increasing the value after the prize goes to the HUD.
    • Similar to the other prizes, boss keys are also added to the key counter after a boss race. This was likely removed as a result of being deemed redundant, as the bosses congratulate you themselves in an in-game cutscene in the final game.
  • Percentage values are mostly different:
Aug 5 Final
Trophy 1% 2%
CTR Token 1% 1%
Relic 2% 2%
Bonus Round 2% 1%
Gem 2% 1%
Boss Key 2% 1%
N. Oxide's Challenge 1% 2%
N. Oxide's Final Challenge N/A 1%
All Gold/Platinum Relics 0% 1%
CTR-Aug5 KeyInventoryAnimation.png
  • If you go out of bounds in the World Maps, the masks will appear to rescue you. In the final game, masks aren't loaded into memory, thus they do not appear.
  • No sound effect is made for opening and closing a boss garage.
  • Opening a new door will freeze everything (including sound effects) while the door opens.
    • There is also no proper sound effects present.
  • Pinstripe's garage uses his full name.
  • You get up to 5 keys due to N. Oxide's Challenge giving you another key, rather than just displaying a unique star graphic in your inventory. This turns out to be meaningless, since there are no doors or boss garages left that require more than 4 keys.
  • There is no credits sequence at this stage, so beating N. Oxide will simply return to the World Map instead.
  • Pressing Square in the Choose Race Type sub-menu will always load Trophy Race, regardless of the highlighted option. In the final game, this button has no effect.
    • After completing the game, whenever you enter a warp pad, the Trophy Race will remain highlighted by default, whereas in the final game the Relic Race is highlighted.
  • The maximum completion percentage you can achieve is 92%. Attempting to enter Turbo Track and Slide Coliseum will crash the game due to a variable related to the hubs not turning off when entering the tracks. As a result, the game tries to allocate memory for the hub and the track you are loading at the same time. There is not enough memory for both, so the game crashes. To remedy this, it is possible to turn it off through hex editing:
Search 00 00 00 00 00 00 82 8C 00 04 03 3C A5 B7 02 08
Replace 00 00 00 00 08 40 02 3C 00 04 03 3C A5 B7 02 08
    • There is no N. Oxide rematch after collecting all 18 relics (although the title string and the code to detect if he was beaten twice are already present).
  • It is impossible to unlock Skull Rock, Slide Coliseum and Turbo Track without hacking, as the game wasn't programmed to make them available after collecting the level prizes.
    • Therefore, the unlock requirement for Skull Rock is unknown.
  • Loading a save file in N. Sanity Beach, The Lost Ruins, and Glacier Park can spawn the player at different placements every time the file is loaded. In the final game, the spawn point is always fixed in one spot.
  • Adventure mode doesn't save the unlocked characters once you've beaten the Gem Cups. You will need to either save a Relic Race or Time Trial score while either of them is unlocked in order to keep them permanently available, otherwise you will need to replay the Gem Cups every time the game is booted in order to unlock them.
    • However, if you saved the Adventure data with the Gem Cups already beaten, but didn't save a high score, you won't be able to unlock the characters again unless you clear the entire save data and start over.

Progression

The number of trophies required to unlock the racetracks throughout the game was vastly different due to the unrestricted exploration across the hubs. This setup allowed the player to collect trophies without following a specific order, where you could even unlock other areas earlier and collect enough trophies to defeat the boss before even beating the previous hubs.

Area Level Aug 5 Requirements Final Requirements
N. Sanity Beach Crash Cove - -
Roo's Tubes - -
Mystery Caves 1 Trophy 1 Trophy
Sewer Speedway 4 Trophies 3 Trophies
Skull Rock 1 Key 1 Key
The Lost Ruins Coco Park - 1 Key + 4 Trophies
Tiger Temple - 1 Key + 4 Trophies
Papu's Pyramid 7 Trophies 1 Key + 6 Trophies
Dingo Canyon 3 Trophies 1 Key + 7 Trophies
Rampage Ruins 2 Keys 2 Keys
Glacier Park Blizzard Bluff 1 Key + 5 Trophies 2 Keys + 8 Trophies
Dragon Mines 1 Key + 7 Trophies 2 Keys + 9 Trophies
Polar Pass 1 Key + 9 Trophies 2 Keys + 10 Trophies
Tiny Arena 1 Key + 11 Trophies 2 Keys + 11 Trophies
Rocky Road 3 Keys 3 Keys
Citadel City N. Gin Labs 2 Keys + 14 Trophies 3 Keys + 12 Trophies
Cortex Castle 2 Keys + 10 Trophies 3 Keys + 12 Trophies
Hot Air Skyway 2 Keys + 12 Trophies 3 Keys + 14 Trophies
Oxide Station 2 Keys + 14 Trophies 3 Keys + 15 Trophies
Nitro Court 4 Keys 4 Keys
Gem Stone Valley Slide Coliseum 10 Relics 1 Key + 10 Relics
Turbo Track 15 Relics 1 Key + 5 Gems
  • Glacier Park requires 1 key to open, instead of 2.
  • Citadel City requires 2 keys to open, instead of 3.
  • The requirement to unlock Turbo Track is 15 relics, instead of 5 gems.

Inventory Menu

Aug 5 Final
CTR-Aug5 AdventurePauseMenu.png CTR-Final AdventurePauseMenu.png
  • The pause/inventory menu was completely revamped. Here rather than showing a full tab per area containing all tracks and challenges for each hub, there is a small box showing each level and its collectibles individually.
    • Uncollected relics, tokens, and gems models are displayed in the "default" non-shaded forms.
Area Menu Order Rewards
The Lost Ruins Dingo Canyon Trophy, Relic, Token
Glacier Park Dragon Mines Trophy, Relic, Token
Glacier Park Blizzard Bluff Trophy, Relic, Token
N.Santiy Beach Crash Cove Trophy, Relic, Token
The Lost Ruins Tiger Temple Trophy, Relic, Token
The Lost Ruins Papu's Pyramid Trophy, Relic, Token
N.Santiy Beach Roo's Tubes Trophy, Relic, Token
Citadel City Hot Air Skyway Trophy, Relic, Token
N.Santiy Beach Down the Drain Trophy, Relic, Token
N.Santiy Beach Mystery Caves Trophy, Relic, Token
Citadel City Cortex Castle Trophy, Relic, Token
Citadel City N.Gin Labs Trophy, Relic, Token
Glacier Park Polar Pass Trophy, Relic, Token
Citadel City Oxide Station Trophy, Relic, Token
The Lost Ruins Coco Park Trophy, Relic, Token
Glacier Park Tiny Arena Trophy, Relic, Token
Gem Stone Valley Slide Coliseum Relic
Gem Stone Valley Turbo Track Relic
N.Santiy Beach Ripper Roo's Challenge Key
The Lost Ruins Papu Papu's Challenge Key
Glacier Park Komodo Joe's Challenge Key
Citadel City Pinstripe Potoroo's Challenge Key
Gem Stone Valley N. Oxide's Challenge Key
N.Santiy Beach Skull Rock Token
The Lost Ruins Rampage Ruins Token
Glacier Park Rocky Road Token
Citadel City Nitro Court Token
Gems 5 Colored Gems
CTR Coins 5 Colored Tokens
Relics Sapphire, Gold, Platinum
  • The level order is based on the internal level ID values (00 for Dingo Canyon, 01 for Dragon Mines, 02 for Blizzard Bluff, 03 for Crash Cove, etc.)
  • N. Sanity Beach is misspelled as "N. Santiy Beach".
  • Mask hints option is missing due to their absence in this build.
  • The menu always shows Dingo Canyon as the standard screen. In the final game, it automatically changes the tab according to the current world.
  • The "Paused" text is present here. In the final game, this string isn't displayed in the inventory menu.
  • The menu border has no green outlines.

World Maps

In the area transition segments, there is no back-face culling, so you can see the other sides of walls.

Gem Stone Valley

  • The player's spawn point is different. The character spawns towards Oxide's Spaceship, while in the final game they are facing the waterfalls.
  • The rocky scenery on the right side of the Spaceship is taller.
  • The concrete fence around the map is more retracted, making the area more open to drive.
  • The sky background behind the Spaceship has clouds like the rest of the map. These were removed in the final game.
Aug 5 Final
CTR-Aug5 OxideSpaceship.png CTR-Final OxideSpaceship.png
  • The Spaceship is less detailed around the boss garage area and has a light-green tone.
  • The scenery behind the Spaceship is full of trees that were removed in the final game.
  • There are no invisible walls over the concrete fences of the boss garage entrance. Therefore, it's possible to go out of bounds by jumping with enough speed and jump.
Aug 5 Final
CTR-Aug5 GemCupsDoor.png CTR-Final GemCupsDoor.png
  • There is no door locking the Gem Cups area.
Aug 5 Final
CTR-Aug5 TheLostRuinsEntrance.png CTR Removed Sign Final.png
  • The entrance for The Lost Ruins was completely reworked.
Aug 5 Final
CTR-Aug5 OxideGarage.png CTR-Final OxideGarage.png
  • Textures inside Oxide's garage are heavily unfinished.
  • Floor textures have a beige-ish color inside the garage area.

N. Sanity Beach

CTR-Aug5 CrashCoveTiki.png
  • Sand textures are darker.
  • N. Sanity Beach's theme is slightly different.
  • There is no door connecting Gem Stone Valley to N. Sanity Beach.
  • A tiki head statue was removed from the sea background near to the Crash Cove warp pad.
Aug 5 Final
CTR-Aug5 ExtraBridge.png CTR-Final ExtraBridge.png
  • There is an additional extension on the dock leading to Roo's Tubes. This remained on the map in the final game.
  • There are two palmtrees instead of one next to the dock.
  • Drain pipes around the Sewer Speedway warp pad have a dark tone.

The Lost Ruins

  • Some grass textures over the stone walls are missing.
  • Shadows under the trees are missing.
  • A direction sign pointing to Papu's Pyramid is missing.
Aug 5 Final
CTR-Aug5 PapuGarage.png CTR-Final PapuGarage.png
  • There is no dark background inside Papu Papu's garage.
  • It's possible to go out of bounds by jumping with enough speed on the right side of the scenery, located in the right ramp, next to the Load-Save Screen. Falling off from this area spawns you out of bounds, softlocking the game.

Glacier Park

  • Polar Pass and Blizzard Bluff warp pads are swapped.
  • Some crystal clusters around the igloo were removed in the final game.
  • The color of the Dragon Mines warp pad is red instead of blue.
  • The podium scene and the player spawn are both facing in the opposite direction of the boss garage.
  • Falling off from this area spawns you out of bounds, softlocking the game.

Citadel City

  • Chandeliers in the Cortex Castle area have different textures.
Aug 5 Final
CTR-Aug5 CitadelCityNitroCourt.png CTR-Final CitadelCityNitroCourt.png
  • Floor textures are used to cover the area around the Nitro Court warp pad.
    • The ceiling above the warp pad was removed in the final game.
  • It's possible to go out of bounds by jumping the fence with enough speed in the N. Gin Labs area, and in the spiral segment located next to the podium.

Podium

CTR-Aug5 Podium.png
  • The podium is in a very primitive state. There are no characters, pedestals, or the Trophy Girl - only the obtained prize appears on the top.
  • There are no victory fanfares either. Instead, the area theme plays all the time.

Boss Challenges

CTR-Aug5 OxideIcon.png
  • There is no boss race theme.
  • Bosses do not drop their arsenal of infinite weapons. Instead, they just act as a regular opponent and use random items.
  • Invincibility Mask, Warp Orb and N. Tropy Clock power-ups are available by default during the boss races. In the final game, these weapons will only appear as part of the dynamic difficulty adjustment system, as when the player starts losing the race multiple times.
  • After beating Ripper Roo, the player will spawn in front of his garage, rather than warping in front of Gem Stone Valley's entrance.
  • After beating Pinstripe, the player will spawn in front of his garage, rather than warping in front of N. Oxide's garage.
  • N. Oxide doesn't start before the green light.
    • The game switches to low-poly models of N. Oxide when he is further away from the camera. In the final game, the level of detail of his model never decreases.
    • Attacking him using any weapons will bounce him up and down like a regular opponent. In the final game, he will always spin around in circles when hit by most types of weapons - with the exception of Power Shields and Invincibility Masks.

CTR Challenge

Blank.png
CTR Letters Locations
Many letters are placed in different locations.
  • Picking up a letter shares the same "slurp" sound effect when collecting a Wumpa fruit.
Aug 5 Final
CTR-Aug5 TokenAwarded.png CTR-Final TokenAwarded.png
  • The token message is shown along with the race results.
  • Pressing X while the letters are falling from the HUD after failing the challenge will freeze them onscreen.

Relic Race

Blank.png
Time Crates Locations
Many time crates are placed differently, and some of them are harder to reach.
  • The requirements for all relic records are placeholder times. Sapphire times vary between 2:18:00 and 2:35:00.
    • Gold and Platinum times are 10 and 30 seconds less than Sapphire times, respectively.
  • There is no time crate counter during the race.
  • You cannot save your score if the clock passes 3:00:00, even if subtracting the final time by 10 seconds with a Perfect bonus.
Aug 5 Final
CTR-Aug5-RelicRace.png CTR-Final RelicRace.png
  • Platinum relic has been changed from grey to white.
    • The Platinum font has white shading on the left side of the characters - this is also the same color that Fake Crash uses in this version.
  • The relic obtained at the end of the race appears very small in the top right corner next to the relic time requirement, and will enlarge once the time is beaten.
    • There is no sound effect during the time subtraction.
    • Messages are positioned a little higher on the screen.
      • "Relic Awarded" and "New High Score" lack an exclamation mark - notably, the British English text in the PAL version removes it as well.
    • The time crate counter is slightly offcenter.
  • The results screen displays the same relic time as the in-race HUD, rather than using the actual time of the relic tier you earned, resulting in the requirement being displayed incorrectly onscreen if the tiers are different.
  • The confirm button on the Enter Your Name screen reads "Save" instead of "Save High Score". The menu can be also skipped using the Square button.
  • The Best Times ranking doesn't show up during the results screens.
  • Regardless of the relic you get, the podium and inventory add up animation always display the Sapphire relic.
Level Aug 5 Final Aug 5 Final
Crash Cove 2:32:00
2:22:00
2:02:00
1:17:00
1:05:00
0:52:00
30 boxes 32 boxes
Roo's Tubes 2:29:00
2:19:00
1:59:00
1:15:00
1:05:00
0:55:00
32 boxes 32 boxes
Mystery Caves 2:26:00
2:16:00
1:56:00
1:55:00
1:44:00
1:32:00
40 boxes 40 boxes
Sewer Speedway 2:27:00
2:17:00
1:57:00
1:33:00
1:05:00
0:37:00
65 boxes 65 boxes
Coco Park 2:21:00
2:11:00
1:51:00
1:35:00
1:12:00
0:49:00
40 boxes* 40 boxes
Tiger Temple 2:31:00
2:21:00
2:01:00
1:20:00
1:02:00
0:43:00
52 boxes 52 boxes
Papu's Pyramid 2:30:00
2:20:00
2:00:00
1:34:00
1:09:00
0:42:00
48 boxes 48 boxes
Dingo Canyon 2:35:00
2:25:00
2:05:00
1:25:00
1:09:00
0:53:00
38 boxes 38 boxes
Blizzard Bluff 2:33:00
2:23:00
2:03:00
1:30:00
1:08:00
0:43:00
36 boxes* 40 boxes
Dragon Mines 2:34:00
2:24:00
2:04:00
1:28:00
1:11:00
0:54:00
39 boxes 39 boxes
Polar Pass 2:23:00
2:13:00
1:53:00
3:00:00
2:33:00
2:05:00
38 boxes 38 boxes
Tiny Arena 2:20:00
2:10:00
1:50:00
3:45:00
3:22:00
2:58:00
57 boxes 60 boxes
N. Gin Labs 2:24:00
2:14:00
1:54:00
2:15:00
1:34:00
0:53:00
70 boxes 70 boxes
Cortex Castle 2:25:00
2:15:00
1:55:00
2:35:00
2:04:00
1:32:00
62 boxes 62 boxes
Hot Air Skyway 2:28:00
2:18:00
1:58:00
3:05:00
2:34:00
2:02:00
60 boxes 56 boxes
Oxide Station 2:22:00
2:12:00
1:52:00
3:17:00
2:56:00
2:34:00
47 boxes* 49 boxes
Slide Coliseum 2:19:00
2:09:00
1:49:00
1:55:00
1:45:00
1:40:00
45 boxes 45 boxes
Turbo Track 2:18:00
2:08:00
1:48:00
1:45:00
1:32:00
1:19:00
52 boxes* 52 boxes
  • Relic times are actually based on the internal level ID list. The first track has the highest relic times, while the last track has the lowest times. Each level discounts one second of each relic requirement compared to its previous track. For example, Dingo Canyon (ID 00) has a Sapphire time of 2:35:00, which is followed by Dragon Mines (ID 01) featuring 2:34:00, then Blizzard Bluff (ID 02) featuring 2:33:00, Crash Cove (ID 03) with 2:32:00, Tiger Temple (ID 04) with 2:31:00, and so on.
  • In Coco Park, the box counter indicates there are 40 boxes on the track, however only 38 are possible to collect due to two misplaced invisible crate pointers at the beginning of the track that can be triggered when passing through - which will break two existing time crates further behind.
  • In Blizzard Bluff, the box counter indicates there are 36 boxes on the track, however only 33 are possible to collect. Two time crates are misplaced under the floor before the hut, and the other one is at the end of the track and you can actually see it misplaced under the frozen ice surface.
  • In Tiny Arena, it's insanely hard to obtain at least a Sapphire relic due to the low requirement. Consequently, Gold and Platinum relics are unreachable, unless if you perform the Clock Stop Exploit.
  • In Oxide Station, it's insanely hard to obtain a Platinum relic due to the low requirement. It gets easier if you perform the Clock Stop Exploit.
    • The box counter indicates there are 47 boxes on the track, however only 45 are possible to collect. Two time crates are misplaced under the floor in the first ramp section, which is a leftover of an earlier level layout that originally featured a split-path leading to four tubes.
  • In Turbo Track, the box counter indicates there are 52 boxes on the track, however only 51 are possible to collect. A time crate is misplaced under the floor in the final set of time crates.

Clock Stop Exploit

In this build, restarting a Relic Race while the clock is frozen will keep it frozen even after the race has started. However, this glitch can not only be performed in Relic Race, but also in the entire game. By breaking the 4x3 row of 3-second time crates right before the start line in N. Gin Labs, you can keep re-collecting them and restarting the race, maintaining the clock frozen for insane minutes. The result can be used to obtain easy relics on any track and achieve the lowest time possible in Time Trial mode, even allowing the player to obtain unreachable relics and open/beat impossible ghosts in this build. The clock will be also frozen while you aren't inside a track, but it will still be ticking. It works in all game modes and challenges.

Bonus Round

  • The race intro jingle is enabled during the countdown.
  • The kart doesn't brake immediately after the challenge ends.
  • Time limits are different in most arenas, with the exception of Nitro Court.
Time limit Aug 5 Final
Skull Rock 1:10:00 1:23:00
Rampage Ruins 1:30:00 1:25:00
Rocky Road 1:30:00 1:20:00
  • In Rocky Road, there are two regular boxes inside two specific Nitro crates in the bottom edges, so using a Bowling Bomb to explode it, you can receive free crystals ranging from 5 to 8, acting just like Wumpa crates.

Gem Cups

  • The Restart option is present. Restarting will reset the current race, not the entire cup.
  • The race standings screen doesn't have a smooth transition.
  • In Purple Gem Cup, the RNG percentage is not set properly, as you can receive Invincibility Masks, Warp Orbs, Triple Bowling Bombs and Tracking Missiles, and Clocks even if in first or second place.
Aug 5 Final
CTR-Aug5 RaceStandings PurpleGemCup.png CTR-Final RaceStandings PurpleGemCup.png
  • There are overlapping icons for 6th, 7th, and 8th positions on the top left corner in Purple Gem Cup.
Cup Aug 5 Final
Red Gem Cup Crash Cove
Mystery Caves
Blizzard Bluff
Papu's Pyramid
Crash Cove
Mystery Caves
Papu's Pyramid
Blizzard Bluff
Blue Gem Cup Tiger Temple
Sewer Speedway
Dragon Mines
N. Gin Labs
Sewer Speedway
Tiger Temple
Dragon Mines
N. Gin Labs
  • The track order is based on the old trophy requirements order, which also applies to the level select menu order. In the final game, it's based on the area order.

Track Differences

At this point in development, the majority of the racetracks have mostly been finalized, with only a few of them featuring minor changes.

Crash Cove

Aug 5 Final
CTR-Aug5 CrashCoveGround.png CTR-Final CrashCoveGround.png

There is a low relief around the first set of crates. It's also noticeable due to the second crate being lower than the others.

Roo's Tubes

Aug 5 Final
CTR-Aug5 RoosTubesMushrooms.png CTR-Final RoosTubesMushrooms.png

These two mushrooms on the left side of the skeleton arch were removed in the final game.

Mistery Caves

Aug 5 Final
CTR-Aug5 MysteryCavesFence.png CTR-Final MysteryCavesFence.png
  • The fence on the left side of the finish line uses an incorrect texture coloring.
CTR-Aug5 MysteryCaves-4PlayersTurboPad.png
  • The turbo pad in the downhill decent leading to the split-path is missing in the 3+ players version of the track.

Sewer Speedway

  • The track is called "Down the Drain". Interestingly, the name differs from the other tracks due to its different naming style, which is similar to how most levels in the previous games were named, being either a pun or a reference to something else outside the Crash universe.
Aug 5 Final
CTR-Aug5 SewerSpeedwayCrate.png CTR-Final SewerSpeedwayCrate.png
  • The ? crate of the right in the middle path before the big half-pipe section is misplaced.
  • There are no boost flags on the ground at the edge of the pit after the turbo pads.
  • The giant pipeline on the right side of the scenery lacks collision.

Coco Park

Aug 5 Final
CTR-Aug5 CocoParkBanner.png CTR-Final CocoParkBanner.png
  • This is the only track in this build to feature a start banner. It seems to be one of the first attempts for the final banner design, as it uses a basic look and reads "Start" instead of "CTR".
    • The start banner also has waving animations in 3+ player mode. In the final game, they were disabled.
  • The pond has no ground floor collision in 3+ player mode, causing the player to fall straight into the void.
  • In 3+ player mode, there is an odd bug where a grass tile near the stadium floats over another player's screen if that object is rendered on a different screen. The P1 shows on P2's screen, P2 shows on P3's screen, and P3 shows on P4's screen.

Tiger Temple

  • The temple door cannot be opened by running into with an Invincibility Mask or by throwing Beakers.
  • The right chunk of a temple's wall texture in the scenery at the start of the level is missing in the final game, but is present in the prototype.

Dragon Mines

  • There are no Wumpa crates at all, making it impossible to juice up weapons on this track.
  • The first two minecarts that roll on the rail above the start of the level move upside down. This glitch happens every time the track is loaded for the first time.

Polar Pass

Aug 5 Final
CTR-Aug5 PolarPassSign.png CTR-Final PolarPassSign.png
  • The three yellow signs in the walls are missing.
Aug 5 Final
CTR-Aug5 PolarPassTurboPads.png CTR-Final PolarPassTurboPads.png
  • The third iceberg at the end of the horseshoe-shaped section is a smaller one containing one turbo pad instead of a bigger variant with two turbo pads.
CTR-Aug5 PolarPassCameraBug.png
  • Finishing the race in Time Trial and Relic Race modes will cause a camera bug to occur whenever the character passes through the initial part of the level.

Tiny Arena

Aug 5 Final
CTR-Aug5 TinyArenaTurboPads.png CTR-Final TinyArenaTurboPads.png

A trio of turbo pads is missing at the end of the track.

Cortex Castle

  • Signposts don't have collision.
  • The floor right before the stairs leading to the castle's bridge erroneously has the offroad flag applied, cancelling the kart's current turbos and reserves whenever the player passes by. One can notice yellow particles as when the kart is over grass, for example. Consequently, the player is also unable to powerslide while on this area.

N. Gin Labs

Aug 5 Final
CTR-Aug5 N.GinLabsGizmos.png CTR Final N.Gin Labs Gizmos.png
  • Yellow laboratory structures in the scenery before the barrel section are not present in the final game, although they can still be seen in the track preview video.
  • There are three directional arrows in the bridge instead of two.

Hot Air Skyway

  • A Wumpa crate is missing in the first curve at the beginning of the level. Instead, there are two single Wumpa fruits on each side of the road.
  • There are Wumpa fruits spread around the spiral section.
  • If you fall down during the big jump, the fall lasts a lot longer until you hit the out of bounds boundary and the mask comes to rescue you.
  • There is a row of four Wumpa fruits after the Wumpa crate is located.
  • There are two more Wumpa fruits afterwards, on each side of the road before the straight section.

Oxide Station

  • There are no cinematic camera angles programmed, so the camera will simply rotate around the character after the race is over.
Aug 5 Final
CTR-Aug5 OxideStation2.png CTR-Final OxideStation2.png
  • The brown domed roof is missing at the entrance leading to the S-curve tunnel.
  • An invisible floor was added under the first ramp, preventing the player from falling to the bottom of the scenery.
  • Occasionally, the turbo pad may not give enough speed, causing the player to not be able to reach the platform and fall off the track.
    • Sometimes CPU racers are also unable to successfully reach the other side.
Aug 5 Final
CTR-Aug5 OxideStation.png CTR-Final OxideStation.png
  • The tunnel leading to the big fall is entirely covered in turbo pads.
CTR-Aug5 OxideStationGlitch.png
  • The bottom section after the large drop down has geometry issues on the right wall in Time Trial and Relic Race modes.
Aug 5 Final
CTR-Aug5 OxideStationReflection.png CTR-Final OxideStationReflection.png
  • Glass reflections are brighter in Time Trial and Relic Race modes.
  • The AI paths used in Time Trial and Relic Race modes when the player turns into a CPU after the race ends do not work properly:
    • The CPU is not able to gain enough speed to cross over the first ramp, causing the character to go out of bounds, before teleporting back to the track after falling for a few seconds.
      • However, if the CPU takes the left path, the character will instead go too far to the left side of the ramp each time they pass, causing the character to miss the turbo pad and get stuck in a loop forever.
    • If the CPU takes the middle path, the character will start respawning indefinitely upon reaching the sharp right turn after the large drop down.

Slide Coliseum

  • The lap counter checkpoint is misplaced, causing it to trigger slightly before crossing the finish line.
Aug 5 Final
CTR-Aug5 SlideColiseumTexture.png CTR-Final SlideColiseumTexture.png
  • This wall uses an incorrect grass texture, which is fixed in the final game but still rotated wrong.
CTR-Aug5 SlideColiseumGlitch.png
  • One of the AI paths is not set properly, causing some of them to go towards the wall and keep going out of bounds forever before the penultimate left curve.
  • The bottom half of the skybox is placed lower and is not blended with the top half.

Turbo Track

  • Turbo pads are static, lacking the scroll animation.
  • The first Wumpa crate is misplaced in mid-air.
  • There are no cinematic camera angles programmed, so the camera will simply rotate around the character after the race is over.
    • In Time Trial and Relic Race modes, the game crashes when crossing the finish line due to a thread being given an invalid pointer.
  • The bottom half of the skybox is placed lower and is not blended with the top half.
  • Coco Park's skybox is used in the multiplayer versions of the track.

Arena Differences

  • All arenas use Lab Basement's theme as a placeholder.
  • There are no AI paths programmed in any of the arenas, thus the player always stops moving after the battle is over. In the final NTSC-U version, only Nitro Court has no paths.

Nitro Court

? crates behind player 1 and player 2's spawn positions are duplicated. Hitting it automatically breaks both crates, but throwing a Bowling Bomb or Tracking Missile at them will break just one instead.

Parking Lot

The arena is called "Garden Gambit".

Lab Basement

The arena is called "Maze Malaise".

Soundtrack Differences

The following themes have a cut extension at the end of the track. These parts were present in the original "pre-console" version.

Level Aug 5 Final Notes
N. Sanity Beach
File:CTR-Final NSanityBeachTheme.ogg
Mystery Caves
Tiger Temple
Polar Pass
Tiny Arena
Hot Air Skyway
Oxide Station

Unused Content

Unused Text

CONTROLLER 1 IS UNPLUGGED!
CONTROLLER 2 IS UNPLUGGED!
CONTROLLER 3 IS UNPLUGGED!
CONTROLLER 4 IS UNPLUGGED!
PLEASE INSERT A CONTROLLER

As there are no controller messages when a controller is unplugged, they went unused in this build. The numeration is also different, as in the final game the controllers are called 1A, 1B, 1C and 1D when plugged into the multitap.

UNLIMITED MODE

A High Score menu title related to a scrapped mode.

N.OXIDE'S FINAL CHALLENGE

Even though there was no Final Challenge at this point, the title string was already present - albeit missing a space on N. Oxide's name.

Early Japanese Localization

A primitive Japanese localization is present in the files. It contains only a few translated strings related to race HUD, pause menu, and controller port messages, which are leftovers strings used in the old Japanese demo version.

Original Aug 5 Final
PAUSED ポ-ズ Same as final
RESTART やりなおす もういちど はじめる
RESUME もどる Same as final
QUIT やめる タイトルがめんに もどる
TIME タイム Same as final
Timing Out - Exiting Demo いっていじかん
そうさがないので
ゲ-ムをおわります
いっていじかん にゅうりょくがないので
デモに もどります
LAP ラップ Same as final
ST ばん Same as final
ND ばん Same as final
RD ばん Same as final
TH ばん Same as final
WRONG WAY! ぎゃくそう むきが はんたいだよ!
FINISHED! ゴ-ル! Same as final
CONTROLLER 1 IS UNPLUGGED!
CONTROLLER 2 IS UNPLUGGED!
CONTROLLER 3 IS UNPLUGGED!
CONTROLLER 4 IS UNPLUGGED!
1Pコントロ-ラが ぬけているよ
コントロ-ラ2が ぬけているよ
コントロ-ラ3が ぬけているよ
コントロ-ラ4が ぬけているよ
コントロ-ラ1が ぬけています
コントロ-ラ2が ぬけています
コントロ-ラ1-Aが ぬけています
コントロ-ラ1-Bが ぬけています
コントロ-ラ1-Cが ぬけています
コントロ-ラ1-Dが ぬけています
PLEASE INSERT A CONTROLLER コントロ-ラをつないでね コントロ-ラを つなげてください

Unused Coco's Head

Coco Park features a hidden head model of Coco Bandicoot floating in the sky next to the finish line. It cannot normally be seen due to a thread that makes it invisible, but it can be drawn again by replacing the third array set 8F 00 00 08 to 0F 00 00 00.

It is unclear what was the purpose behind this, although it is speculated that it may have been intended to appear exclusively in the Japanese version, as it can be seen briefly in a Japanese pre-release trailer. The model itself still exists in the final game, although the head is not placed in the sky anymore.

Early Podium Data

Victory poses for Crash, Coco, Tiny Tiger, Dingodile, Papu Papu, Komodo Joe, Fake Crash, and the Trophy Girls already exist in the data - although some of them are in a primitive state. These files are also duplicated in the defeat animation poses as placeholders. By replacing the data of later builds of the game, it's possible to load them, although most of the textures won't work properly.

  • Crash, Coco, Tiny, and Fake Crash don't have any noticeable differences.
  • Komodo Joe does a clapping animation while he dances.
  • Ami does the wagging finger animation instead of the hand-waving one.
  • Megumi doesn't have any animations.

Oddities

Internal Track Names

Internal names for Coco Park and Tiny Arena are called coco1 and arena2, respectively. Oddly, these names were eventually reverted back to asphalt1 and asphalt2, which sound less accurate to the themes of the tracks, especially for Tiny Arena.

Game Version

The memory card header contains a version number, which is set to 9.

Save Information

The information stored on a memory card when saving the game differs in this version compared to the final release.

  • The hand icon is a sample memory card icon from an Psy-Q library.
  • The title of the ghost replay data contains an additional period before the track's name.
  • Character names share the same string array used in the character select screens. In the final game, the separate array of characters names for High Score is also used for the ghost data, featuring proper name abbreviations.
Info Aug 5 Final
Save icon CTR-Aug5 SaveIcon.gif CTR-Final SaveIcon.png CTR-Final SaveIconGhostData.png
Title CTR Saved Games and Scores CTR:Saved Games and Scores
Product Code SCUS-12345 SCUS-94426

Dongle Protection

This build is dongle protected with the use of a memory card dongle, so attempting to run it via normal means won't boot the game. It seems this dongle was made specifically for E3 demo but was later reused in subsequent builds.

E3 dongle Copyright 1999 Naughty Dog, Inc.