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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.

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.

Audio Differences

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

Startup / Menu Differences

  • The startup screens use static images, which are the same ones from demo versions. There is no music, narration or even the Naughty Dog box screen.
    • The fourth screen shows the game logo with the "Coming Soon!" message below, written in a generic font. After this screen, the main menu is instantly loaded.
  • The checkered flag background in the menus is very different: it moves diagonally, and its color is much darker.
  • The trophy animation has no sound effects. Crash's model has bigger pupils and his eyes have a darker tone. He also doesn't blink.
  • The trademark symbol next to the game's logo is missing.
  • The green outline in the menu borders has a stronger tone and lacks transparency.
  • There are no sound effects in the menus, with the exception of the name entry screen.
  • There is no transition between menu screens.
  • The cup mode in Arcade and Vs. modes wasn't implemented yet.
  • Only X and Square buttons are used to select and go back in menus, respectively. In the final game, Circle and Triangle can also be used for the same actions.
  • The demo mode and the intro cutscene are absent, not playing if idle in main menu.
  • Cheat codes weren't implemented yet, so holding L1 and R1 doesn't lock the inputs. Thus it's impossible to unlock Penta Penguin without hacking the game. Consequently, the secret demo for Spyro 2: Ripto's Rage! isn't present either.
  • 2, 3, and 4-player options are always available, regardless of how many controllers are plugged in.
  • There is no unlockable Scrapbook menu option. The video file is also entirely missing from the game.


  • The New/Load menu is positioned higher.
CTR-Aug5 CharSelectAdventure.png
  • The character select screen for Adventure mode is just a basic list containing the eight starter characters instead of a 3D garage.
  • Character names use a very basic naming:
    • 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 name entry screen is the only part of the menu that actually has sound effects. Still, it lacks the sound effects for confirmation and key deletion (even though they are present in the files).
  • The background of the character icons in the save files are totally black.
Aug 5 Final
CTR-Aug5 NoData.png CTR-Final NoData.png
  • There is no background box surrounding the warning messages screens.
Aug 5 Final
There is no card in slot 1.
Please insert a card.

Press X to continue
without saving.

There is no card in slot 1.
Please insert a card.
The card in slot 1
is unformatted
Press X to format.
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.
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.



  • 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 warning messages are written with lowercase letters, while in the final game all letters are capitalized. This doesn't affect how the strings are 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 don't inform you about using Triangle to go back - which in this case, you have to press Square.
  • The messages use the letter X to represent the button instead of the actual icon.

Character Select

Aug 5 Final (4P)
CTR-Aug5 SelectCharacter.png CTR-Final SelectCharacter4P.png
  • Character icons are in a rather primitive state: Crash, Polar, Fake Crash, and Penta Penguin's icons were totally redrawn. Tiny Tiger uses a less detailed version of his boss portrait from Cortex Strikes Back. Coco uses a very similar version of her Warp Room portrait from Warped. N. Gin's missile was changed from grey to yellow and has a slightly different texture under his bionic eye. N. Tropy's head and face expressions were slighly modified. 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.
  • Regardless of how many human players are chosen, the character menu always uses the 4-player layout, containing four player slots.
  • The 3D models rotating are absent. Instead, it displays the character names inside the blank slots once they are selected.
  • Character names use a very basic naming:
    • 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
  • A small font is used for both character names and Select Character strings. That string is also not disabled after all characters are unlocked in the 4-player screen.
  • The icons don't turn black after choosing a character. The colored outlines stop blinking instead.
  • Compared to the final 4-player screen, Penta Penguin and Fake Crash have swapped places.
  • Fake Crash's icon is slightly offcenter.

Level Select

Aug 5 Final
CTR-Aug5 SelectLevel.png CTR-Final SelectLevel (1).png
  • There are no track preview videos. The saturation of the pictures is also set to high in the menu.
  • Minimaps don't have a blue outline.
  • Slide Coliseum was originally an unlockable track along with Turbo Track.
  • The pictures were taken from earlier revisions of the levels, causing many of them to have differences no longer present at this point in development.
  • In Time Trial, the ghost select menu 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.


Aug 5 Final
CTR-AugProtos CrashCoveThumbnail.png CTR-Final CrashCoveThumbnail.png
  • The checkered line pattern is smaller and thiner.
Aug 5 Final
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.
Aug 5 Final
CTR-AugProtos TigerTempleThumbnail.png CTR-Final TigerTempleThumbnail.png
  • The checkered line pattern is smaller and thiner.
  • The vegetation is darker and the ground lacks the dirt textures.
Aug 5 Final
CTR-AugProtos CocoParkThumbnail.png CTR-Final CocoParkThumbnail.png
  • The hill right after the start line has "COCO" written with flowers.
Aug 5 Final
CTR-AugProtos MysteryCavesThumbnail.png CTR-Final MysteryCavesThumbnail.png
  • The fence next to the start line uses an incorrect texture.
  • The tiki head statue lacks blinking eyes.
Aug 5 Final
CTR-AugProtos BlizzardBluffThumbnail.png CTR-Final BlizzardBluffThumbnail.png
  • The checkered line pattern is smaller and thiner.
Aug 5 Final
CTR-AugProtos SewerSpeedwayThumbnail.png CTR-Final SewerSpeedwayThumbnail.png
  • The checkered line texture doesn't cover the offroad sides.
Aug 5 Final
CTR-AugProtos DingoCanyonThumbnail.png CTR-Final DingoCanyonThumbnail.png
  • The checkered line pattern is smaller and thiner.
Aug 5 Final
CTR-AugProtos PapusPyramidThumbnail.png CTR-Final PapusPyramidThumbnail.png
Aug 5 Final
CTR-AugProtos DragonMinesThumbnail.png CTR-Final DragonMinesThumbnail.png
  • The checkered line texture doesn't cover the offroad side.
Aug 5 Final
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.
Aug 5 Final
CTR-AugProtos CortexCastleThumbnail.png CTR-Final CortexCastleThumbnail.png
Aug 5 Final
CTR-AugProtos TinyArenaThumbnail.png CTR-Final TinyArenaThumbnail.png
Aug 5 Final
CTR-AugProtos HotAirSkywayThumbnail.png CTR-Final HotAirSkywayThumbnail.png
Aug 5 Final
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.
Aug 5 Final
CTR-AugProtos OxideStationThumbnail.png CTR-Final OxideStationThumbnail.png
  • The level's textures are heavily unfinished.
Aug 5 Final
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.
Aug 5 Final
CTR-AugProtos TurboTrackThumbnail.png CTR-Final TurboTrackThumbnail.png
  • The stadium model lacks walls linking to the level's ground.
  • The asphault road is larger, lacking the grassy offroad.
Aug 5 Final
File:CTR-AugProtos OxideStationMenuMinimap.png CTR-Final OxideStationMinimap.png
  • Oxide Station's minimap has some different parts:
    • In the tube 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 big jump section has an extra platform in the middle of the hole.
    • Overall, the map design looks poorly drawn, as there are many inconsistencies with the final map.


  • Parking Lot is called "Garden Gambit".
  • Lab Basement is called "Maze Malaise".
  • 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
  • The camera angles are different.


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.
  • The warning messages use a small font.
  • The setup always reset to default when returning to the menu.

High Score

Aug 5 Final
CTR-Aug5 HighScore.png CTR-Final HighScore.png
  • Only the eight starter characters are shown in the default scores. In the final game, Ripper Roo, Papu Papu, Komodo Joe, Pinstripe, and N. Tropy are also present.
  • The default CPU scores are set to 3:00:00, while in the final NTSC-U release is 9:59:00.
  • Best Lap Time names use the standard font color instead of the character's unique color.
    • The default Best Lap Time will always show the score of the first character in the Best Track Times ranking.
  • There is no visible Time Trial and Relic Race options. Instead, pressing Up/Down will switch between "Standard Mode" (Time Trial) and "Relic Race".
  • Default Best Lap Time scores are also present in Relic Race mode. They were removed in the final game since there is no lap score in this mode.
  • The directional arrows next to the track names are missing.
  • The small font is used for the character names. The dark drop shadows are also further down.
  • Pressing X will return to the main menu.
  • Dr. Neo Cortex and N. Gin name abbreviations are the same placeholder ones used in the rest of the prototype. In the final game, characters with long names have unique abbreviations for the rankings.
  • Slide Coliseum and Turbo Track scores are accessible even if the tracks aren't unlocked.
CTR-Aug5 HighScore-PentaFakeJoe.png
  • Penta Penguin is represented by the black color, which has the same tone as the drop shadows, making the text unreadable. In the final game, his color was changed to white.
  • Fake Crash is represented by the silver color, whereas in the final game his color is blue-grey.
  • Komodo Joe is represented by the blue color, which was later changed to mustard.

Loading Screen

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

There is no Loading... text during the loading screen.

Gameplay Differences

  • The checkered flag immediately appears and disappears without slowly transitioning on and off during the loading screen.
  • At this point in development, the voice recording sessions haven't started yet, so there is no voice acting throughout the gameplay.
  • The game doesn't take a monochromatic screenshot when pausing.
    • The interface menu doesn't have greenish outlines.
    • You can switch between minimap and speedometer during the pause.
    • In the Voice option, developer's voice impressions are used for the eight starter characters as a placeholder.
    • There is no buzz sound effect for the FX option.
    • The Controller option lacks the "Vibration" text.
    • Selecting the "Quit" option will make you instantly leave the race. In the final game, there is an extra prompt with "Yes" and "No".
  • The racing wheel configuration menu wasn't present yet.
  • Pressing Triangle to skip the race intro will also switch between minimap and speedometer.
  • The lap counter is separated by a hyphen, whereas in the final game, it's separated by a slash.
  • The lap time is registered once the lap is finished, while in the final game the player can see the time of each lap in real time.
  • There is no checkpoint sound effect after crossing the finish line on each lap.
  • There is no CTR start banner in the tracks, with the exception of Coco Park.
  • Aku Aku's model is exposing his teeth, just like his previous in-game apparitions.
  • Uka Uka's model was taken from his in-game model used in the final battle of Crash Bandicoot: Warped.
  • There is no checkered flag transition when restarting a race. Instead, the race resets instantly.
  • Restarting a race while the race intro fanfare is playing will cause the following race to start without the fanfare music.
Aug 5 Final
  • The Final Lap! warning is absent, and the jingle is very different.
  • Losing a race will play the victory fanfare instead.
  • The track music doesn't resume after the victory fanfare ends.
  • The PS1 button symbols have a golden color, although only the X one is shown in this build.
Aug 5 Final
CTR-Aug5 StartLights.png CTR-Final StartLights 2.png
  • The start lights are different, closely resembling the design used on Highway levels in Crash Bandicoot: Warped.
  • The Super Turbo Pad contains a scrapped feature which allows the player to maintain the maximum speed for the entire race, just like Crash Team Racing Nitro-Fueled. That happens because you don't lose "reserves" when getting any type of boost. A piece of code limiting 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 instantly rescue you upon touching the ground instead.
  • There are no controller messages when a controller is unplugged.


  • The player and CPU racers always start at random positions, changing whenever a race is selected or restarted. This applies to both Arcade and Adventure modes. In the final game, the player will always start in first place in Arcade mode - with CPU racers sorted according to the character select screen, and eight place in Adventure mode - with CPU racers sorted semi-randomly.
  • There is no exhaust gas coming out of CPU karts.
  • The weapon fire function is also mapped to the R2 button, in addition to the Circle button. Therefore, there is no backward view.
Aug 5 Final
  • A different sound effect is heard when the player receives a power-up or collect 10 Wumpa fruits.
  • Activating another Invincibility Mask power-up while the current one is almost disappearing will make them reappear without the trail effect.
  • Hitting a TNT while spinning out or squashed won't instantly blow it up in the player's head.
  • The Warp Orb AI is very glitchy in this build, as it gets easily stuck in many sections of the tracks.
  • The Red Beaker can cause seven different effects to the player by default:
    • Randomize item until the stormy cloud is gone
    • Unable to pick power-ups until the stormy cloud is gone
    • Make the kart slippery
    • Make the kart unable to hop
    • Shake the kart + slow down
    • Shake the kart if it hops + slown down
    • Drain Wumpa fruits (removed status effect)

In the final game, the status effects aren't totally random: if the player isn't holding any item, shake the kart + slown down and shake the kart if it hops + slown down effects are applied. If the player is holding any item, randomize item until the stormy cloud is gone effect is applied. The rest of the effects can only be active if the player hits another Red Beaker while the effect of the previous is still being played.

  • The Power Shield doesn't wobble.
    • Colliding with an opponent with the shield won't flash the screen.
  • The CPU paths are different on many tracks.
  • CPU racers aren't affected by crushing hazards, such as Sewer Speedway and N. Gin Labs rolling barrels, Blizzard Bluff's rolling boulder, and Dragon Mines minecarts.
  • Crashing while being crushed will make the kart flip with the crushed animation. In the final game, the kart automatically returns to a normal state during the flip.
Aug 5 Final
CTR-Aug5 RaceResults.png CTR-Final RaceResults.png
  • The interface menu doesn't have greenish outlines.
  • The position numbers after finishing a 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 all of them appear will cause the rest of the icons to pop up on the screen, one by one.

Time Trial

  • Some textures lack transparency in the ghost forms of some 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.
  • The results screen doesn't have a transition.
  • The end of race messages lack an exclamation mark.
  • Since there is no voice acting in this build, N. Tropy's dialogues are consequently absent.
  • The confirm button on the Enter Name screen says "Save" instead of "Save High Score". The menu can be also skipped using the Square button.
  • The Total Time and the Best Lap Time fonts don't flash white.
  • The character names in the rankings use small font, just like the High Score menu.
  • The position numbers in the rankings are colored red.
  • Attempting to save a ghost without a memory card will display an error message asking to press X to continue without saving. However, pressing X won't cause any effects, so the only effective way to close the pop-up is by pressing Square instead.
  • Selecting a ghost data slot says "Choose a slot to save to" instead of "Choose a memory card slot to save to".
  • The time requirement to open N. Tropy's ghost is finishing it under 3:00:00 for all tracks. In the final game, each track has a specific time required to open his ghosts.
  • Replaying a Time Trial race after finishing it without leaving the track does create a ghost of your previous run, but only in your first Time Trial track. The game stops tracking your latest run once you switch to another track.
  • N. Tropy's ghost times are different:
    • His ghost takes the shortcut during all laps on Crash Cove and Blizzard Bluff.
    • His ghost spawns out of bounds but teleports right before the start lights in Mystery Caves and Blizzard Bluff. He also oddly starts before the green light in these cases, just like Oxide boss in the final game.
    • His ghost runs out of bounds in Sewer Speedway, Dingo Canyon, Cortex Castle, Oxide Station, Slide Coliseum, and Turbo Track. Therefore, it's impossible to beat him on these tracks, except if using the Clock Stop Exploit.
    • It's near impossible to open his ghost in Tiny Arena due to the low time requirement.
  • N. Oxide's ghosts weren't implemented yet. Instead, you will race against a ghost that copies the character the player is using.
    • This ghost drives around in circles, going back and forth at the beginning of Crash Cove for almost a minute, then it turns into a CPU.
    • This ghost spawns out of bounds but teleports right before the start lights in Tiger Temple, Coco Park, Mystery Caves, and Blizzard Bluff. Just like N. Tropy, they also oddly start before the green light in these cases.
    • This ghost runs out of bounds in all tracks that N. Tropy's ghost is also broken, + Papu's Pyramid and Dragon Mines.
  • Beating ghosts won't add any gold/platinum stars next to the course names.
  • N. Tropy can't be unlocked without hacks since the game wasn't yet programmed to make the change from “locked” to “unlocked” after beating his ghosts.
  • Beating all the second ghosts challenges won't unlock anything either.


  • In 2 players 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.
  • Finishing a race doesn't play the victory fanfare until the race is officially over for everyone.
  • The race intro jingle is enabled during the countdown in Battle mode.
  • All battle arenas use Lab Basement's theme as a placeholder.
  • Super Engine works in a different manner: instead of providing a constant turbo boost for a short period of time, it makes your kart permanently faster for the rest of the match. Each time the power-up is used, the top speed gets slightly increased - you can upgrade it up to five times if you have less than 10 Wumpas, otherwise you can get up to three times. Overall, the result is barely noticeable, making it a useless power-up. Additionally, a chainsaw sound will play when actived - which is still present in the final game, but unused, and the sound of the kart's engine becomes higher pitched as it gets upgraded.
  • 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.
  • All battle arenas have no CPU paths programmed, so the player always stops moving after the battle is over. In the final game, only Nitro Court has no paths.
  • There is no limit to how many Missiles can be onscreen at once, which can have an impact on FPS. In the final game, there is a restriction that is in Vs. mode to prevent too many rockets from being onscreen by setting that only 2 players out of 4 can have 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.
  • 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, while the prototype uses the small font for both comments and "You Hit/Hit You" strings.
Comments Aug 5 Final
Deleted Strings BLUES
Missing Strings BLACK N' BLUE


  • Komodo Joe, Fake Crash, and Penta Penguin's minimap icons are blue, silver, and black, respectively.
  • Penta Penguin was originally protected by Uka Uka. A remnant is present 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.
  • Hitting a TNT as Penta Penguin and Fake Crash will cover the entire kart body.

Adventure Mode

  • The game starts in Gem Stone Valley, spawning next to N. Oxide's garage. You have access to both N. Sanity Beach and The Lost Ruins tracks at the beginning. Crash Cove, Roo's Tubes, Coco Park, and Tiger Temple are accessible from the start.
  • Instead of a separate game mode, you must collect the letters C, T, and R during a Trophy Race, where each letter will become available on different laps - if you miss any of them, you won't be able to try again on the next lap unless you restart the race. C can be found on the first lap, T on the second lap, and R on the third lap.
  • There are no boss cutscenes throughout the game.
  • Aku Aku/Uka Uka hints are completely missing.
  • The minimap lacks a lot of details, such as Save Monitor, Boss Star and Other Zones Arrow. Blinking waves from available levels are also missing.
  • The symbol representing the player is the default giant blinking ball, instead of an orange arrow.
  • There are no area icons at this point with the exception of N. Sanity Beach in Gem Stone Valley entrance, which is represented by a 3D model of a Sun in a silver frame, instead of a drawn Palmtree with a Sun.
  • You are able to switch between the map and speedometer in the Adventure areas.
  • The blue CTR Token has a cyan tone, just like its gem counterpart.
  • The prizes floating inside the warp pads do not shrink when the player moves away.
  • The area music is disabled when accessing the Load/Save monitor.
    • There is no scanlines sound effect.
    • The generic "Writing to card..." message is used for both save/delete file actions.
    • Selecting an empty slot to delete will show the save message.
    • The file save title says "Choose a slot to save to" instead of "Choose a memory card slot to save to".
    • There is no background box surrounding the memory card messages.
  • The warp pad sound effect is absent.
  • There is no sound effect when the player enters the warp pad.
    • Entering a warp pad while powersliding will make the skid sound effect continue playing while the character is being teleported.
  • The controls are unlocked during the item inventory cutscene. The inventory also automatically adds up the earned prize after the race, instead of increasing the value after the prize goes to the inventory.
  • The Choose Race Type screen says "Trophy Race" instead of "CTR Challenge".
  • Pressing Square in the Choose Race Type screen will always load Trophy Race, even if the option is over Relic Race. In the final game, this button doesn't cause any effect.
  • You can access the other challenges after earning the trophy of the tracks. In the final game, the tracks will require a boss key that can be earned after defeating the boss of the current area.
  • There is no sound effect for opening and closing the boss garage.
  • Opening a new door will freeze everything while the door animation plays. There is also no sound effects present.
  • After completing the game, whenever you enter a race, the Trophy Race will always be highlighted, while in the final game the Relic Race is highlighted for replaying purposes.
  • Some percentage counts are different for when completing a challenge or getting a reward:
Aug 5 Final
Trophy 1% 2%
CTR Token 1% 1%
Relic 2% 2%
Crystal Challenge 2% 1%
Gem 2% 1%
Boss Key 2% 1%
N. Oxide's Challenge 1% 2%
All Gold/Platinum Relics 0% 1%
  • In the area transition areas, there is no back-face culling, so you can see the other sides of walls.
  • Adventure mode doesn't save the unlocked characters after beating the Gem Cups. You need to save a Relic Race or Time Trial high score while any of them are unlocked to keep them available, otherwise you will need to redo the Gem Cups everytime the game is rebooted in order to reunlock them.
    • However, if you saved the Adventure file where the Gem Cups are already beaten but didn't save a high score, you won't be able to reunlock the characters, unless you delete the entire save file and start over.
  • There are no ending credits yet, so beating N. Oxide will return the player straight to the Adventure map.
  • It's impossible to unlock Skull Rock, Slide Coliseum and Turbo Track without hacks, as the game wasn't programmed to make the change from “locked” to “unlocked” after collecting the track relics.
  • The max percentage you can reach is 96%. Getting all Gold or Platinum relics won't increase the percentage by 1%, and there really isn't N. Oxide's Final Challenge after collecting all 18 relics (although the title string and the code to detect if he was beaten twice are already present).
  • If you go out of bounds in the Adventure maps, the masks will appear to rescue you. In the final game, masks aren't loaded into memory, so they won't draw.
  • 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.
Area Level Aug 5 Requirements Final Requirements
N. Sanity Beach Crash Cove None None
Roo's Tubes None None
Mystery Caves 1 Trophy 1 Trophy
Sewer Speedway 4 Trophies 3 Trophies
Skull Rock 1 Key 1 Key
The Lost Ruins Coco Park None 1 Key + 4 Trophies
Tiger Temple None 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
  • You were originally going to be able to navigate between areas to collect trophies. This can be noticed by starting in Gem Stone Valley, so the player will automatically have access to two different areas at the same time, each one with two available tracks from the start.
    • 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.
  • 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.
Aug 5 Final
CTR-Aug5 AdventurePauseMenu.png CTR-Final AdventurePauseMenu.png
  • The pause menu/inventory was completely revamped. Here instead of showing a full list per world containing all tracks and challenges for each area, there is a small text box showing each level and challenge individually, where the track name is represented by the large font and the area above it using a small font. Each text box contains three collectibles for race tracks (trophy, relic, token).
  • The uncollected relics, tokens, and gems icons in the menu have "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 track 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 mispelled as N. Santiy Beach.
  • Pinstripe's garage uses his full name.
  • N. Oxide's Challenge gives a key instead of a star.
  • CTR Tokens are called "CTR Coins".
  • Aku Aku/Uka Uka 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 area list 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 bluish outline.
Aug 5 Sep 3 Final
CTR-Aug5 WarpVortex.png CTR-Sep3 CheckeredVortex.png CTR-Final WarpVortex.png
  • The warp pads have a straight shape with a bunch of sparkles coming out of it.
  • The floor color is light blue, which was later changed to blue.
  • Some warp pads are surrounded by a checkered pattern. This pattern was later updated in the September 3rd, 1999 build before it was completely scrapped. According to Rob Titus, former Naughty Dog developer, this was removed because it didn't look so well.
Aug 5 Final
CTR-Aug5 WarpParticles.png CTR-Final WarpParticles.png
  • The warping particles create a bluish smoke coming out of the warp pad. The final game was changed to a shining light.
CTR-Aug5 WarpVortexJumping.png
  • Entering the warp pad while in mid-air causes the characters to make the big air animation.

Hub Worlds

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 Oxide's Spaceship is taller.
  • The concrete fence around Oxide's Spaceship area is further away.
  • The sky background behind Oxide's 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
  • Oxide's Spaceship is less detailed around the boss garage area and has a light-green tone.
  • The background behind Oxide's 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 for 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
  • The textures inside Oxide's garage are heavily unfinished.
  • The floor textures have a beige-ish color inside the garage area.

N. Sanity Beach

  • There is way less shading, making the sand textures a lot darker.
  • N. Sanity Beach's theme is slightly different.
  • Sewer Speedway's decoration pipes have a dark tone.
Aug 5 Final
CTR-Aug5 NSanityBeachDoor.png CTR-Final NSanityBeachDoor.png
  • There is no door connecting Gem Stone Valley to N. Sanity Beach.
CTR-Aug5 CrashCoveTiki.png
  • A tiki head statue was removed from the sea background near to Crash Cove's 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 level's dock.

The Lost Ruins

  • Some grass textures over the stone walls are missing.
  • A direction sign pointing to Papu's Pyramid is missing.
  • The shadow under the trees are 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 monitor. 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 crystals next to the igloo were removed in the final game.
  • The warp pad ring color of Dragon Mines is red, which is incorrect here, as it should represent the token color that the track holds (which is blue).
  • The podium and the player spawn during the inventory cutscene are faced to the opposite direction of the boss garage.
  • Falling off from this area spawns you out of bounds, softlocking the game.

Citadel City

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


CTR-Aug5 Podium.png
  • The podium is in a very unfinished state. There isn't any character, podium platform or trophy girl, and only the obtained item appears on the top.
  • There are no victory fanfares either. Instead, the area theme plays all the time.
  • The camera is already programmed. You can see the trophy girl's waving animation camera is already present, even though she is not there.

Boss Challenges

  • The bosses don't throw any infinite weapons. Instead, they just act as a normal opponent and use random items.
  • There is no boss race music.
  • Invincibility Mask, Warp Orb, and N. Tropy Clock power-ups are enabled 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 repeatedly.
  • Boss garages are unlocked only after getting all trophies from the tracks of their own area, regardless of the number of trophies already obtained.
CTR-Aug5 KeyInventoryAnimation.png
  • Keys are added into the inventory after beating a boss. In the final game, there would be a boss cutscene instead.
  • After beating Ripper Roo, the player will spawn in front of his garage, instead of automatically spawning in front of Gem Stone Valley's door.
  • After beating Pinstripe, the player will spawn in front of his garage, instead of automatically spawning in front of N. Oxide's garage.
CTR-Aug5 OxideIcon.png
  • N. Oxide's battle features the most differences so far:
    • His model uses a silver window frame. In the final game, it was changed to black.
    • He uses Fake Crash's icon as placeholder.
    • He doesn't start before the green light.
    • There are four kart wheels under his hovercraft.
    • The game switches to a low-poly model when N. Oxide is further away from the camera. In the final game, the level of detail of his model never decreases.
    • Attack him using any weapons will bounce him up and down. In the final game, he will always spin around in circles when hit by any type of weapon, unless it's a Power Shield or Invincibility Mask.
    • The TNT will cover the bottom of the hovercraft.
    • His minimap icon is grey.
  • You get up to 5 keys due to N. Oxide's Challenge giving you a key instead of a star, which is useless, since the max you can unlock using keys is N. Oxide's Challenge, which requires 4 keys.

CTR Challenge

CTR Letters Locations
Some letters are in different locations.
  • A Wumpa fruit sound effect is played when collecting a letter.
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 losing a race will freeze them onscreen.

Crystal Challenge

  • The race intro jingle is enabled during the countdown.
  • The kart doesn't brake instantly after the challenge ends.
  • The time limits are different in all 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 boxes inside two specific Nitro crates, so using a Bowling Bomb to explode it, you can receive free crystals ranging from 5 to 8, acting just like Wumpa crates.

Relic Race

Time Crates Locations
Some crates are placed in very hard locations.
  • 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.
Aug 5 Final
CTR-Aug5-RelicRace.png CTR-Final RelicRace.png
  • 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.
  • "Relic Awarded" and "New High Score" texts lack an exclamation mark.
    • The texts are positioned a little higher on the screen.
  • The time crate icon is slightly offcenter.
  • The results screen doesn't update the relic time if getting a higher relic. For example, getting a higher relic - like Gold or Platinum - without collecting a lower one first (Sapphire), it will display its time requirement on the results screen, even if a higher one has been obtained. This can be noticed in the screenshot above.
  • Platinum relics are dark grey instead of white.
  • The Best Times ranking doesn't show up during the race results.
  • Regardless of the relic you get, the podium and inventory animation always show a Sapphire relic.
  • Some time boxes are placed in very difficult locations to reach.
  • The game won't let you save your score if the clock passes 3:00:00, even if decreasing the final time by 10 seconds with a Perfect bonus.
Level Aug 5 Final Aug 5 Final
Crash Cove 2:32:00
30 boxes 32 boxes
Roo's Tubes 2:29:00
32 boxes 32 boxes
Mystery Caves 2:26:00
40 boxes 40 boxes
Sewer Speedway 2:27:00
65 boxes 65 boxes
Coco Park 2:21:00
40 boxes* 40 boxes
Tiger Temple 2:31:00
52 boxes 52 boxes
Papu's Pyramid 2:30:00
48 boxes 48 boxes
Dingo Canyon 2:35:00
38 boxes 38 boxes
Blizzard Bluff 2:33:00
36 boxes* 40 boxes
Dragon Mines 2:34:00
39 boxes 39 boxes
Polar Pass 2:23:00
38 boxes 38 boxes
Tiny Arena 2:20:00
57 boxes 60 boxes
N. Gin Labs 2:24:00
70 boxes 70 boxes
Cortex Castle 2:25:00
62 boxes 62 boxes
Hot Air Skyway 2:28:00
60 boxes 56 boxes
Oxide Station 2:22:00
47 boxes* 49 boxes
Slide Coliseum 2:19:00
45 boxes 45 boxes
Turbo Track 2:18:00
52 boxes* 52 boxes
  • The relic times 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 says 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 says 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 ice lake.
  • In Tiny Arena, it's insanely hard to obtain at least a Sapphire relic due to the very low requirement. Consequently, Gold and Platinum relics are unreachable, unless using the Clock Stop Exploit.
  • In Oxide Station, it's insanely hard to obtain a Platinum relic due to the very low requirement. It gets easier if using the Clock Stop Exploit.
    • The box counter says there are 47 boxes on the track, however only 45 are possible to collect. Two time crates are misplaced under the floor in the 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 says there are 52 boxes on the track, however only 51 are possible to collect. A time crate is placed under the floor in the final set of time crates.

Gem Cups

CTR-Aug5 GemCupsTokens.png
  • The gem cups will be automatically unlocked after getting a trophy from the four respective race tracks of a specific token color.
  • The Restart option is present. Restarting will reset the current race, not the entire cup.
  • The race standings menu doesn't have a transition.
  • In Purple Gem Cup, the RNG percentage is not set properly, as you can receive Invincibility Masks, Warp Orbs, Triple Bowling Bombs and 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.

Slide Coliseum/Turbo Track Crash

Attempting to play Relic Race on Turbo Track and Slide Coliseum will crash the game. Normally, when exiting the Adventure hub, a variable that says "You are in Adventure hub" turns off. However, it does not turn off when entering these specific levels. As a result, the game tries to allocate memory for the adventure hub and the level you are loading, at the same time. There is not enough memory for both, so the game crashes.
The following fix will make sure the "You are in Adventure Hub" variable turns off when entering Turbo Track and Slide Coliseum. A hexadecimal editor must be used in order to apply the patch.

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

Track Differences

At this point in development, all tracks have mostly been completed, with only a few of them featuring minor object 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 area. It's also noticeable since the second crate is lower compared to the others.

Roo's Tubes

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

These two mushrooms were removed in the final game.

Mistery Caves

Aug 5 Final
CTR-Aug5 MysteryCavesFence.png CTR-Final MysteryCavesFence.png
  • The fence next to the finish line uses an incorrect texture.
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

  • It's called "Down the Drain".
Aug 5 Final
CTR-Aug5 SewerSpeedwayCrate.png CTR-Final SewerSpeedwayCrate.png
  • The crate of the right in the middle path before the half-pipe jump is misplaced.
  • The floor after the turbo pads doesn't contain boost flags to give you boosts.
  • The giant pipe on the right lacks collision.

Coco Park

Aug 5 Final
CTR-Aug5 CocoParkBanner.png CTR-Final CocoParkBanner.png
  • This is the only track in this build that features a start banner. It seems to be one of the first attempts of the final banner design, as it uses a basic look and says "Start" instead of "CTR".
  • The start banner also has waving animations in 3+ player mode. In the final game, they were disabled.
  • The small lake has no ground floor collision in 3+ player mode, causing the player to fall straight into the void.
CTR-Aug5 CocoPark4PBug.png
  • In 3+ player mode, there is a weird bug in which a grass tile near the grandstand floats over another player's screen when that object spawns on a different screen. The P1 shows on P2's screen, P2 shows on P3's screen, and P3 shows on P4's screen.

Unused Coco's Head

The level 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 not known what was the purpose behind this, but it's assumed it was planned to appear exclusively in the Japanese version, as it can be briefly seen in a pre-release trailer for Japan. The model itself still exists in the final game, although the head is not placed in the level anymore.

Tiger Temple

  • The temple door can't be opened by bumping into with an Invincibility Mask or by throwing Beakers.
Aug 5 Final
CTR-Aug5 TigerTempleBackground.png CTR-Final TigerTempleBackground.png
  • The right chunk of the temple's wall texture is missing in the final game, but is present in the prototype.

Dragon Mines

  • The two Wumpa crates are missing, making it impossible to collect any Wumpa fruits on this track.
CTR-Aug5 DragonMinesMinecart.png
  • The first two minecarts at the beginning of the track move upside down. The first one moves before the green light and the second one during the first seconds. This glitch only happens after loading the track once, as restarting the race won't repeat it.

Polar Pass

Aug 5 Final
CTR-Aug5 PolarPassSign.png CTR-Final PolarPassSign.png
  • The three yellow signs 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 causes a camera bug everytime the character passes through the first chunk 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

CTR-Aug5 CortexCastleSignpost.png
  • The signposts don't have collision.
CTR-Aug5 CortexCastleFloorBug.png
  • 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. You can notice the yellow particles as when the kart is over grass, for example. Consequently, the player is also unable to powerslide over this area.

N. Gin Labs

Aug 5 Final
CTR-Aug5 N.GinLabsGizmos.png CTR Final N.Gin Labs Gizmos.png
  • These tall, yellow laboratory devices are not present in the final game, but they can be seen in the track preview.
  • There are three directional arrows in this part of the track instead of two in the final.

Hot Air Skyway

  • A Wumpa crate is missing at the beginning of the level. There are two single Wumpa fruits instead 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 your mask comes to rescue you.
  • There is a row of four Wumpa fruits after the Wumpa crate.
  • There are two more Wumpa fruits aferwards, on each side of the road before the straight section.

Oxide Station

  • The camera rotates around the character after the race ends.
Aug 5 Final
CTR-Aug5 OxideStation2.png CTR-Final OxideStation2.png
  • A brown surface was added.
Aug 5 Final
CTR-Aug5 OxideStation3.png CTR-Final OxideStation3.png
  • An invisible floor was added to the first hole, preventing the player from falling until the bottom.
  • The turbo pad doesn't give enough speed, which sometimes can make the player unable to reach the platform and fall off the track.
    • There is a bug in this section that sometimes makes the CPU unable to reach the platform and fall off the track.
  • Finishing the race in Time Trial and Relic Race, the CPU of the player doesn't gain enough speed to cross over the hole of this specific turbo pad, causing the character to fall.
    • If the CPU is following the left path, they will go out of bounds everytime they pass, causing the character to be stuck forever.
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
  • This section of the track has rendering issues in Time Trial and Relic Race modes.
Aug 5 Final
CTR-Aug5 OxideStationReflection.png CTR-Final OxideStationReflection.png
  • The glass reflection is brighter in Time Trial and Relic Race modes.

Slide Coliseum

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 CPU paths is not set properly, causing some of them to go towards the wall and keep going out of bounds forever.
  • The lap counter checkpoint is misplaced, causing it to trigger slightly before crossing the finish line.

Turbo Track

  • The turbo pads don't scroll.
  • The overall level lighting is a bit off (darker walls).
CTR-Aug5 TurboTrackMisplacedCrate.png
  • This Wumpa crate is misplaced.
  • The camera rotates around the character after the race ends. In Time Trial and Relic Race modes the camera isn't programmed, causing the game to crash before crossing the finish line.
  • Coco Park's skybox is used in the multiplayer version of the track.

Unused Strings


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.


A High Score menu title related to a scrapped mode.


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 Translation

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
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
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

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
Mystery Caves
Tiger Temple
Polar Pass
Tiny Arena
Hot Air Skyway
Oxide Station

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, keeping 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 unlock 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.

Unused Content

Demo Mode

The demo mode is disabled by default in this build, although it can be restored through hacking, revealing differences:

  • There is no demo message.
  • The camera is always behind the main CPU player, rather than showcasing the race in different angles of the scenery.
  • The demo never ends automatically after some point, running even after the race ends.

Early Podium Data

The podium is completely empty and the only feature implemented is the camera. However, 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.

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 the default of a Psy-Q sample.
  • Ghost save data titles contain an extra dot before the track's name.
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.