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Proto:Crash Team Racing/September 3rd, 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 September 3rd, 1999 prototype of Crash Team Racing is a review version of the game dated three weeks before the final NTSC-U release version. The original source and the release date are unknown, as it was overlooked until 2012, although it had been available online for some years before.

Unused Audio

Aku Aku/Uka Uka

There are more unused voice clips of Aku Aku and Uka Uka that are not present in the final game. These voice clips might have been planned to be used in the races, but they were never programmed in.

Gotcha

These could be most likely played when going out of bounds.

Juiced up

These could be most likely played when collecting 10 Wumpas.

Oh yeah

These could be most likely played when activating the Invincibility Mask power-up.

That's the wrong way

An unused variant of the "Wrong way!" clip.

Unused Nitros Oxide Dialogues

There are five additional pieces of audio for Nitros Oxide that are not present in the final game. Three of these are from an early version of the intro cutscene dialogues, whereas the other two are completely unique clips from scrapped cutscenes, revealing more information about Oxide's character.

Audio Dialogue Notes
Greetings creatures of this planet... I've come to compete! So, you pesky earth slugs like to race, eh? [laughs] The first part of an earlier version of the intro dialogue, featuring the first two lines as part of the same clip. There are no voice filters.
Well, I, Nitros Oxide, am the fastest racer in the galaxy! I travel the stars, looking for creatures to test my skills. It's a little game I call Survival of the Fastest. Here's the way we play: I challenge the best driver of your world to race for the planet. If your driver wins, I'll leave your miserable little rock alone. But if I win, I'll turn your entire globe into a concrete parking lot, and make you my slaves! Hahahahahaha! The second part of an earlier version of the intro dialogue, lacking the final line when Oxide is flying towards the Earth. It is lacking the echo voice filter.
Time is short, so find your best driver and get ready to race for the fate of your planet! The third part of an earlier version of the intro dialogue, featuring an extra dialogue that was cut in the final game. Again, there is no echo voice filter.
I'm sorry to interrupt this pitiful little party, but I am waiting, you know. What? No champion yet? So far, you slowpokes savages don't look like much of a challenge! You race so slow, I think it's more fun to watch Forgundian grass grow! Well, hurry up and bring me those trophies! I grow impatient! Suggesting that there was going to be a cutscene where Oxide taunts the player.
You're the fastest racer so far? You're the best this planet can offer? This is going to be a bigger joke than that last civilization I challenged. What was it called... on that red planet so close to here... Oh, yes. I think you call it Mars. Now that was an easy win. What? You say there is no civilization on the planet Mars? [laughs] Not anymore! They lost the race! This one has Oxide explaining that he is the main reason as to why there is no civilization on Mars.

Podium Sounds

The podium is completely silent in this build, however most of the characters grunts and sound effects are already present within the files. Some of them have been changed and others have been shortened.

Character Sep 3 Final
Crash Bandicoot
Polar
N. Tropy

Cha-Ching

The extra life sound effect from the previous games - which is used in the final game when receiving juiced up weapons - is present here, but unused.

Cheat Codes

There are only seven cheat codes in total, in which the inputs are totally different from the final game. They always end in Square and don't require you to hold down L1 and R1.

Cheat Sep 3 Final
Spyro 2 Demo L1, R1, L1, R1, Left, Right, Left, Right, Square L1+R1 Down, Circle, Triangle, Right
Unlimited Wumpas Up, Up, Down, Down, Square L1+R1 Down, Right, Right, Down, Down
Ripper Roo Up, Down, Left, Right, Square L1+R1 Right, Circle, Circle, Down, Up, Down, Right
Papu Papu Down, Up, Right, Left, Square L1+R1 Left, Triangle, Right, Down, Right, Circle, Left, Left, Down
Komodo Joe Left, Up, Right, Down, Square L1+R1 Down, Circle, Left, Left, Triangle, Right, Down
Pinstripe Right, Up, Left, Down, Square L1+R1 Left, Right, Triangle, Down, Right, Down
Fake Crash Right, Right, Down, Down, Square L1+R1 Circle, Down, Down, Up, Circle, Circle, Down, Left, Right
  • Penta Penguin and N. Tropy don't yet have a cheat code combination to unlock them, making it impossible to play as Penta without hacking.
  • The rest of the cheat codes are entirely missing, such as Infinite Masks, Super Engine, Turbo Counter, 1-Lap Races, etc.
  • Entering a cheat code correctly will play the menu confirmation sound effect instead.

Startup / Intro Differences

Startup Sequence

  • The music only starts in the Naughty Dog box screen and Clancy Brown doesn't announce the publisher and developer identities.
Sep 3 Final
CTR-Sep3 Booting.png CTR-Final Booting.png
  • An extra disclaimer about Sony Computer Entertainment and PlayStation logos is displayed under the Naughty Dog and Universal trademark info.
  • The Naughty Dog box screen is completely silent and there are no stars in the background.

Intro Cutscene

  • The intro cutscene starts immediately after the Naughty Dog box screen. In the final game, you must wait some seconds idle in the main menu until the cutscene starts playing.
  • There are no character grunts or sound effects.
Sep 3 Final
CTR-Sep3 Cutscene1.png CTR-Final Cutscene1.png
  • The opening sequence in Coco Park lacks the alien speakers used by Oxide to message Earth.
Sep 3 Final
  • Oxide's clips have some differences:
    • Oxide's greetings audio has a muffled filter.
    • The echo voice filter is quieter.
  • The sound effect when Oxide leaves out his spaceship takes a while to play.
  • Coco's scene features the camera angle slightly placed to the left. Pura is also missing from the scenery.
  • A chunk of Coco's jungle scenery can be seen in the background of Dingo Canyon transition.
  • There are no sparkles when Tiny Tiger smashes his kart with the hammer.
  • Penta Penguin's cameo during Polar's scene is missing.
  • Dingodile's right kart wheel overlaps his model.
  • Hot Air Skyway has a misplaced chunk in the road.
  • In Cortex's scene, most of the objects and scenery disappears when the camera angle turns more to the right.

Menu Differences

Sep 3 Final
CTR-Sep3 Title.png Crash Team Racing-title.png
  • The trophy animation intro plays some sound effects at the wrong time.
  • The trademark symbol next to the game's logo is missing.
  • Crash's model has bigger pupils and his eyes have a darker tone. He also doesn't blink.
  • There is no background box surrounding the memory card warning messages screens.
  • Demo mode shows 1, 2, and 4-player gameplays in Arcade mode. In the final game, all rolling demos are set to 1-player only.
    • Roo's Tubes features Cortex and Tiny in 2P mode, Coco Park features Coco, N. Gin, Dingodile and Polar in 4P mode, Blizzard Bluff features Dingodile and Polar in 2P mode, and Dingo Canyon features Pura, Crash, Cortex and Tiny in 4P mode.
    • After a demo ends, the Naughty Dog box screen and intro cutscene will play once again.
    • Pressing Start during the demo mode will "pause" the game and you will be softlocked in the checkered flag screen, as the menu won't show up.
  • 2, 3, and 4-player options are always available regardless of how many controllers are plugged in.
  • Scrapbook didn't yet exist, although a menu option has already been added as a placeholder after beating all N. Oxide's ghosts. Accessing it will lead to the credits screen instead.
    • If skipping or waiting until the credits end, the player will spawn out of bounds on Gem Stone Valley. Since there won't be any opened levels, it's impossible to do anything except returning to the main menu. It's worth noticing the game loads the latest selected character in the character select screen, so this glitch can be performed as any character.
    • The mask will appear twice during the void (initially to welcome the character, then to explain the locked warp pads), which causes the game to keep the sound effects disabled even after the mask goes away, as the mask will spawn for the second time too quickly.
  • If you go straight from N. Oxide's Challenge back to the main menu, then access the character select screen in multiplayer, the wheels will be disabled for the second driver. That happens because the game still thinks P2 should be Oxide (as his hovercraft has no wheels). Additionally, the P2 cursor will be set to Crash the first time you enter the screen, resulting in another glitch where both players can use the same character.
Sep 3 Final
FORMATTING...
DO NOT REMOVE THE MEMORY CARD!
FORMATTING...
DO NOT REMOVE
THE MEMORY CARD!
SAVING TO MEMORY CARD...
DO NOT REMOVE THE MEMORY CARD!
SAVING TO MEMORY CARD...
DO NOT REMOVE
THE MEMORY CARD!
DELETING GAME SLOT...
DO NOT REMOVE
THE MEMORY CARD!
WARNING:
THE MEMORY CARD IN
MEMORY CARD SLOT 1 IS FULL.
PLEASE INSERT A MEMORY CARD THAT
IS NOT FULL OR USE THE CONSOLE'S
INTERNAL MEMORY CARD MANAGER TO
DELETE SOME BLOCKS ON THIS
MEMORY 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.
  • There are no line breaks in the "Do not remove the memory card!" notice.
  • There is no proper message for when you delete a save file. Instead, the generic "Saving to memory card..." message is used.
  • The full memory card message has been later re-used in the British English localization.

Character Select

Sep 3 Final
CTR-Sep3 SelectCharacter.png CTR-Final SelectCharacter.png
CTR-Sep3 SelectCharacter4P.png CTR-Final SelectCharacter4P.png
  • Most of the character icons are closer to their final counterparts, but there are still noticeable differences: Crash's ears and muzzle textures were changed and his teeth and nose are peachy. Polar and Pinstripe's icons were totally redrawn. Tiny Tiger uses a less detailed version of his boss portrait from Cortex Strikes Back but muzzle color has been changed to yellow, matching his in-game appearance. Coco uses a very similar version of her Warp Room portrait from Warped. N. Tropy's headgear textures were simplified and his facial expressions were modified. Papu Papu's facial textures were redrawn, his mask cloth is lighter and his hair is black. Penta Penguin's face is unpolished, and his head is missing on the edges.
  • Pinstripe and Penta Penguin have swapped places on the 1 and 3-player screens.
  • Fake Crash and Penta Penguin have swapped places on the 4-player screen.
  • The small font is used for both character names and Select Character strings (the latter refers to 3 and 4-player screens only). That string is also not disabled after all characters are unlocked on the 3 and 4-player screens.
  • The character names are all positioned below the player models on the 4-player screen. In the final game, the names for P3 and P4 are positioned above them.
    • They are also positioned a little higher.

Cup Select

Sep 3 Final
CTR-Sep3 Cups.png CTR-Final Cups.png
  • The cup names use the small font.
  • The difficulty stars are placed under the cup names, rather than being next to them.

Battle

Sep 3 Final
CTR-Sep3 SetupBattle.png CTR-Final SetupBattle.png
  • The "Type:" and "Length:" strings were moved further down in the final game.
  • The "There must be at least one weapon" and "There must be two or more teams" messages use the small font.

High Score

Sep 3 Final
CTR-Sep3 HighScore.png CTR-Final HighScore.png
  • Fake Crash and Penta Penguin were originally planned to appear in the default rankings.
  • The small font is used for the character names.
  • The dark drop shadows are further down.

Loading Screen

Sep 3 Final
CTR-Sep3 Loading.png CTR Final Loading.png

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

Character Garage

  • Pressing Triangle or Square to go back while the checkered flag is still uncovering the screen will softlock the game.
  • It lacks any sound effects or voices.
  • The class stats are absent.
  • Characters do not blink.
  • If you cancel after choosing a character, the screen won't flash white and instantly return the characters to their position as usual. Instead, they actually reverse their animations for being chosen. This actually doesn't look too bad apart from N. Gin, who looks weird because his animation is hitting his thumb with a hammer.
Sep 3 Final
CTR-Sep3 CrashBandicoot.png CTR-Final CrashBandicoot.png
  • When selecting Crash, he will be looking to the right instead of focusing the camera.
Sep 3 Final
CTR-Sep3 DrNeoCortex.png CTR-Final DrNeoCortex.png
  • Dr. Neo Cortex uses his model from previous games. A proper and more detailed model was used in the final game.
    • The small device that Dr. Neo Cortex is holding is untextured.
Sep 3 Final
CTR-Sep3 TinyTiger.png CTR-Final TinyTiger.png
  • The camera is too close to Tiny, making him not fit the screen.
    • The dumbbells are red instead of dark blue.
Sep 3 Final
CTR-Sep3 Coco.png CTR-Final Coco.png
  • When selecting Coco, she will be standing further away from the camera.
Sep 3 Final
CTR-Sep3 NGin.png NGinTexture2.png
  • N. Gin's rocket that he is shown hammering seems to be untextured.
    • The sparkling effects when hammering are missing.
    • There is no smoke coming out of N. Gin's head missile.
Sep 3 Final
CTR-Sep3 Dingodile.png CTR-Final Dingodile.png
  • Dingodile's kart position is different, pointing right, away from the screen.
Sep 3 Final
CTR-Sep3 Polar.png PolarTextureFinal.png
  • The ice scenery seems to be much more dull. There is no ice reflection, and the crates are missing.
  • Polar's model has different eyes.
  • The kart is closer to him.
Sep 3 Final
CTR-Sep3 Pura.png CTR-Final Pura.png
  • Pura's animation is different - he turns more slowly and does not chase his tail.
    • His right paw has a different texture.

Gameplay Differences

  • 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.
  • After finishing a race and retrying/returning to the menu, the race and camera will freeze while the checkered flag appears to cover the screen.
  • The voice clips when a character is catching big air are rarer to play.
  • You can already pause the game while the checkered flag is still uncovering the screen.
  • After finishing a race and leaving it, the race and camera will freeze while the checkered flag appears to cover the screen.
Sep 3 Final
CTR-Sep3 Start Lights.png CTR Final Start Lights.png
  • The start lights are smaller and less detailed.
  • Notice the long sentence referring to the demo mode.
Sep 3 Final
CTR-Sep3 UkaUka.png CTR-Final UkaUka.png
  • Uka Uka's eyes lacks a red texture in the edges.
  • 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.
  • You can't use Circle to confirm and Triangle to delete characters in the Enter Name screen.
  • There are no controller messages when a controller is unplugged.

Race

  • There is no exhaust gas coming out of CPU karts.
  • If a CPU racer attacks another CPU, the hurt voice clip will be played for the hit character. This doesn't happen in the final game, as the hurt voice clip will only be played if a human player hits the CPU or viceversa.
  • Activating another Invincibility Mask power-up while the current one is almost fading away will make them reappear without the trail effect.
  • Hitting a TNT while spinning or crushed won't instantly blow it up in the player's head.
  • Crashing while being crushed will make the kart flip with the crushed animation. In the final game, the kart automatically returns to normal state during the flip.
Sep 3 Final
  • A different sound effect is heard when the player receives a power-up.
    • The juiced up sound effect was re-purposed for N. Gin's hammer slam in the final game.
  • The hurt voice clip plays when a character bumps into a beaker, instead of the spinning out one.
  • The red beaker can cause six different effects to the player by default:
    • Randomizes 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

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 used. If the player is holding any item, randomizes item until the stormy cloud is gone effect is used. The rest of the effects can be only actived if the player hits another red beaker while the current effect is still being played.

Sep 3 Final
CTR-Sep3 RaceResults.png CTR-Final RaceResults.png
  • The position numbers are in red when the race ended.
  • The menu placement is further down the screen.

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 end of race messages appear simultaneously with the menu transition, rather than separetely after the Total Time box is shown.
  • The character names in the rankings use the small font, just like the High Score menu.
  • The position numbers in the rankings are red.
  • Pressing X repeatedly while the ranking and total time score boxes are transitioning off the screen will keep them repeating the transition cycle.
  • The menu placement is further down the screen.
  • The Save Ghost screen displays the same message in the bottom as the ghost selection screen.

Multiplayer

  • The winner character stops moving and freezes in place during the transition to the Versus Standings screen. The camera will keep moving around the track.
  • The race intro jingle is enabled before the battle starts.
CTR-Sep3 BattleHeadstone.png
  • Losing all lives in Life Limit Mode turns the player into a headstone. This object remains on the track during the entire battle, but it could disturb other players since you can crash against it. This feature was disabled in the final game.
  • Killing a player while they are invisible will make them reappear even after the death, but they will still lack collision.
  • The end of race comments and "You Hit/Hit You" messages use small fonts.
  • The winner character stops racing and freezes when the game switches to the Battle Standings screen.
  • The comments has some strings changed, some missing, and others removed altogether.
Sep 3 Final
LEADER OF THE PACK KING OF THE PACK

Characters

Sep 3 Final
  • One of the hit voice clips for Crash was re-done in the final game.
Sep 3 Final
  • Polar's bark is different.

Adventure Mode

  • There is no sound effect when the Aku Aku/Uka Uka shows up or goes away.
  • It's impossible to skip Aku Aku/Uka Uka hints cutscenes. Strangely enough, that wasn't an issue in the August 14th, 1999 build.
Sep 3 Final
CTR-Sep3 CheckeredVortex.png CTR-Final WarpVortex.png
  • Some warp pads are surrounded by a checkered pattern. According to Rob Titus, former Naughty Dog developer, this was removed because it didn't look so well.
Sep 3 Final
CTR-Sep3 WarpParticles.png CTR-Final WarpParticles.png
  • The warping particles create a bluish smoke coming out of the portal. The final game was changed to a shining light.
Sep 3 Final
CTR-Sep3 LoadingTransition.png CTR-Final LoadingTransition.png
  • The loading transition after entering a portal "pauses" the screen.
    • A similar case occurs with every loading transition. After finishing a race and returning to the game menu/world map, the race and camera will freeze while the background flag appears to cover the screen.
  • The prizes floating inside the warp pads do not shrink when the player moves away.
  • When the mask congratulates you after winning a prize, the HUD font disappears for a brief second when the prize goes to the inventory. The inventory also automatically adds up the earned prize after the race, instead of increasing the value after the prize goes to the inventory.
  • In the Load-Save Screen, the cursor does not automatically highlight the Exit option when returning to the main screen.
  • The screen freezes as you enter the boss garage.
  • The blue CTR Token has a cyan tone, just like its gem counterpart.
  • There is no key sound effect when opening a new door.
  • Whenever you enter a level in N. Sanity Beach right after defeating Ripper Roo, a glitch will cause the player to spawn at coordinate 0,0,0, resulting in the player spawning either out of bounds in the race tracks, or at a different spawn point in Skull Rock.
  • Getting all Gold/Platinum relics won't increase the percentage by 1%. That means when you complete everything, you will only get 100%, as opposed to the 101% that is achievable in the final game.
  • After completing the game, whenever you enter a race, the CTR Challenge will be highlighted, while in the final game the Relic Race is highlighted for replaying purposes.
  • Turbo Track freezes the game before crossing the finish line, making it impossible to collect all relics. This freeze can be normally ignored in some less accurate emulators, though.
  • Pressing Start during the Podium after defeating N. Oxide will also pause the game and you will be able to access the Pause Menu inside the final cutscenes.
  • The cutscenes after defeating N. Oxide lack sound effects and the background tune.
  • The C letter in Blizzard Bluff is clipped half under the ice.
  • After defeating N. Oxide, the player will be taken out of bounds on Gem Stone Valley area after the credits. You will be softlocked for a few seconds, then automatically taken to either Slide Coliseum/Turbo Track (if unlocked), or N. Oxide again. Entering a level then returning to the map will fix it.
  • There is a glitch in the credits that Crash will appear in the first frame of his victory pose. The rest of the cast won't show up and you will be stuck on this screen forever.
  • 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 permanently available, otherwise you will need to beat the Gem Cups again 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.
Sep 3 Final
CTR-Sep3 OxideKey.png CTR Oxide Star Final.png
  • The menu box and the gems are bigger in the final game. The level list also uses the small font instead of the bigger one.
  • The inventory menu doesn't change automatically according to the current area you are.
  • There is no sound effect when using left/right to navigate.
  • The gems are placed one after the other, instead of being in a zigzag.
  • N. Oxide's Challenge gives a key instead of a star. It doesn't add up to the inventory, though.
  • The "Paused" text is present here. In the final game, this string isn't displayed in the inventory menu.

World Maps

N. Sanity Beach

  • A tiki statue was removed from the sea background near to Crash Cove's warp pad.
Sep 3 Final
CTR-Sep3 ExtraBridge.png CTR-Final ExtraBridge.png
  • There was 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.

Gem Stone Valley

  • The rocky scenery on the right side of Oxide's Spaceship is more detailed.
  • The concrete fence around Oxide's Spaceship area is further away.
  • 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.
  • The player's spawn point in front of the boss garage is pointing to the left, instead of facing the door.
Sep 3 Final
CTR-Sep3 RemovedSign.png CTR Removed Sign Final.png
  • A directional sign pointing to The Lost Ruins was removed from the final game.
  • The entrance for The Lost Ruins was completely reworked.

The Lost Ruins

  • 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.

Citadel City

  • There is a small black geometry behind the wall on the spiral ramp, making the floor and wall flicker when nearby.
  • 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.

Cutscenes

  • Skipping the podium before a boss cutscene will make the checkered flag cover the screen. In the final game, the screen turns black instead.
    • The boss cutscene won't start until the victory circle fanfare stops playing.
  • All boss karts are blue instead of their respective colors.
Sep 3 Final
CTR-Sep3 RipperRoo.png CTR-Final RipperRoo.png
  • The cutscenes lack subtitles. Ripper Roo has unused English voice clips for his boss cinematics, which were replaced at some point by his laughing dialogue used in the final game. This may explain the lack of subtitles for his dialogues here.
Sep 3 Final
CTR-Sep3 PapuPapu.png CTR-Final PapuPapu.png
  • Papu Papu's hair is untextured.
Sep 3 Final
CTR-Sep3 PinstripeCutscene.png CTR-Final PinstripeCutscene.png
  • After defeating Pinstripe, the following cutscene shows him talking to you in front of Oxide's Spaceship, while in the final game he was moved to a different angle.
  • He is always facing to the right.
  • This particular cutscene has some rendering issues in the background.
Sep 3 Final
  • The echo voice effect applied to Oxide's clips is quieter.

Relic Race

Blank.png
Time Crates Locations
Some crates are placed in different locations.
  • The requirements for Gold and Platinum relics are placeholder times. They are exactly 10 seconds less than the Sapphire records for Gold, and 15 seconds less for Platinum, meaning that getting all Platinum relics is insanely easy.
Sep 3 Final
CTR-Sep3 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.
  • Platinum relics are dark grey instead of white.
  • Regardless of the relic you get, the podium always shows a Sapphire.
Level Sep 3 Final
Crash Cove 1:17:00
1:07:00
1:02:00
1:17:00
1:05:00
0:52:00
Roo's Tubes 1:15:00
1:05:00
1:00:00
1:15:00
1:05:00
0:55:00
Mystery Caves 1:55:00
1:45:00
1:40:00
1:55:00
1:44:00
1:32:00
Sewer Speedway 1:33:00
1:23:00
1:18:00
1:33:00
1:05:00
0:37:00
Coco Park 1:35:00
1:25:00
1:20:00
1:35:00
1:12:00
0:49:00
Tiger Temple 1:20:00
1:10:00
1:05:00
1:20:00
1:02:00
0:43:00
Papu's Pyramid 1:29:00
1:19:00
1:14:00
1:34:00
1:09:00
0:42:00
Dingo Canyon 1:25:00
1:15:00
1:10:00
1:25:00
1:09:00
0:53:00
Blizzard Bluff 1:30:00
1:20:00
1:15:00
1:30:00
1:08:00
0:43:00
Dragon Mines 1:28:00
1:18:00
1:13:00
1:28:00
1:11:00
0:54:00
Polar Pass 3:00:00
2:50:00
2:45:00
3:00:00
2:33:00
2:05:00
Tiny Arena 3:45:00
3:35:00
3:30:00
3:45:00
3:22:00
2:58:00
N. Gin Labs 2:15:00
2:05:00
2:00:00
2:15:00
1:34:00
0:53:00
Cortex Castle 2:35:00
2:25:00
2:20:00
2:35:00
2:04:00
1:32:00
Hot Air Skyway 3:05:00
2:55:00
2:50:00
3:05:00
2:34:00
2:02:00
Oxide Station 3:17:00
3:07:00
3:02:00
3:17:00
2:56:00
2:34:00
Slide Coliseum 1:55:00
1:45:00
1:40:00
1:55:00
1:45:00
1:40:00
Turbo Track 1:45:00
1:35:00
1:30:00
1:45:00
1:32:00
1:19:00

Bonus Round

  • The race intro jingle is enabled during the countdown.
  • The time limit for Rocky Road is 1:15:00, five seconds less than the final game.

N. Oxide's Challenge

  • Nitros Oxide starts using Bowling Bombs only after the second lap.
  • He doesn't spin around in circles when you attack him most weapons, making the race harder.

Credits

  • In the final game it's told about what all the characters did after the game, except for Penta Penguin and Fake Crash. Interestingly, in this build both characters have their own epilogue that was scrapped in the final game (although the text is still present, but unused).
  • The character animations are static.
  • The music is completely absent.
  • Mike Gollum was changed to Mike Gollom.
  • In Soundtrack list, Mutato Muzika is missing a colon.
    • Josh Mancel was changed to Josh Mancell.
  • There is a long space between the first Special Thanks list and Produced and Published by.
  • In the Analysts list:
    • Carlos de Valle was changed to Carlos del Valle, Ryan Guerara was changed to Ryan Guevara, Dean Peterson was changed to Dean Petersen, and Noel Silva was changed to Noel Silvia.
    • Missing Loren Miller, Shawn Refoua, and Eric Ippolito.
  • Sony Computer Entertainment Inc. is called Sony Computer Entertainment Inc. Japan instead.

Track Differences

Roo's Tubes

The track disappears for a brief moment when jumping in the second downhill.

Coco Park

The start banner has an extra object on each side.

Tiger Temple

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

The two Wumpa crates are missing, making it impossible to collect any Wumpa fruits on this track.

Cortex Castle

The signposts don't have collision.

N. Gin Labs

Sep 3 Final
CTR-Sep3 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 also used to be three directional arrows in this part of the track instead of the two in the final.

Hot Air Skyway

  • If you fall down during the big jump, the fall lasts a bit longer until your mask comes to rescue you.
  • 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.
  • 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.
Sep 3 Final
CTR-Sep3 HotAirBlimp.png CTR-Final HotAirBlimp.png
  • One of the blimps are missing.

Oxide Station

  • The CPU racers on the left path actually breaks the Wumpa crate before the ramp section. In the final game, they never touch that crate.
  • The CPU racers on the left path is also able to break the ? crate at the beginning of the final section. In the final game, they clip through the crate instead.
Sep 3 Final
CTR-Sep3 OxideStation2.png CTR-Final OxideStation2.png
  • A brown surface was added.
Sep 3 Final
CTR-Sep3 OxideStation.png CTR-Final OxideStation.png
  • The tunnel leading to the big fall used to be entirely covered in turbo pads.

Turbo Track

  • The turbo pads don't scroll.
  • In Time Trial and Relic Race modes, the game crashes when crossing the finish line due to a thread being given an invalid pointer.

Podium

  • There are no voice and sound effects during the podium celebration.
  • Cortex has different facial textures.
  • Ripper Roo has more jumping animations.
  • Penta Penguin is the only character who lacks a podium model for victory or defeat poses, implying that development constraints forced the developers to quickly put together a recycled model and animations directly from Crash Bandicoot 2: Cortex Strikes Back penguins, rather than create a brand new model based on how he normally looks like, which explains why Penta's appearance is inconsistent with his in-game look.
Sep 3 Final
CTR-Sep3 Podium.png CTR-Final Podium.png
  • The unlock message for a new battle arena has a typo. It attempts to use "\n" in order to create a line break, but the game does not support this format.
  • Gold Trophies are awarded in Arcade Cup mode.
  • The checkered floor has misplaced textures.

Unused Content

Unused Text

CONTROLLER 1 IS UNPLUGGED!
CONTROLLER 2 IS UNPLUGGED!
CONTROLLER 1A IS UNPLUGGED!
CONTROLLER 1B IS UNPLUGGED!
CONTROLLER 1C IS UNPLUGGED!
CONTROLLER 1D IS UNPLUGGED!
PLEASE INSERT A CONTROLLER

As there are no controller messages when a controller is unplugged, they went unused in this build.

KYLE'S MOMS A BITCH AND SHE SUCKS A DIRTY DICK.

There is a hidden obscene message in the files that makes reference to the song Kyle's Mom's a Bitch from the movie South Park: Bigger, Longer & Uncut, released during the game's development.

ASLEEP AT THE WHEEL
BEST BEAKER THROWS
BRONZE MEDAL BLUES
CAME AND CONQUERED!
COME BACK KID
CONTROLLER PLUGGED IN?
KING OF THE RING!
LAST TOON STANDING!
LEADER OF THE SMACK
LICENSE TO SQUEAL!
MASTER OF DISASTER!
NOTHING BUT NOTHING
SILVER MEDAL WHO?
SINGING IN THE PAIN
SKUNKED!
SOMEBODY STOP ME!
SQUASHED LIKE A BUG
THE COMEBACK KID!
THE TURKEY'S DONE
WINNER BY A NOSE!
ZIPPO

There are leftover strings of earlier versions of the end of race comments, located in another file.

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 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 present in the level anymore.

Game Version

The memory card header contains a version number, which is set to 16.

Save Information

The icon and title stored on a memory card when saving the game differs in this version. As the product code is the same in the final NTSC-U release, it's impossible to have a save file from both versions in the same memory card.

  • The hand icon appears when saving Arcade cup progress. The save icon is the default of a Psy-Q sample.
  • The TNT crate icon appears when saving Adventure profiles and high scores.
  • The Nitro crate icon is used when saving a ghost data.
Info Sep 3 Final
Save icon CTR-Aug5 SaveIcon.gif CTR-Sep3 SaveIcon.png CTR-Sep3 SaveIconGhostData.png CTR-Final SaveIcon.png CTR-Final SaveIconGhostData.png
Title CTR Saved Games and Scores CTR:Saved Games and Scores