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User:Darkaiser/CTR Aug 5 1999 prototype
This is a sub-page of User:Darkaiser.
This prototype is documented on Hidden Palace.
The August 4th, 1999 prototype of Crash Team Racing is a preview version of the game dated around a month and a half before the final NTSC release version. It was released on Month Day, 2020.
Despite the files suggesting a modification date of August 4th, the disc that this build originates from is labelled with "8/5/99", suggesting that its burn date was August 5th.
Contents
Audio Differences
| Placeholder Dialogue |
Intro / Menu Differences
- The intro screens use static images (same as demo versions).
- The flag moves diagonally and its color is much darker.
- No sound effects in the menu (except for the name entry screen).
- The trademark symbol next to the game's logo is missing.
- Crash has bigger pupils and his eyes have a darker tone.
- Crash doesn't blink.
- No transition between menus.
- No cup mode in Arcade or VS. menus.
- Only X and Square buttons are used to select and go back in menus, respectively. In the final version, Circle and Triangle can also be used for the same actions.
- Idle demo mode isn't present.
- There are no cutscenes in this build.
- Cheat codes weren't implemented yet. Holding L1 and R1 doesn't lock the inputs.
- The secret demo for Spyro 2: Ripto's Rage! isn't present.
- 2, 3, and 4 player options are always available regardless of how many controllers are plugged.
- There is no unlockable Scrapbook menu option.
Adventure
- The New/Load menu is positioned higher.
- The character select screen for Adventure mode is just a list of the eight 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 character icons in the save files have a black background.
| Aug 4 | Final |
|---|---|
- All warning messages call the memory card as just card.
- There is no menu interface on the messages screens.
- The strings use the X letter to represent the button instead of the actual icon.
Character Select
| Aug 4 | Final (4P) |
|---|---|
- 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 right eye, N. Tropy's head and face expressions were slighly modified, Ripper Roo uses the same textures of his boss portrait from Crash Bandicoot 1, and 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 character 3D models rotating are absent. Instead, this build shows the character names inside the blank slots.
- 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.
- 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 icon is misplaced.
Level Select
| Aug 4 | Final |
|---|---|
- There is no full track showcase video, it uses a static image instead. The images are also too bright in this screen.
- The level previews came from early versions of the tracks:
- The unique start line in Roo's Tubes was totally scrapped.
- The hill right after the start line has "COCO" written with flowers in Coco Park.
- The checkered line texture is very stretched in Sewer Speedway and Dragon Mines.
- A checkered line is missing in N. Gin Labs. Some extra directional arrows are also present.
- Oxide Station is heavily untextured.
- Turbo Track has an unfinished background.
- Minimaps don't have a blue outline.
- Sewer Speedway is called "Down the Drain".
- Slide Coliseum is an unlockable track along with Turbo Track.
- Oxide Station's minimap has some different parts:
- The tube section is more detailed, and may have been based on the removed four tube portion.
- The big jump section has an extra platform in the middle of the hole.
- Overall, the map design seems poorly designed, as there are many inconsistencies with the final map.
Battle
| Aug 4 | Final |
|---|---|
- Parking Lot is called "Garden Gambit".
- Lab Basement is called "Maze Malaise".
- Parking Lot, Lab Basement, and The North Bowl are already unlocked.
- Skull Rock is an unlockable arena.
| Aug 4 | Final |
|---|---|
- The available point options are 10, 15, and 20. It was reduced to 5, 10, and 15 in the final version.
- The "Type:" and "Lenght:" strings were moved further down in the final version.
- The "There must be at least one weapon" and "There must be two or more teams" messages use a small font.
High Score
| Aug 4 | Final |
|---|---|
- Only the eight starter characters are shown in the rankings. In the final version Ripper Roo, Papu Papu, Komodo Joe, Pinstripe, and N. Tropy are also present.
- The default CPU records are always 3:00:00, while in the final NTSC version is 9:59:00.
- Best Lap Time names use the generic font color instead of the character's unique color.
- Best Lap Time will always show the record of the first character in the Best Track Times ranking.
- There is no visible Time Trial and Relic Race options. Instead, going up or down will switch between Standard Mode (Time Trial) and Relic Race.
- The directional arrows next to the track names are missing.
- A small font is used for the character names.
- The font shadows are further down.
- Dr. Neo Cortex and N. Gin name abbreviations are the same placeholder ones used in the rest of the prototype.
- Slide Coliseum and Turbo Track records screen are accessible even if the tracks aren't unlocked.
- Penta Penguin uses a black color, which has the same tone as the font's shadows, making it unreadable. In the final version, his color was changed to white.
- Fake Crash uses a silver color, whereas in the final version his color is blue-grey.
- Komodo Joe uses a blue color, which was later changed to mustard.
Loading Screen
| Aug 4 | Final |
|---|---|
No Loading... text during the loading screen.
Gameplay Differences
- The checkered flag immediately appears and disappears without slowly transitioning on and off during loading screen.
- At this point in development, the voice recording sessions haven't started yet, so there is no voice acting throughout this build.
- In the Options menu, you can hear the developer's voice impressions for the eight starter characters used as placeholders.
- Skipping the race intro will also switch between map and speedometer.
- The lap counter is separated by a hyphen, whereas in the final version, it's separated by a slash.
- The lap time is registered once the lap is finished, while in the final version 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 (except in Coco Park).
- Aku Aku and Uka Uka models are placeholders from previous games.
- The screen doesn't turn black and white during the pause screen.
- You can switch between map and speedometer during the pause.
- There is no checkered flag transition when restarting a race. Instead, the race resets instantly.
- There is a glitch where restarting a race while the race intro fanfare is playing will cause the following race to start without the fanfare music.
| Aug 4 | 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 replay after the victory fanfare ends.
- All battle arenas use Lab Basement theme as placeholder.
- Komodo Joe, Fake Crash, and Penta Penguin's minimap icons are blue, silver, and black, respectively.
- Penta Penguin is protected by Uka Uka.
- The game doesn't ask if you really want to quit in the pause menu option.
- The X button icon has a golden color.
| Aug 4 | Final |
|---|---|
- The start lights layout are different, closely resembling the design used on Highway levels in Crash Bandicot: Warped.
Race
- In 1P mode, 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 version, the player always start in first place in Arcade mode (with CPU racers sorted according to the character selection menu), and last place in Adventure mode (with CPU racers sorted 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. Because of this, there is no backward view.
| Aug 4 | Final |
|---|---|
- A different sound effect is heard when the player gets a power-up.
- The Warp Orb is very glitchy in this build, as it gets stuck in many sections of the tracks.
- The red beaker can cause six different effects to the player by default:
- Randomizes item until the stormy cloud is gone
- Make the kart slippery - no randomization
- Make the kart unable to hop - no randomization
- Shake the kart + slow down - no randomization
- Shake the kart if it hops + slown down - no randomization
- Drain Wumpa fruits (removed state effect) - no randomization
In the final version, the state 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 another effect is still being played.
- The Power Shield doesn't have animations.
- Touching another player doesn't flash the screen.
- The CPU routes are different on many tracks.
- CPUs aren't affected by crushing hazards, such as Sewer Speedway and N. Gin Labs rolling barrels, Blizzard Bluff's giant ball, and Dragon Mines minecarts.
- Crashing while being crushed will make the kart flip with the crushed animation. In the final version, the kart automatically returns to normal state during the flip.
| Aug 4 | Final |
|---|---|
- The interface menu doesn't have greenish outlines.
- The position numbers after finishing a race are red.
- The menu placement is further down the screen.
- The TNT over Penta Penguin and Fake Crash's head covers the entire kart body.
Time Trial
| Aug 4 | Final |
|---|---|
- There is no ghost selection screen. It's only displayed if there is an actual ghost data in the track.
- The Insert any memory card with ghost data in memory card slot 1 bottom text is missing from the ghost data screen.
- The results screen doesn't have a transition.
- The messages are missing an exclamation mark.
- Since there is no voice acting in this build, N. Tropy's dialogues are absent.
- The enter name screen says Save instead of Save High Score. This screen can be also skipped using the Square button.
| Aug 4 | Final |
|---|---|
- The total time and the best lap time don't have the font highlighted.
- The character names use small font just like the High Score menu.
- The position numbers are red.
- Saving a record or ghost will display the Writing to card... Do not remove the card! message instead of Saving to memory card... Do not remove the memory card!.
- The "Save completed." message is missing.
- Selecting a ghost data slot says Choose a slot to save to instead of Choose a memory card slot to save to.
- Replaying a Time Trial race after finishing it without leaving the track does create a ghost of your previous run just like the final version, however this feature is only enabled in your first Time Trial attempt. Switching to another track doesn't enable it, so the only way to compete against your last run ghost in multiple tracks is rebooting the game before entering each one.
- N. Tropy's ghosts are harder in some tracks as he uses shortcuts in some of them.
- 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 version.
- His ghost runs out of bounds in Sewer Speedway, Dingo Canyon, Cortex Castle, Oxide Station, and Slide Coliseum. Because of this, it's impossible to beat them on these tracks.
- It's almost impossible to unlock his ghost in Tiny Arena, since the requirement to unlock him is to beat the time under 3:00:00.
- N. Oxide's ghosts weren't implemented yet. Instead, you will face another ghost that copies the skin of your current character.
- This ghost keeps racing around the finish line in Crash Cove. Eventually it starts racing.
- 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, it also oddly starts before the green light in these cases.
- This ghost runs out of bounds in Papu's Pyramid and Dragon Mines.
- Beating any of these ghosts won't show any stars next to the track's name as confirmation.
- Attempting to complete Time Trial mode on Turbo Track will crash the game right before crossing the finish line.
- It's impossible to unlock N. Tropy by normal means due to the unfinished programming of some ghosts, being unable to unlock Slide Coliseum and Turbo Track without hacks, and being unable to beat Turbo Track because of the crash.
Battle
- The race intro jingle is enabled before the battle starts.
Adventure Mode
- The game starts in Gem Stone Valley, spawning next to N. Oxide's garage. The player's spawn point is also different.
- 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 start.
- 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 Road.
- The symbol representing the player is the same one used in-races.
- There are no zone icons at this point except for N. Sanity Beach, which uses a Sun icon instead of a palmtree.
- You are able to switch between the map and speedometer in the Adventure zones.
- The music is disabled during the Load/Save monitor session.
- There is no monitor sound effect.
- The generic Writing to card... message is used for both save/delete file actions. In the final version, saving a file says Saving to memory card... and deleting it says Deleting game slot....
- 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 sound effect when the player enters the warp vortex.
- Entering a warp vortex while powersliding will make the slide sound effect continue playing, even after the player is teleported.
- You can drive during the item inventory animation.
- You can access Relic Race right after getting a trophy of a track. In the final version, other race challenges are only available after defeating the boss of the current zone.
- Opening a new door will freeze the game while the door animation plays. There is also no sound effects present.
- Percentage counts are different: Trophies contribute 1%, Tokens 1%, Relics 2%, Crystal Challenges 2%, Gem Cups 2%, beating a boss 2%.
- Adventure mode doesn't save the unlocked characters after beating the Gem Cups. You will need to redo the Gem Cups every time the game is rebooted in order to reunlock them. Alternatively, saving a Time Trial record while any hidden character is unlocked will make them permanently unlocked.
- If you saved the Adventure file where the Gem Cups are already beaten, you won't be able to reunlock the characters unless you start a new game.
- Returning to the saved file after restarting the game will cause the gems to return to the cup warp vortices and the map icons will blink again as if they hadn't been beaten before. Beating the cups again won't turn the icons red or remove the gems inside the warp vortices. This bug doesn't happen if you saved the unlockable characters via Time Trial.
- If you go out of bounds in the Adventure maps, the masks will rescue you. In the final version they were disabled on the hubs.
- Falling off from The Lost Ruins and Glacier Park spawns you out of bounds, softlocking the game.
| Zone | Level | Aug 4 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 zones to collect trophies. This can be noticed by starting in Gem Stone Valley, so the player automatically have access to two different zones at the same time, each one with two available tracks from 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 zone, 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 zone, forcing the player to access N. Sanity Beach.
- The Lost Ruins is accessible from the beginning.
- 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 4 | Final |
|---|---|
- The pause menu/inventory was completely revamped. Here instead of showing a full list per world containing all tracks and challenges for each zone, there is a small text box showing each level and challenge individually, where the track name is represented by the large font and the zone 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.
| Zone | 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 ID values (0 - Dingo Canyon, 1 - Dragon Mines, 2 - Blizzard Bluff, 3 - 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 pause menu always shows Dingo Canyon as standard screen. In the final game, the menu automatically changes the list according to the current world.
- The Paused text is also present here. In the final game, this text doesn't show up in the inventory menu.
- The menu border has no bluish outline.
| Aug 4 | Final |
|---|---|
- The warp vortex has small flashing lights coming out of it.
- Some warp vortex are surrounded by a checkered pattern. According to Rob Titus, former Naughty Dog developer, this was removed because it didn't look so well.
| Aug 4 | Final |
|---|---|
- The warping particles create a bluish smoke coming out of the warp vortex. The final version was changed to a shining light.
- Entering the warp vortex while jumping causes the characters to make the jumping animation.
Gem Stone Valley
- The concrete fence around Oxide's Spaceship area is further away.
| Aug 4 | Final |
|---|---|
- Oxide's Spaceship is less detailed around the boss garage area.
- The background behind Oxide's Spaceship contains is full of trees that were removed in the final version.
- There are no invisible walls around the concrete fences of the boss garange entrance. Because of this, it's possible to go out of bounds by jumping with enough speed.
| Aug 4 | Final |
|---|---|
- There is no door for the Gem Cups area.
| Aug 4 | Final |
|---|---|
- The textures of the entrance to the ruins have been changed.
| Aug 4 | Final |
|---|---|
- The textures inside Oxide's garage are unfinished.
N. Sanity Beach
- There is way less lighting, making the textures a lot darker.
- N. Sanity Beach's theme is slighly different.
- Sewer Speedway's decoration pipes have a dark tone.
| Aug 4 | Final |
|---|---|
- There is no door connecting Gem Stone Valley to N. Sanity Beach.
- A tiki statue was removed from the sea background near to Crash Cove warp vortex.
| Aug 4 | Final |
|---|---|
- There was an additional extension on the bridge leading to Roo's Tubes. This remained on the map in the final version.
- Loading the game file in N. Sanity beach will spawn the player farther to the right.
The Lost Ruins
- Some grass textures over the walls are missing.
- A direction sign pointing to Papu's Pyramid is missing.
| Aug 4 | Final |
|---|---|
- There is no black background inside Papu Papu's garage.
Glacier Park
- Polar Pass and Blizzard Bluff warp vortices are swapped.
- This part of the map has some crystals in the background that were removed in the final version.
- The warp vortex of Dragon Mines is red.
- You kart is positioned in a different direction during the inventory animation on the podium.
- Loading the game file in Glacier Park can sometimes spawn the player at different coordinates, but next to the standard spawn.
Citadel City
- The chandeliers in the Cortex Castle area have different textures.
| Aug 4 | Final |
|---|---|
- The Nitro Court warp vortex area uses the floor textures.
- A ceiling was removed in the final version.
Podium
- The Podium is in a very incomplete state. There isn't any character, podium platform or trophy girl, only the obtained item appears on the top.
- There are no victory fanfares either. Instead, the zone 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
- There is no sound effect for opening and closing the boss garage.
- The bosses don't throw any infinite weapons. Instead, they just act as a normal CPU and use random items.
- There is no boss race music.
- Aku Aku, Warp Orb, and N. Tropy Clock power-ups are enabled during the boss races.
- Boss garages are unlocked only after getting all trophies from the tracks of their own zone, regardless of the number of trophies already obtained.
- A key being added into the inventory animation is used after beating a boss.
- Beating Ripper Roo will spawn the player in front of his garage, instead of automatically spawning them in front of Gem Stone Valley door.
- Beating Pinstripe will spawn the player in front of his garage, instead of automatically spawning them in front of Oxide's garage.
- N. Oxide's battle has the most differences so far:
- He uses Fake Crash's icon as placeholder.
- He doesn't start before the green light.
- There are four wheels under his hovercraft.
- The game uses a low-poly model when he is away from the camera. In the final version, his LOD (level of detail) never changes.
- You can normally hit him with many weapons, including TNTs and Nitros. In the final version, he always spins out when hit by any type of weapon, except Power Shield or Aku Aku.
- His minimap icon is grey.
- Beating N. Oxide doesn't take you to the credits. Instead, you return straight to the Adventure map.
- 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. |
- The CTR Challenge has a very different challenge is this build: You must collect the letters C, T, and R during a Trophy Race, and each letter will be available in different laps, and if you miss any of them, you won't be able to get a Token, unless you try again.
- C is present on lap 1, T on lap 2, and R on lap 3.
- A Wumpa fruit sound effect plays when collecting a letter.
- 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 on the screen.
Crystal Challenge
- The race intro jingle is enabled during the Crystal Challenges.
- The kart doesn't brake instantly after the challenge ends.
- The time limits are different in all arenas except Nitro Court.
| Time limit | Aug 4 | 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 |
Relic Race
| Time Crates Locations Some crates are placed in very hard locations. |
- The requirements for all relic records are placeholders times. Sapphire times vary between 2:20:00 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 4 | Final |
|---|---|
- The relic obtained at the end of the race appears next to the track times instead of the bottom of the screen.
- There is no sound effect during the time subtraction.
- Relic Awarded and New High Score texts don't have exclamation marks.
- The texts are positioned a little higher on the screen.
- The time crate icon is misplaced.
- Getting a Gold or Platinum relic while the Sapphire wasn't collected yet will show its time requirement in the results screen, even if a higher relic has been obtained.
- The Platinum relics are dark grey instead of light grey/white.
- The Best Times ranking doesn't appear during the race results.
- Regardless of the relic you get, the podium and inventory animation always show a Sapphire relic.
| Level | Aug 4 | Final | Aug 4 | Final |
|---|---|---|---|---|
| Crash Cove | 2:32:00 2:22:00 2:02:00 |
1:17:00 1:05:00 0:52:00 |
30 boxes | 32 boxes |
| Roo's Tubes | 2:29:00 2:19:00 1:59:00 |
1:15:00 1:05:00 0:55:00 |
32 boxes | 32 boxes |
| Mystery Caves | 2:26:00 2:16:00 1:56:00 |
1:55:00 1:44:00 1:32:00 |
40 boxes | 40 boxes |
| Sewer Speedway | 2:27:00 2:17:00 1:57:00 |
1:33:00 1:05:00 0:37:00 |
65 boxes | 65 boxes |
| Coco Park | 2:21:00 2:11:00 1:51:00 |
1:35:00 1:12:00 0:49:00 |
40 boxes | 40 boxes |
| Tiger Temple | 2:31:00 2:21:00 2:01:00 |
1:20:00 1:02:00 0:43:00 |
52 boxes | 52 boxes |
| Papu's Pyramid | 2:30:00 2:20:00 2:00:00 |
1:34:00 1:09:00 0:42:00 |
48 boxes | 48 boxes |
| Dingo Canyon | 2:35:00 2:25:00 2:05:00 |
1:25:00 1:09:00 0:53:00 |
38 boxes | 38 boxes |
| Blizzard Bluff | 2:33:00 2:23:00 2:03:00 |
1:30:00 1:08:00 0:43:00 |
36 boxes | 40 boxes |
| Dragon Mines | 2:34:00 2:24:00 2:04:00 |
1:28:00 1:11:00 0:54:00 |
39 boxes | 39 boxes |
| Polar Pass | 2:23:00 2:13:00 1:53:00 |
3:00:00 2:33:00 2:05:00 |
38 boxes | 38 boxes |
| Tiny Arena | 2:20:00 2:10:00 1:50:00 |
3:45:00 3:22:00 2:58:00 |
57 boxes | 60 boxes |
| N. Gin Labs | 2:24:00 2:14:00 1:54:00 |
2:15:00 1:34:00 0:53:00 |
70 boxes | 70 boxes |
| Cortex Castle | 2:25:00 2:15:00 1:55:00 |
2:35:00 2:04:00 1:32:00 |
62 boxes | 62 boxes |
| Hot Air Skyway | 2:28:00 2:18:00 1:58:00 |
3:05:00 2:34:00 2:02:00 |
60 boxes | 56 boxes |
| Oxide Station | 2:22:00 2:12:00 1:52:00 |
3:17:00 2:56:00 2:34:00 |
47 boxes | 49 boxes |
| Slide Coliseum | N/A | 1:55:00 1:45:00 1:40:00 |
N/A | 45 boxes |
| Turbo Track | N/A | 1:45:00 1:32:00 1:19:00 |
N/A | 52 boxes |
- In Coco Park, the box counter says there are 40 boxes on the track, however only 38 are possible to collect.
- In Blizzard Bluff, the box counter says there are 36 boxes on the track, however only 33 are possible to collect. One of the unreachable crates is at the end of the track (before the start line) and you can actually see its reflection on the ice.
- The lowest relic times are ironically used in the longest track of the game, Tiny Arena. Thus, it's almost impossible to obtain at least a Sapphire relic due to the very low requirement. Consequently, Gold and Platinum relics are unreachable.
- It's impossible to obtain a Platinum relic in Oxide Station due to the very low requirement.
- The box counter says there are 47 boxes on the track, however only 45 are possible to collect.
- Some time boxes are in very difficult locations to reach, making some of them impossible to collect.
- Restarting a Relic Race while time is frozen will keep it frozen even after the race has started.
- The game freezes if you try to load Slide Coliseum and Turbo Track in Adventure Mode.
Gem Cups
- For some reason, you don't need to collect the four tokens of each color in order to unlock the cups. It seems you just need to get a trophy from the four respective tracks of a specific colored token.
- The restart option is present. Restarting will reset the current race, not the entire cup.
| Aug 4 | Final |
|---|---|
- The race standings menu adds extra icons for 6th, 7th, and 8th positions on the top right corner in Purple Gem Cup.
| Cup | Aug 4 | 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 |
- Some tracks are swapped. In the prototype, the track order is based on the Arcade/VS. menu list, while in the final version it's based on the Adventure order.
Track Differences
Crash Cove
| Aug 4 | Final |
|---|---|
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.
Mistery Caves
| Aug 4 | Final |
|---|---|
The fence near to the finish line uses an incorrect texture.
Sewer Speedway
| Aug 4 | Final |
|---|---|
This crate is misplaced.
Coco Park
| Aug 4 | Final |
|---|---|
This is the only track in this build that has a start banner. However, it's in a very early state and says "Start" instead of "CTR".
Tiger Temple
- The shortcut door can be only opened by throwing a Bowling Bomb, Power Shield, Missile, or with TNT/Nitro explosions. Trying to use Aku Aku or Beaker won't open it.
| Aug 4 | Final |
|---|---|
- The right chunk of the temple's wall texture is missing in the final version, 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.
- 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 via level selection menu, and restarting the race doesn't repeat it.
Polar Pass
| Aug 4 | Final |
|---|---|
- There is only one turbo pad at the end of the U-turn.
- Finishing the race in Time Trial and Relic Race will cause a camera bug everytime the character passes through the first chunk of the level.
Tiny Arena
| Aug 4 | Final |
|---|---|
A trio of turbo pads is missing at the end of the track.
Cortex Castle
| Aug 4 | Final |
|---|---|
- The player's shading is darker before the race starts. In the final version, the model goes dark after the green light.
- The final turbo pad before the big jump keeps your reserves during the rest of the race, so you can play the entire track with USF.
N.Gin Labs
| Aug 4 | Final |
|---|---|
- These tall, yellow laboratory devices could be seen in N. Gin Labs. They're not present in the final version, 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.
- The turbo pad before the blue tunnel keep your reserves during the rest of the race, so you can play the entire track with USF.
- The final turbo pad before the big jump is a Super Turbo Pad.
Hot Air Skyway
- If you fall down during the big jump near the beginning of the Hot Air Skyway, the fall lasts a lot longer until your mask comes to rescue you.
- There are a lot of Wumpa fruits throughout the track that have been removed.
- A Wumpa crate is missing at the beginning of the level.
- The first turbo pads before the big jump are a Super Turbo Pad, so you can play the entire track with USF.
Oxide Station
- The mask doesn't rescue the player if they access a different chunk of the track.
| Aug 4 | Final |
|---|---|
- A brown surface was added.
| Aug 4 | Final |
|---|---|
- An invisible floor was added to the first hole, preventing the player from falling to the bottom.
- The turbo pad doesn't give enough speed, which can make the player unable to reach the platform and fall of the track.
- There is also a bug in this section that makes the CPU unable to reach the platform and fall off the track.
- This turbo pad keep your reserves during the rest of the race, so you can play the entire track with USF.
- 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 4 | Final |
|---|---|
- The tunnel leading to the big fall is entirely covered in turbo pads.
- The camera rotates around the character after the race ends.
- This section of the track has glitched wall textures in Time Trial and Relic Race modes.
Slide Coliseum
| Aug 4 | Final |
|---|---|
- Incorrect wall texture, which is fixed in final, but still rotated wrong.
- One of the CPU routes are unfinished in this track, causing some of them to go in the wrong direction and fall forever.
- The lap counter checkpoint is misplaced, causing it to activate slightly before crossing the finish line.
Turbo Track
- The turbo pads don't scroll.
- The overall level lighting is a bit off (darker walls).
- This Wumpa crate is misplaced.
- The camera rotates around the character after the race ends.
Soundtrack Differences
The following themes have a cut extension at the end of the track. These parts were included in the pre-console version.
| Level | Aug 4 | Final |
|---|---|---|
| Mystery Caves | ||
| Tiger Temple | ||
| Polar Pass | ||
| Tiny Arena | ||
| Hot Air Skyway | ||
| Oxide Station |
Save Information
The information stored on a memory card when saving the game differs in this version compared to the final release.
| Info | Aug 4 | Final |
|---|---|---|
| Save icon | ||
| Title | CTR Saved Games and Scores | CTR:Saved Games and Scores |
| Product Code | SCUS-12345 | SCUS-94426 |