This is a sub-page of Proto:Crash Team Racing/August 14th, 1999 build.
Track Differences#
Crash Cove#
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Aug 14 |
Final |
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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#
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Aug 14 |
Final |
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These two mushrooms on the left side of the skeleton arch were removed in the final game.
Mystery Caves#
- The turbo pad in the downhill decent leading to the split-path is missing in the 3+ players version of the track.
Sewer Speedway#
- There are no boost flags on the ground at the edge of the pit after the turbo pads.
- The giant pipeline on the right side of the scenery lacks collision.
- The track has rendering issues in Time Trial and Relic Race modes.
Coco Park#
- The pond has no ground floor collision in 3+ player mode, causing the player to fall straight into the void.
- In 3+ player mode, there is an odd bug where a grass tile near the stadium floats over another player's screen if that object is rendered on a different screen. The P1 shows on P2's screen, P2 shows on P3's screen, and P3 shows on P4's screen.
Tiger Temple#
- The temple door cannot be opened by running into with an Invincibility Mask or by throwing Beakers.
- The right chunk of a temple's wall texture in the scenery at the start of the track is missing in the final game, but is present in the prototype.
Dragon Mines#
- There are no Wumpa crates at all, making it impossible to juice up weapons on this track.
- The first two minecarts that roll on the rail above the start of the track move upside down. This glitch happens every time the track is loaded for the first time.
Polar Pass#
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Aug 14 |
Final |
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- The three yellow signs in the walls are missing.
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Aug 14 |
Final |
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- 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.
- The track has rendering issues in Time Trial and Relic Race modes.
- Leaving the track or retrying it after completing all laps in Time Trial mode will crash the game.
Tiny Arena#
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Aug 14 |
Final |
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A trio of turbo pads is missing at the end of the track.
Cortex Castle#
Signposts don't have collision.
N. Gin Labs#
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Aug 14 |
Final |
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- Yellow laboratory structures in the scenery before the barrel section are not present in the final game, although they can still be seen in the track preview video.
- There are three directional arrows in the bridge instead of two.


- In 3+ player mode, the track's textures are messed up, possibly because certain mipmap levels for certain textures are not written, or overwritten.
Hot Air Skyway#
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Aug 14 |
Final |
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- The start banner is placed at the wrong position.
- A Wumpa crate is missing in the first curve at the beginning of the track. Instead, there are two single Wumpa fruits on each side of the road.
- There are Wumpa fruits spread around the spiral section.
- If you fall down during the big jump, the fall lasts a lot longer until you hit the out of bounds boundary and the mask comes to rescue you.
- There is a row of four Wumpa fruits after the Wumpa crate is located.
- There are two more Wumpa fruits afterwards, on each side of the road before the straight section.
Oxide Station#
- There are no cinematic camera angles programmed, so the camera will simply rotate around the character after the race is over.
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Aug 14 |
Final |
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- The brown domed roof is missing at the entrance leading to the S-curve tunnel.
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Aug 14 |
Final |
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- An invisible floor was added under the first ramp, preventing the player from falling to the bottom of the scenery.
- Occasionally, the turbo pad may not give enough speed, causing the player to not be able to reach the platform and fall off the track.
- Sometimes CPU racers are also unable to successfully reach the other side.
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Aug 14 |
Final |
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- The tunnel leading to the big fall is entirely covered in turbo pads.
- The AI paths used in Time Trial and Relic Race modes when the player turns into a CPU after the race ends do not work properly:
- The CPU is not able to gain enough speed to cross over the first ramp, causing the character to go out of bounds, before teleporting back to the track after falling for a few seconds.
- However, if the CPU takes the left path, the character will instead go too far to the left side of the ramp each time they pass, causing the character to miss the turbo pad and get stuck in a loop forever.
- If the CPU takes the middle path, the character will start respawning indefinitely upon reaching the sharp right turn after the large drop down.
- The CPU is not able to gain enough speed to cross over the first ramp, causing the character to go out of bounds, before teleporting back to the track after falling for a few seconds.
Slide Coliseum#
- There is a big screen object suspended in mid-air in the middle of the track.
- One of the AI paths is not set properly, causing some of them to go towards the wall and keep going out of bounds forever before the penultimate left curve.
- The lap counter checkpoint is misplaced, causing it to trigger slightly before crossing the finish line.
Turbo Track#
- Turbo pads are static, lacking the scroll animation.
- The first Wumpa crate is misplaced in mid-air.
- There are no cinematic camera angles programmed, so the camera will simply rotate around the character after the race is over.
- In Time Trial and Relic Race modes, the game crashes when crossing the finish line due to a thread being given an invalid pointer.
Arena Differences#
- All arenas use Lab Basement's theme as a placeholder.
- There are no AI paths programmed in any of the arenas, thus the player always stops moving after the battle is over. In the final NTSC-U version, only Nitro Court has no paths.
Nitro Court#
? crates behind player 1 and player 2's spawn positions are duplicated. Hitting it automatically breaks both crates, but throwing a Bowling Bomb or Tracking Missile at them will break just one instead.