the cutting room mirror

Level Differences

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This is a sub-page of Proto:Crash Team Racing/August 5th, 1999 build.

Track Differences#

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

Crash Cove#

Aug 5

Final

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

Roo's Tubes#

Aug 5

Final

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

Mystery Caves#

Aug 5

Final

  • The fence on the left side of the finish line uses an incorrect texture coloring.
  • The turbo pad in the downhill decent leading to the split-path is missing in the 3+ players version of the track.

Sewer Speedway#

  • The track is called "Down the Drain". Interestingly, the name differs from the other tracks due to its different naming style, which is similar to how most levels in the previous games were named, being either a pun or a reference to something else outside the Crash universe.

Aug 5

Final

  • The ? crate of the right in the middle path before the big half-pipe section is misplaced.
  • There are no boost flags on the ground at the edge of the pit after the turbo pads.
  • The giant pipeline on the right side of the scenery lacks collision.

Coco Park#

Aug 5

Final

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

Tiger Temple#

  • The temple door cannot be opened by running into with an Invincibility Mask or by throwing Beakers.
  • The right chunk of a temple's wall texture in the scenery at the start of the 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#

Aug 5

Final

  • The three yellow signs in the walls are missing.

Aug 5

Final

  • 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.
  • Finishing the race in Time Trial and Relic Race modes will cause a camera bug to occur whenever the character passes through the initial part of the track.

Tiny Arena#

Aug 5

Final

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

Cortex Castle#

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

N. Gin Labs#

Aug 5

Final

  • 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 on the bridge instead of two.

Hot Air Skyway#

  • 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.

Aug 5

Final

  • The brown domed roof is missing at the entrance leading to the S-curve tunnel.
  • An invisible floor was added under the first ramp, preventing the player from falling to the bottom of the scenery.
  • Occasionally, the turbo pad may not give enough speed, causing the player to not be able to reach the platform and fall off the track.
    • Sometimes CPU racers are also unable to successfully reach the other side.

Aug 5

Final

  • The tunnel leading to the big fall is entirely covered in turbo pads.
  • The bottom section after the large drop down has geometry issues on the right wall in Time Trial and Relic Race modes.

Aug 5

Final

  • Glass reflections are brighter in Time Trial and Relic Race modes.
  • The CPU paths used in Time Trial and Relic Race modes when the player turns into a CPU after the race ends do not work properly:
    • The CPU is not able to gain enough speed to cross over the first ramp, causing the character to go out of bounds, before teleporting back to the track after falling for a few seconds.
      • However, if the CPU takes the left path, the character will instead go too far to the left side of the ramp each time they pass, causing the character to miss the turbo pad and get stuck in a loop forever.
    • If the CPU takes the middle path, the character will start respawning indefinitely upon reaching the sharp right turn after the large drop down.

Slide Coliseum#

  • The lap counter checkpoint is misplaced, causing it to trigger slightly before crossing the finish line.

Aug 5

Final

  • This wall uses an incorrect grass texture, which is fixed in the final game but still rotated wrong.
  • 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 before the penultimate left curve.
  • The bottom half of the skybox is placed lower and is not blended with the top half.

Turbo Track#

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

Arena Differences#

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

Nitro Court#

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

Parking Lot#

The arena is called "Garden Gambit".

Lab Basement#

The arena is called "Maze Malaise".