This is a sub-page of Crash Nitro Kart (PlayStation 2, GameCube, Xbox).
Velo Mask#
Velo Mask was planned to have its own quotes during races like Aku Aku or Uka Uka, but apparently they were cut off in all international releases due to an oversight. It's possible that was an unintentional mistake caused due to a filename mismatch, as the clips share the exact same filename initials (vlo) with Emperor Velo's boss clips, which is programmed to be his character's initials, causing the game to interpret them as part of that character exclusively. Furthermore, the clips themselves can be naturally played in-game if you play as him through hacking.
The voice clips have been later fixed for the Japanese releases.
Audio |
Transcript |
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|---|---|---|
English |
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French |
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German |
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Italian |
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Spanish |
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Dutch |
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Unused Adventure Hints#
Sparky Hints#
Despite Aku Aku (and Uka Uka in the Japanese release) introducing the Sparky menu when pausing the game for the first time, there are two additional hint variants related to Sparky that are never triggered.
Aku Aku |
Uka Uka |
Transcript |
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|---|---|---|---|
English |
Sparky will keep a record of all the hints I have given you. You can contact Sparky by pressing the Start button. |
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Sparky can switch your driver, display hints, and save your progress. You can contact Sparky by pressing the Start button. |
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French |
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German |
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Italian |
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Spanish |
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Dutch |
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Japanese |
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Not Enough Trophies#
The only event that requires trophies is the Trophy Race, which already triggers the "Accessing a Track" hint when you approach a locked warp pad for the first time. In fact, this unused hint is erroneously programmed to play whenever you approach a locked warp pad that requires relics, which the game does not have any.
Aku Aku |
Uka Uka |
Transcript |
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|---|---|---|---|
English |
You do not have enough trophies to compete in these events. |
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French |
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German |
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Italian |
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Spanish |
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Dutch |
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Japanese |
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Boss Dialogues#
There is a set of voice lines that only appear when the player is controlling such character, such as crashing into a wall or taunting after dodging an attack. Interestingly, just like Nitros Oxide in Crash Team Racing, the same applies to the bosses in this game, which some voice clips never appear during a boss race, but they actually work properly if a player is controlling them; despite this, like other boss character lines, these are written in the context of the boss race. Some of clips were later re-used in the handheld versions of the game.
Boss |
Wall Crash |
Shield Dodge |
|---|---|---|
Krunk |
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Nash |
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Little Norm |
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Big Norm |
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N/A |
Geary |
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Scrubber |
N/A |
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Emperor Velo |
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Adviser |
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N/A |
Unused Sound Effects#
Filename |
Audio |
Notes |
|---|---|---|
airrelease1 |
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airrelease2 |
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akupoof |
Intended for when the mask goes away in the Adventure hub worlds. The game uses akuout instead. |
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armservo2 |
The game only uses armservo instead in Hyper Spaceway. It used to play in the September 2nd, 2003 prototype. |
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bandmot1 |
Unused Team Bandicoot kart engine sound. The actual sound used is crash3 instead. |
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bigbird |
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bigclockwhoosh |
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bluorb |
The game only uses bluorb3 instead in Hyper Spaceway. It used to play in Thunder Struck in the September 2nd, 2003 prototype. |
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bombxpl2 |
The game uses bombxpl4 instead. |
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bombxpl3 |
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boostpad |
The game uses boostpd2 instead. |
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carhorn1 |
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carhorn2 |
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carhorn3 |
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carhorn4 |
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carhorn5 |
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carmotr1 |
Assembly Lane. The game uses carmotr2 instead. |
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carmotr3 |
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carmotr4 |
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carmotr5 |
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carmotr6 |
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carmotr7 |
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coco4fx |
Coco typing on her laptop in the team select diorama. A different typing variation is used in-game, coco2fx. |
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cococ |
Coco celebrating after being chosen in the team select diorama. |
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cocoi1 |
Coco shouting "Bandicoot power!" in the team select diorama as part of her idle animation. |
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cocoi2 |
Coco adjusting her laptop in the team select diorama. It's essentially identical to the one used in-game, coco3fx. |
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crash3fx |
Crash victory pose sound. Same as crashw1 that plays in his podium animation. |
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crashc |
Crash celebrating after being chosen in the team select diorama. |
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crashi1 |
Crash playing with his yo-yo in the team select diorama. It's essentially identical to the one used in-game, crash2fx. |
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cratdrp1 |
When dropping a TNT/Nitro crate. The game uses cratdrp2 instead. |
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crnchc |
Crunch celebrating after being chosen in the team select diorama. |
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crnchi1 |
Crunch messing with his metallic forearm in the team select diorama. It's essentially identical to the one used in-game, crnch1fx. |
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crnchi2 |
Crunch opening/closing his metallic hand in the team select diorama. It's essentially identical to the one used in-game, crnch2fx. |
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crsheng3 |
Another unused Team Bandicoot kart engine sound. |
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crtxmot1 |
Unused Team Cortex kart engine sound. The actual sound used is crtxeng8 instead. |
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crystinc |
Apparently for when picking up crystals, which was later replaced with crystobt. |
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cubedis |
Likely related to the Mime Cubes dropped by Little Norm in the Fenonema boss race. |
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cubedrop |
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curstrig |
Activating Voodoo Doll curse effect. |
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doorcls |
Intended to play in Meteor Gorge, but the sound volume is set to zero. |
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dooropn |
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dsrtbrd2 |
Intended for Out of Time and Fenomena hub. The game uses dsrtbrd1 for Out of Time and dsrtbrd3 for both levels instead. |
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evilmot2 |
Unused Team Trance kart engine sound. The actual sound used is evilmot6 instead. |
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exhaust |
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fakec1fx |
Fake Crash defeat pose sound. Similar to fakecl2 but lacking his "Huh?". |
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feui0010 |
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feui0020 |
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flipspin |
The old sound effect for the spiked swings hazard in Thunder Struck, as seen in the September 2nd, 2003 prototype (replaced with gear2 in the final game). |
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fluidlnd |
Related to the Stick Surfaces dropped by the robots in the Teknee boss race. |
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fluidsqt2 |
The game uses fluidsqt instead. |
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foo |
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frnzloop |
Intended for when the team meter fades in or fades out. |
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frutdur2 |
Related to the Spiky Fruits dropped by Krunk in the Terra boss race. The game uses frutdur1 instead. |
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frutdur3 |
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gatebeep |
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gatwarp2 |
Hyper Spaceway. The game uses gatwarp3 instead. |
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gracloop |
The old Voodoo Doll grace / Team Frenzy effect. |
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gractrig |
Activating Voodoo Doll grace effect. |
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itemwon1 |
The game uses itemwon2 instead. |
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jawland |
Related to the Joke Teeth dropped by Nash in the Barin boss race. |
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kartscrp |
The game uses krtscrp3 instead. |
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krtscrp2 |
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kukubig |
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kukuclok |
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kukudr1 |
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kukudr2 |
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litespin |
Intended for when the traffic lights are spinning. The game would have used litespin. |
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litespn2 |
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litespn3 |
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litespn6 |
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machine1 |
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minehit |
The game uses minehit2 instead. |
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misping2 |
Red Eye Missile beep. The game uses misping1 instead. |
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misping3 |
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misscam |
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missfir2 |
Launching a missile. The game uses missfir3 instead. |
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msfire |
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msthrust |
Missile thrust. The game uses missfly5 instead. |
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mstrack |
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ncrtxc |
Dr. Neo Cortex celebrating after being chosen in the team select diorama. |
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ncrtxi1 |
Dr. Neo Cortex shouting "Excellent!" in the team select diorama as part of his idle animation. |
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nginc |
N. Gin hammering his finger after being chosen in the team select diorama, just like in Crash Team Racing. |
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nginfx2 |
Unused N. Gin sound. |
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ngini1 |
N. Gin hammering in the team select diorama. It's essentially identical to the one used in-game, nginfx3. |
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ntrncfx1 |
N. Trance defeat pose sound. Similar to ntrncl2 but lacking his "No!". |
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ntrncfx2 |
N. Trance victory pose sound. Similar to ntrncw1 but lacking his "I won!" |
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ntrncfx3 |
N. Trance victory pose sound. The same as ntrncw2. |
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ntrpyfx1 |
N. Tropy defeat pose sound. Similar to ntrpyl1 but lacking his sigh. |
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ntrpyfx2 |
N. Tropy defeat pose sound. Similar to ntrpyl2 but lacking his "Why?". |
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ntrpyfx3 |
N. Tropy victory pose sound. Similar to ntrpyw1 but lacking his "Ah!". |
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ntrpyfx4 |
N. Tropy victory pose sound. Same as ntrpyw2. |
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outsdamb |
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oxidefx1 |
Nitros Oxide defeat pose sound. Similar to oxidel1 but lacking his angry grunts. |
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oxidefx2 |
Nitros Oxide victory pose sound. It's essentially identical to the one used in-game, oxidew1. |
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oxidmot1 |
Unused Team Oxide kart engine sound. The actual sound used is oxideng2 instead. |
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purafx1 |
Pura victory pose sound. Similar to puraw1 but lacking his meows. |
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realvfx1 |
Real Velo defeat pose sounds. Both are essentially the same as realvl1 and realvl2, respectively - although the latter lacks his grunt. |
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realvfx2 |
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scrnchng |
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shldloop |
The game uses shldlop2 instead. |
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shoktoss |
The game uses shokhit instead. |
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sign3 |
Likely intended for Assembly Lane and Android Alley. The game uses sign1 for Android Alley and sign2 for both tracks instead. |
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sign5 |
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siren1 |
Intended for Android Alley. The game would have used siren4 for the tunnel section with a sharp right turn after the anti-gravity climb, as seen in the September 2nd, 2003 prototype. |
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siren2 |
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siren3 |
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siren4 |
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spacebg1 |
Intended for Hyper Spaceway, as seen in the September 2nd, 2003 prototype. |
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spcship1 |
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spcship2 |
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spcship3 |
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steamglp |
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stemhiss |
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stoplit1 |
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stoplit2 |
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striplnd |
Related to the Shark Teeth dropped by Nash in the Barin boss race. |
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tinyc |
Tiny Tiger celebrating after being chosen in the team select diorama. |
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tinyfx4 |
Unused Tiny Tiger sound. |
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tinyi1 |
Tiny Tiger making grunts in the team select diorama as part of his idle animation. |
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tinyi2 |
Tiny spinning his dumbbell in the team select diorama. It's essentially identical to the one used in-game, tinyfx3. |
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tunnelfanstdy |
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tunnelfanswish |
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ufongin |
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uiacpt2 |
The game uses uiacpt3 instead. |
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uicursr4 |
The game uses uicursr5 instead. |
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ukadrum2 |
An early version of Uka Uka's theme - a short drumbeat that lasts about a second before looping. The game instead uses ukadrm2 during gameplay. Note: The audio has been artificially extended to match the length of the invincibility time. |
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velovox1 |
Four variations of Velo Mask's laugh exist, but the game only uses velovox2. The first three variants are simply direct rips from the game's cutscenes. |
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velovox3 |
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velovox4 |
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voodrum1 |
Voodoo Doll curse effect. |
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warpbep1 |
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warpbep2 |
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warpbep3 |
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warphud1 |
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warphud2 |
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watfall4 |
Intended for Thunder Struck. The track originally had a waterfall in the scenery after the first anti-gravity section. |
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watrpump |
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windcld4 |
Intended for the Barin hub, Meteor Gorge and/or Barin Ruins. The game uses windcld1 for the respective levels, and windcld6 for the Barin hub only. |
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windcld5 |
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windcld7 |
It would have been used in Meteor Gorge and Barin Ruins, as seen in the July 29th, 2003 prototype. |
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windgst3 |
The other variants are used in Meteor Gorge (windgst4), Barin Ruins (windgst1, windgst4, windgst5), and the Fenomena hub (windgst1, windgst2). |
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wrmgrwl1 |
Sandworms from Out of Time. The game uses wrmgrwl2 and wrmgrwl3 instead. |
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zemfx1 |
Zem defeat pose sound. Similar to zeml2 but lacking his grunts. |
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zemfx2 |
Zem victory pose sound. Similar to zemw1 but lacking his grunt. |
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zemfx3 |
Zem victory pose sound. Similar to zemw2 but lacking his burp. |
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