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Proto:Crash Tag Team Racing/June 29th, 2005 build

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This is a sub-page of Proto:Crash Tag Team Racing.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

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  • Unused content.
  • Text differences.
  • Audio differences
  • Screenshots.

The June 29th, 2005 prototype of Crash Tag Team Racing is a preview version for Xbox dated over a month and a half before the final NTSC-U Xbox release version. It was released on April 9th, 2024.

Sub-Pages

SoundIcon.png
Unused Clips
Lots of character voice clips that are nowhere to be found in the retail releases.

Cheat Features

Four button combinations can be inputted on the title screen:

  • Hold LT + RT and press A, A, A, A to unlock everything (all tracks, arenas, vehicles, extras, minigames, and outfits - including Japanese Crash and the unused Buckethead Crash outfit).
  • Hold LT + RT and press X, X, X, X to display the build date info.
  • Hold LT + RT and press A, X, X, X to disable CPU opponents in Race mode.

General Differences

  • This prototype is prone to crashing in minor inconsistent ways.
  • The copyright screen has a different text formatting and font size.
  • The opening video is an early version from previous builds. The music at the beginning is from Rings of Uranus (when you're on the last lap and far behind). It then shows a different logo and cuts to a montage of prototype clips, with a slightly different rendition of the main Rings of Uranus theme.
    • The video can also be paused by pressing the Start button.
  • An early rendition of the main theme can be heard in the menus.
  • The title screen button prompt reads "Press Start Button" instead of "Press Start".
  • The loading screen lacks the Crash and Ninja Penguin backdrop.
    • Burps and farts are both mapped to the A button. In the final game, the fart is set to B.
      • There is no pitch change feature with the Up/Down thumbsticks.
  • All story cutscenes and car unlock movies are just the Sierra Entertainment intro used a placeholder.
  • All characters and vehicles are unlocked from the getgo, but only in the main menu sections.
  • Despite the option to purchase character costumes in the multiplayer section, you can't equip them.
  • The Agent C.R.A.S.H. outfit does not have the shades.
  • The PSP-exclusive Battle Arena "Fight Like An Egyptian" is playable in this build, despite it and another PSP Battle Arena "The Tragic Kingdom" (which does exist in this build's files, but is slightly early) not meant to be played on any other platform outside of PlayStation 2 through linking between the PSP and PS2 versions.
  • No music is played on the tracks in any game mode other than Race.
    • Some sound effects are equally missing, such as the countdown and the car landing on the ground.
    • The other game modes also lack a camera intro for the tracks/arenas.
  • The Sound options in the pause menu have no text visible onscreen.
  • Quitting the game will return to the opening intro instead of the main menu.
  • A lot of the NTSC-U PS2 unused leftovers are also in the files of this Xbox build, including "onfoot_hub", "sandbox", "testbed1", "bonus11 (early Evilocity)", and "bonus2_arena (really early Hardly Ever Land)".

Menu Differences

  • The Select and Navigate button prompts are slightly to the left.
  • The default name for creating a new file is "1P" instead of "PLAYER".
  • There is no option to continue without saving.
  • The padlock icon is larger and lacks transparency.
  • The speed select screen reads "Race Speed" instead of "Vehicle Speed".
  • Returning to the main menu will cause the "Single Player" text to be misaligned with the signpost.

Level Select

  • The title reads "Select Race" instead of "Level Selection".
  • A crystal icon can be seen in the top left corner, which never disappears even after the crystals have been collected.
  • There is no $ symbol next to the payout amounts.
  • The level name is further down.
  • Hub logos are smaller.
  • Minimaps are much bigger.
  • Despite the arenas having their final names at this point, early names are used in the menu.
    • "Adventure Arena" instead of "Jungle Rumble".
    • "Dino Arena" instead of "Extinction Party".
    • "Fairy Arena" instead of "Hardly Ever Land".
    • "Solar Arena" instead of "Space Stunts".
    • "Egypt Arena" instead of "Fight Like An Egyptian".
  • The level select screen displays placeholder times in Fast Lap mode.
  • Stunt Arenas do not have the score requirements set in the menu, but rather being set as "1st", "2nd" and "3rd" similar to the Battle Arenas.
    • The "Record" score is not present either.

Character Select

  • The singleplayer and multiplayer screens in the main menu feature a little animation upon selecting a character which doesn't happen in the final game.
    • Von Clutch is the only character who does not have this feature, though.
  • The weapon icons have a shadow.
  • There is no confirmation pop-up upon selecting the vehicle.

Game Progress

  • Game stats are ordered differently.
  • "Race Gates" was changed to "Tracks".
  • "Arena Gates" was changed to "Arenas".
  • There are 100 Power Crystals in total instead of 142.
  • There are 17 Character Outfits instead of 16.
  • No "Track Secrets" stat.
  • No "Chicken Challenge" stat.
  • Completion percentage under the stats. Also lacking the % symbol.

Preferences

  • "Hud Map" was changed to "Driving Hud Map".
  • "Invert Camera" was changed to "Invert Camera (L/R)".
  • "Inverted Aiming" was changed to "Inverted Aiming (U/D)".
  • "Vibration Feature" was changed to "Vibration".

Gift Shop

  • Pressing Left will grant you 5000 coins.
  • The font is not all capitalized.
  • The UI is different - there are no item icons, the prices are located on their side
  • The $ symbol is missing.
  • No padlock icon next to locked items.
  • The menu list displays 7 items at once instead of 5.
  • A few car and outfit names were changed:
    • "Tri-Fighter" vehicle was renamed to "Trikee".
    • "Prehistoric Crash" outfit was renamed to "Cave Crash".
    • "Princess" outfit was renamed to "Princess Coco".

Extras

  • The Die-O-Rama icons in the Movie Gallery are leftovers from earlier builds showing older, un-rendered Maya Playblasts.
  • Other icons all share the same placeholder graphic used elsewhere.

Controls

  • The Gunner layout includes a "Zoom" feature mapped on L trigger, which is a leftover from an earlier point in development. This can still be seen in the PS2 Demos.

Credits

  • The credits list is very basic and short.

Gameplay Differences

  • All characters in races have little animations that play which aren't in the final game, and weren't even in earlier builds.
  • Sometimes the player will become invincible, resulting in infinite health and the inability to open item boxes.
  • Some character names are have minor spelling differences - NGIN instead of N-GIN and VONCLUTCH instead of VON CLUTCH.
  • The ammo HUD in battle modes where the ammo is infinite displays the default total instead of "--".
  • The results screen for the other game modes has some differences:
    • The overall total number of coins and crystals is displayed instead of the number of crystals you received in that level/minigame.
    • "New Record" uses a larger font and is overlapped by the coin payout.
    • Score requirements are further to the right.
      • The "Finish" is also aligned with the scores.
    • Record and Your Score are swapped.
    • No "Total" text above the coin and crystals icons.
    • The crystal icon is placed next to the gold trophy requirement instead of being next to the trophy icon.
    • Highlighted scores are larger.

Race

  • You cannot disable the race intro UI by pressing B.
  • Characters will become permanently transparent after switching to Gunner.
  • The lap counter remains onscreen after crossing the finish line.
  • When collecting a power crystal from unlockable shortcuts, the "CLASHING" notice will erroneously turn into the "POWER CRYSTAL COLLECTED" message for the rest of the race - even if you restart the race.
  • The results screen does not count your score. It simply shows your total automatically.
    • The name of the character you are using is displayed rather than your profile name.
    • The Pays and KO's rows are switched.
    • The trophy icon is displayed above the total, rather than trophies appearing next to the character's names for the top 3 places.
  • There is a separate menu after the results screen with a "PLAY AGAIN" or "CONTINUE" option, rather than being able to do restart the level while in the results screen.

Crashinator

  • Trophy score requirements are missing from in the intro UI.
  • Trophy icons will not appear next to the counter when achieving the required score.
  • Targets lack sound when destroyed.
  • Crossing the finish line still allows you to move as if a race was still going on.
  • You will always receive a crystal, regardless of your final score and how many times you play this challenge.
  • Tiki Turbo has 47 targets instead of 46.
  • Once Upon a Tire has 48 targets instead of 47.
  • Pyramid Pass has 89 targets instead of 86.

Fast Lap

  • Trophy score requirements are missing from in the intro UI.
  • The HUD displays 0:00:10 as a placeholder requirement for the gold trophy, despite the tracks having the proper scores set for all trophy tiers.
  • The lap counter is displayed onscreen and reads "1/1".
    • The font is also colored orange.
  • You will always receive a crystal, regardless of your final score and how many times you play this challenge.
Level Jun 29 Final
Tiki Turbo Gold: 0:55.00
Silver: 0:58.00
Bronze: 1:01.00
Gold: 0:59.00
Silver: 1:02.00
Bronze: 1:05.00
Pirates of the Carburetor Gold: 1:04.00
Silver: 1:07.00
Bronze: 1:10.00
Gold: 1:10.00
Silver: 1:13.00
Bronze: 1:16.00
Deep Sea Driving Gold: 1:03.00
Silver: 1:06.00
Bronze: 1:09.00
Gold: 1:06.00
Silver: 1:09.00
Bronze: 1:12.00
Once Upon a Tire Gold: 1:18.00
Silver: 1:21.00
Bronze: 1:24.00
Gold: 1:20.00
Silver: 1:23.00
Bronze: 1:26.00
Evilocity Gold: 1:08.00
Silver: 1:11.00
Bronze: 1:14.00
Gold: 1:12.00
Silver: 1:15.00
Bronze: 1:18.00
Fossil Fuel Injection Gold: 0:55.00
Silver: 0:58.00
Bronze: 1:01.00
Gold: 0:56.00
Silver: 0:59.00
Bronze: 1:02.00
Labrea Car Pits Gold: 0:55.00
Silver: 0:58.00
Bronze: 1:01.00
Gold: 0:57.00
Silver: 1:00.00
Bronze: 1.03.00
Dead Heat Gold: 0:47.00
Silver: 0:50.00
Bronze: 0:53.00
Gold: 0:48.00
Silver: 0:51.00
Bronze: 0:54.00
Crash Test Mummies Gold: 0:52.00
Silver: 0:55.00
Bronze: 0:58.00
Gold: 0:53.00
Silver: 0:56.00
Bronze: 0:59.00
Rings of Uranus Gold: 0:15.00
Silver: 0:18.00
Bronze: 0:21.00
Gold: 0:16.00
Silver: 0:19.00
Bronze: 0:22.00
Uranus' Mine Gold: 1:21.00
Silver: 1:24.00
Bronze: 1:27.00
Gold: 1:23.00
Silver: 1:26.00
Bronze: 1:29.00
Craters on Uranus Gold: 1:32.00
Silver: 1:35.00
Bronze: 1:38.00
Gold: 1:35.00
Silver: 1:38.00
Bronze: 1:41.00

Rolling Thunder

  • The opponents drive too far away from the player, making it harder to destroy the cars.
  • Trophy score requirements are missing from in the intro UI.
  • The HUD is displays a total of 30.
  • Trophy icons will not appear next to the counter when achieving the required score.
  • It is impossible to receive a crystal in this challenge.
Level Jun 29 Final
Tiki Turbo Gold: 15
Silver: 12
Bronze: 9
Gold: 20
Silver: 15
Bronze: 10
Pirates of the Carburetor Gold: 20
Silver: 15
Bronze: 10
Gold: 22
Silver: 15
Bronze: 10
Deep Sea Driving Gold: 18
Silver: 5
Bronze: 12
Gold: 18
Silver: 15
Bronze: 12
Once Upon a Tire Gold: 21
Silver: 18
Bronze: 15
Gold: 23
Silver: 18
Bronze: 13
Track and the Beanstalk Gold: 15
Silver: 12
Bronze: 9
Gold: 20
Silver: 15
Bronze: 10
Evilocity Gold: 20
Silver: 16
Bronze: 12
Gold: 23
Silver: 18
Bronze: 13
Fossil Fuel Injection Gold: 18
Silver: 14
Bronze: 10
Gold: 20
Silver: 15
Bronze: 10
Labrea Car Pits Gold: 18
Silver: 14
Bronze: 10
Gold: 21
Silver: 16
Bronze: 11
Dead Heat Gold: 20
Silver: 16
Bronze: 12
Gold: 20
Silver: 15
Bronze: 10
Crash Test Mummies Gold: 20
Silver: 16
Bronze: 12
Gold: 23
Silver: 18
Bronze: 13
Pyramid Pass Gold: 20
Silver: 16
Bronze: 12
Gold: 30
Silver: 25
Bronze: 20
Rings of Uranus Gold: 8
Silver: 6
Bronze: 4
Gold: 9
Silver: 7
Bronze: 5
Uranus' Mine Gold: 25
Silver: 20
Bronze: 15
Gold: 35
Silver: 30
Bronze: 25
Craters on Uranus Gold: 30
Silver: 24
Bronze: 18
Gold: 45
Silver: 40
Bronze: 35

Run and Gun

  • Trophy score requirements are missing from in the intro UI.
  • Trophy icons will not appear next to the counter when achieving the required score.
  • Targets lack sound when destroyed.
  • Once Upon a Tire has 44 targets instead of 38.
  • Track and the Beanstalk has 37 targets instead of 34.
  • Tire & Ice has 51 targets instead of 49.
  • Pyramid Pass has 48 targets instead of 44.
  • Uranus' Mine has 86 targets instead of 73.
  • Uranus' Mine and Craters of Uranus feature flying saucer-like targets hanging in the ceilings and metallic poles next to each other. In the final game, it was replaced by the same planes and blimps used elsewhere.
    • The HUD total also displays 16 targets in total, despite the level having much more.
Level Jun 29 Final
Tiki Turbo Gold: 45
Silver: 40
Bronze: 30
Gold: 40
Silver: 35
Bronze: 25
Deep Sea Driving Gold: 33
Silver: 28
Bronze: 20
Gold: 30
Silver: 25
Bronze: 15
Once Upon a Tire Gold: 39
Silver: 32
Bronze: 25
Gold: 25
Silver: 20
Bronze: 10
Track and the Beanstalk Gold: 32
Silver: 28
Bronze: 20
Gold: 26
Silver: 21
Bronze: 15
Evilocity Gold: 40
Silver: 35
Bronze: 25
Gold: 35
Silver: 20
Bronze: 20
Fossil Fuel Injection Gold: 36
Silver: 32
Bronze: 23
Gold: 30
Silver: 25
Bronze: 15
Labrea Car Pits Gold: 46
Silver: 40
Bronze: 30
Gold: 42
Silver: 35
Bronze: 25
Tire & Ice Gold: 47
Silver: 40
Bronze: 30
Gold: 40
Silver: 35
Bronze: 25
Dead Heat Gold: 40
Silver: 32
Bronze: 25
Gold: 35
Silver: 30
Bronze: 20
Crash Test Mummies Gold: 40
Silver: 35
Bronze: 25
Gold: 35
Silver: 30
Bronze: 20
Pyramid Pass Gold: 45
Silver: 35
Bronze: 25
Gold: 40
Silver: 35
Bronze: 25
Rings of Uranus Gold: 22
Silver: 18
Bronze: 10
Gold: 20
Silver: 15
Bronze: 10
Uranus' Mine Gold: 78
Silver: 70
Bronze: 55
Gold: 60
Silver: 50
Bronze: 40
Craters on Uranus Gold: 150
Silver: 120
Bronze: 100
Gold: 65
Silver: 55
Bronze: 45

Stunts

  • Trophy score requirements are missing from in the intro UI.
  • The timer is located under the score requirement, rather than being in the bottom left corner.
  • The HUD displays 100 as a placeholder requirement for the gold trophy, despite the arenas having the proper scores set for all trophy tiers.
  • There is no sound effect for earning points.
  • The character will start driving around the arena after game is over.

Hub World

  • The hub intro will not play the first time you enter it.
  • All gem cutscenes are missing sound effects.
  • Going into first person using the Left Trigger and then pressing X gives you a crystal, and Y gives you coins.
  • The menu UI features an earlier version of the assets - most notably, the textures lack shading.
    • There are quotation marks (" ") in the bottom of the menus.
    • No crystal reward icon appears in the level select, making it difficult to determine whether a crystal has already been obtained or not.
    • The level select screen still reads "Driving Games" at the top.
    • The "Change Outfit" prompt in the character select screen is overlapped by the menu asset.
      • It is also only displayed for Crash.
    • Pays and Score Needed tables are swapped in the level select screen in all modes, aside from Race.
  • Crash holds his foot on his death animation, being the same one as when the Ninja Penguins attack him.
  • When Crash falls, the screen fadeout ends before he actually respawns.
    • The music does not become silent during the fadeout transition either.
  • Attempting to spin and perform a body slam while jumping will cause Crash to body slam while in the spin animation.
  • Wumpa Whip has a rather trippy effect than what is normally seen in the final game.
    • The slurp sound will play whenever you break crates.
    • The x2 symbol is located above the coin icon.
  • Chick Gizzardlips' icon still has his cigarette.
  • Character costumes unlocked in the singleplayer story mode have animation glitches, most notably with Cortex who just stands around in a T-Pose.
  • Attempting to load a track in Run and Gun will crash the game. The only way to access this mode is through the main menu.

Hub Differences

Tutorial

  • There are platforms in the scenery behind the starting point - including one right behind Crash's spawn point, which can teleport the player to any of the hubs by stepping on one of them.

Midway

  • There is no music.
  • The skybox textures are slightly different.
  • There's a red color headless person that's supposed to give you all minigames, though talking to them doesn't do anything.
    • The functionality only applies to "Onfoot_Hub" - an unused Hub World map.

Mystery Island

  • Crash will immediately respawn upon touching the water surface.

Happily Ever Faster

  • The jump pad in the dark area is invisible.
  • Button frames are misplaced in mid-air.

Tyrannosaurus Wrecks

  • The sign when first entering the hub is pink and reads "TEST YOUR STRENGH".
  • The initial cutscene where the cow is launched lack sound effects and is shorter.
  • Button frames are misplaced in mid-air.
  • The baby yeti in the edge of the mountain is misplaced down below.
  • The jump pad is invisible.
  • The gem cutscene is unfinished.

Tomb Town

  • The camera in maze section is inverted - bricks also lack falling sound.
    • The floor bricks don't respawn after reaching the hidden room.
  • The gem cutscene is unfinished.

Astro Land

  • The last cutscene of Crash pulling the lever to stop Willie Wumpa Cheeks' rocket launch is entirely different from the final game, and got to the point of being all finished (except that there's no sound mix).

Track Differences

Tiki Turbo

  • Dying in the chasm will respawn the player ahead of it.

Deep Sea Driving

  • The camera angle when the car is spat out by the whale's blowhole is different.

Dead Heat

  • A train can be seen moving in the scenery.
  • The giant hanging box with a target cannot be destroyed.

Labrea Car Pits

  • The last place theme uses Crash Test Mummies' theme as a placeholder.

Rings of Uranus

  • Instead of the crossed checkered flags, the word "START" is shown at the start line with a unique appropriate style.

Uranus' Mine

  • Instead of the crossed checkered flags, the word "START" is shown at the start line with a unique appropriate style.

Craters on Uranus

  • Instead of the crossed checkered flags, the word "START" is shown at the start line with a unique appropriate style.

Minigame Differences

  • Minigames don't play any music, despite the actual music files existing in this build, and being the same as the final game.
    • They also feature early assets, such as the slingshot models, a square-shaped aiming reticle and placeholder sound effects (or lack of them for the most part).
  • There are no ambience sounds.
  • The score multiplier is inverted.
  • All minigames re-use Von Clutch's Lanes score requirements as a placeholder - 150 for gold, 115 for silver, 75 for bronze.
    • Additionally, the HUD always displays 100 points as the requirement for a gold trophy.
  • Despite the exit option in the pause menu reading "Exit Game" instead of "Return to Park", the player will return to the hub.
  • The results screen will always read "Von Clutch's Lanes", regardless of the minigame.

Bowling

  • No crowd sounds when Strike or Spare.
  • No "GUTTER BALL" notice or fanfare when the ball drops into the gutter.

Shoot

  • The HUD reads "MISSING:" and the icon is represented by reticles, as opposed to raw meats.

Falling Target

  • Park Drones are static and have no animations.
  • The monkeys' parachutes have rendering issues.

Soundtrack Differences

All the music in this build aside from the hub worlds is early midi mockups from the game's composer.

Unused Content

Unused Music

The N. Sanity Beach theme from Crash Twinsanity can be found in the files.

Cone Attack Leftovers

  • There are more object layout leftovers for the scrapped Cone Attack game mode.

Unused Cutscenes

  • The finalized versions of the gem cutscenes for Tyrannosaurus Wrecks and Tomb Town cutscenes can be found in the files, despite having no sound effects.