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Proto:Crash Team Racing/Test Drive Demo

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

The "Test Drive" demo is the earliest public demo of Crash Team Racing, distributed on two different platforms: a demo disc given out by Pizza Hut to customers when they bought the Stuffed Crust Pizza, and released as a standalone demo disc in Toys "R" Us stores. It features three race tracks, each one playable according to the number of players.

The demo was built around June 3rd, 1999, three months and a half before the final NTSC-U release version.

Menu Differences

  • The startup screens use static images. There is no music, narration or even the Naughty Dog box screen.
  • A very basic menu is available, allowing you to choose between 1P, 2P, and 4P options. You can access Papu's Pyramid by choosing 1P, Dingo Canyon by choosing 2P, and Blizzard Bluff by choosing 4P.
  • There is no way to select a character. Crash will be always player one, Cortex the player two, Tiny Tiger the player three, and Coco the player four.

Gameplay Differences

Version Icons
Demo CTR Early Crash Icon.png CTR Early Coco Icon.png CTR Early Tiny Icon.png CTR Early N.Gin Icon.png CTR Early Polar Icon.png
Final CTR Crash Icon.png CTR Coco Icon.png CTR Tiny Icon.png CTR Ngin Icon.png CTR Polar Icon.png
  • Character icons are in a rather primitive state: Crash and Polar'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 bionic eye.
  • The player can jump much higher, making the shortcuts of Papu's Pyramid and Blizzard Bluff much easier to do.
  • At this point in development, the voice recording sessions haven't started yet, so there is no voice acting throughout the gameplay.
Demo Final
  • The race intro jingle is very different.
  • Skipping the race intro will switch between minimap and speedometer.
  • The race intro jingle continues to play even during the pause.
  • The lap counter is separated by a hyphen, whereas it is separated by a slash in the final game.
  • Lap times are registered once the lap is finished, whereas in the final game the time of the current lap is displayed in real time.
  • There is no chime sound effect after crossing the finish line on each lap.
  • There is no CTR start banner in any of the tracks.
  • The pause menu features three options: Resume, Restart and Quit. The interface doesn't have greenish outlines, and the Paused text also shares the small font.
    • The screen goes dark instead of taking a monochrome screenshot.
    • You can switch between minimap and speedometer while the game is paused.
    • Selecting the "Quit" option will make you immediately exit the level. In the final, the game will offer the player an extra prompt with "Yes" and "No" options to ensure the option hadn't been selected accidentally.
  • The racing wheel configuration menu wasn't present yet.
  • Aku Aku's model is exposing his teeth, just like his previous in-game apparitions.
  • Uka Uka's model is taken from his in-game model used in the Cortex boss fight of Crash Bandicoot: Warped.
  • There is no checkered flag transition when restarting a race. Instead, the race resets instantly.
  • The Final Lap! notice and jingle are absent. The music also doesn't speed up in the last lap.
  • The Wrong Way! warning pop-up is missing an exclamation mark and is placed slightly offcenter.
  • There is only one type of kart engine sound.
  • The powerslide bar is missing from under the minimap.
  • The speedometer has a very different design.
    • The powerslide and hang time meter bars flash white.
    • The hang time value uses a period as the decimal separator.
    • The pointer is overlapped by the hang time numbers.
  • Wumpa fruits on the road are animated.
  • The race intro fly-in doesn't show the name of the track and the game mode.
Demo Final
CTR-PizzaHutDemo StartLights.png CTR Start Lights.png
  • The start lights layout are different, closely resembling the design used on Highway levels in Crash Bandicoot: Warped.
  • There is no sound effect when the kart is accelerating while squashed out or shaking.
  • Braking over a turbo pad will still boost the kart.
  • Dropping the gas button and turning won't turn the character's head either.
  • Going reverse and turning to a specific direction will make the kart keep turning throughout.
  • The race finish trigger is placed slightly before the finish lines.
  • When backtracking 25% or more of the track in a single jump after already completing more than 50% of the track, the game simply does not count as a valid region and resets your position when you fall off the track. In the final game, the mask will immediately rescue you upon touching the ground instead.
Demo Final
CTR-PizzaHutDemo RaceFinish.png CTR Final Race Finish.png
  • Regardless of the game mode, the HUD always remains onscreen after the race ends, also displaying a "Finished!" text in the center of the screen. The only way to leave the race is through the pause menu or by pressing Select.
  • Cinematic camera angles weren't present at that point. Instead, the camera rotates around the character after the race ends.
  • There are no victory or lose fanfares. The track music continues playing even after the race is over.
  • There are no controller messages when a controller is unplugged.
  • The demo will automatically reset itself if leaving the game idle for around a minute.

Race

  • In 1-player mode, the player and CPU racers always start at partially randomized positions, switching places whenever a race starts. In the final game, the player will always start in first place in Arcade mode - with CPU racers arranged based on the character select screen.
  • There are no exhaust fumes coming out of CPU karts.
    • The same applies to the players on each other's screen.
  • The weapon fire function is also mapped to the R2 button, in addition to the Circle button. Therefore, there is no rear view.
  • The item roulette features a louder loop sound effect when flashing through the items.
    • There is also no sound effect when the item is obtained while not juiced up.
Demo Final
  • The "cha-ching" sound effect when juiced up lacks a fadeout.
CTR-TestDriveDemo ProhibitionIcon.png
  • You can lose a Wumpa fruit when bumping into the opponents.
  • CPU racers can't collect Wumpa fruits on the road.
  • If CPU racers hit a Nitro crate, their icon will flash green instead of red.
  • Hitting a Beaker won't flash the screen. Shards of glass will fly off instead.
  • Bumping into a TNT while spinning out or squashed won't instantly blow it up in the player's head.
  • If you softly collide with another player while invincible, they won't be affected.
  • Getting blasted while being squashed will result in the kart flipping in the squashed state. In the final game, the character immediately unsquashes once the kart starts to flip.

Weapons

  • Using a Turbo directly behind an opponent won't squash them.
  • Activating another Invincibility Mask power-up while the current one is almost going away will make them reappear without the trail effect.
    • Uka Uka uses Aku Aku's sound effect as a placeholder.
  • The Red Beaker can inflict six different effects to the player by default:
      • Randomize item roulette (if holding an item) / Cannot pick up weapons from crates (if holding no items)
      • Slippery wheels
      • Unable to hop
      • Wobble kart
      • Wobble kart when hopping
      • Drain Wumpa fruits (removed effect)
    • In the final game, only three status effects can affect the player under normal circumstances: if no items are being hold, the victim may have the wobble kart or wobble kart when hopping effects applied randomly. But if an item is being hold, the victim will always have their item roulette randomized. The remaining effects can only be chosen if the victim hits another Red Beaker while the effect of the current one is still active.

Multiplayer

  • Multiplayer modes originally had fly-in intros. They are only present in single player modes in the final game.
  • In 2-player mode, high-poly models are used when the camera is close enough to the characters.
  • The starting position of the characters in 2-player mode is different. It features 3 characters in the first row and 3 in the second, unlike the final game which is 4 in the first row, and 2 in the second one.
  • The powerslide bar is never displayed under the lap counters.
  • The character icons are much larger.
    • The Warp Ball icon in the progress bar is small and it's placed above the division line.
  • The "Lap" text is displayed in 4-player mode.
  • In Vs. mode, if all players finish a race except for one, the race won't automatically end for the last one.

Track Differences

Papu's Pyramid

  • The Wumpa crate after the first man-eating plant is missing.
Demo Final
CTR-PizzaHutDemo PapusPyramidShortcut.png CTR Final Papu Pyramid 1.png
  • The wall is shorter, making the shortcut much more accessible.

Dingo Canyon

  • The checkered line texture is smaller and thiner.
  • Armadillos lack the rolling sound effect.
Demo Final
CTR-PizzaHutDemo DingoCanyonArmadillos.png CTR Final Dingo Canyon.png
  • Armadillos are disabled in the multiplayer versions of the track.

Blizzard Bluff

  • The rolling boulder has a proper sound effect, which does not play in the final game due to a bug in the code.
  • The checkered line texture is smaller and thiner.
  • Fences are missing.
Demo Final
CTR-PizzaHutDemo BlizzardBluffIce.png CTR Final Blizzard Bluff 1.png
  • Ice surfaces use a light-blue texture and lack reflections.

Debug Menus

There are a few debug menus that are only found in the demo versions, which allow the player to select a handful of options such as the levels, characters, and number of players during the gameplay.

Level/Player Menu

CTR-Demos DebugMenuRace.png
8003AE54 A75C
8003AE56 0800
80029D74 800A
80029D76 3C04
80029D78 4598
80029D7A 2484
80029D80 0010
80029D82 AFBF
8003E390 0000
8003E392 0000
8003E3CC 0000
8003E3CE 0000

Note: Do not enable turn on this code until the "Sony Computer Entertainment" splash screen appears.

This menu has two main options (LEVEL... and PLAYERS...) that allows you to select tracks and characters, and set the number of players.

Unsurprisingly, selecting any level other than Papu's Pyramid, Dingo Canyon or Blizzard Bluff will crash the game, as the files are not on the disc.

The character is also hardcoded to Crash only in 1P mode and Crash or Cortex in 2P mode. In 4P mode, however, you can load any character (though unlockable characters won't work, the last character you used will be loaded instead).

Interestingly, this menu can be brought up by pressing Select if you disable the demo reset function, though it won't render normally and will require hacks to restore visibility.

  • LEVEL... - Opens a list with 16 race tracks.
    • BATTLE... - Opens a sub-menu with 7 battle arenas, as well as Slide Coliseum and Turbo Track.
      • BATTLE1 - Nitro Court
      • BATTLE2 - Rampage Ruins
      • BATTLE3 - Parking Lot
      • BATTLE4 - Skull Rock
      • BATTLE5 - The North Bowl
      • BATTLE6 - Rocky Road
      • BATTLE7 - Lab Basement
      • SECRET1 - Slide Coliseum
      • SECRET2 - Turbo Track
    • PROTO8 - Dingo Canyon
    • PROTO9 - Dragon Mines
    • DESERT2 - Blizzard Bluff
    • ISLAND1 - Crash Cove
    • TEMPLE1 - Tiger Temple
    • TEMPLE2 - Papu's Pyramid
    • TUBE1 - Roo's Tubes
    • BLIMP1 - Hot Air Skyway
    • SEWER1 - Sewer Speedway
    • CAVE1 - Mystery Caves
    • CASTLE1 - Cortex Castle
    • LABS1 - N. Gin Labs
    • ICE1 - Polar Pass
    • SPACE - Oxide Station
    • ASPHALT1 - Coco Park
    • ASPHALT2 - Tiny Arena
CTR-Demos DebugMenuPlayers.png
  • PLAYERS... - Opens a list with a few options.
    • 1 - Sets the game mode to 1 player.
    • 2 - Sets the game mode to 2 players.
    • 3 - Sets the game mode to 3 players. Notably, this mode is unstable and will most likely not work.
    • 4 - Sets the game mode to 4 players.
    • RESET POSITIONS - Respawns all players at the start line without restarting the race.
    • START RACE - Self-explanatory; starts the race.
    • PLR 1 BUZZ OFF - Toggle vibration for player 1 controller.
    • PLR 2 BUZZ OFF - Toggle vibration for player 2 controller.
    • PLR 3 BUZZ OFF - Toggle vibration for player 3 controller.
    • PLR 4 BUZZ OFF - Toggle vibration for player 4 controller.
    • LOAD PLR 1... - Opens a list of 13 characters for player 1.
    • LOAD PLR 2... - Opens a list of 13 characters for player 2.
    • LOAD PLR 3... - Opens a list of 13 characters for player 3.
    • LOAD PLR 4... - Opens a list of 13 characters for player 4.

Game Mode Menu

CTR-Demos DebugMenuGameModes.png

This menu allows you to change race settings in real time, such as number of laps and the current game mode.

  • SAVE GAME - No effect.
  • LAPS PER RACE 1 - Sets the number of laps to 1.
  • LAPS PER RACE 3 - Sets the number of laps to 3.
  • LAPS PER RACE 4 - Sets the number of laps to 4.
  • LAPS PER RACE 127 - Sets the number of laps to 127.
  • FINISH RACE - No effect.
  • ADVENTURE MODE - Sets the game mode to Trophy Race.
  • ADVENTURE MODE IN HUB - Sets the game mode to Adventure hub. Other than removing the AI opponents, the HUD remains the same as default.
  • TIME TRIAL - Sets the game mode to Time Trial.
  • BATTLE MODE - Sets the game mode to Battle.
  • GRAN PRIX - Sets the game mode to Arcade.
  • VS - Sets the game mode to Arcade (AI opponents are still enabled).
  • UNLIMITED - Toggleable option related to a scrapped kart feature. Enabling it turns the text green. No effect.

Character Menu

CTR-Demos DebugMenuCharacters.png

The list of 13 characters, although this time selecting any of them won't change anything.

  • CRASH
  • CORTEX
  • TINY
  • COCO
  • NGIN
  • DINGO
  • POLAR
  • PURA
  • PINSTRIPE
  • PAPU
  • ROO
  • JOE
  • NTROPY

Ghost Menu

CTR-Demos DebugMenuGhosts.png

A small menu likely used to record the ghosts during development. Neither of the options have any effect, though.

  • PLAYBACK GHOST - No effect.
  • RECORD GHOST - No effect.
  • LOAD GHOST - No effect.
  • SAVE GHOST - No effect.

E3 Demo Leftover Data

Leftover data from a partially removed menu would allow you to select 8 preset configurations, each with a fixed character and track. These include 5 options for 1-player mode, 1 for 2-player mode, and 2 for 4-player mode. Interestingly, the race presets match those seen in footage of the E3 demo.

Mode Track Character
1P Dingo Canyon Crash Bandicoot
Papu's Pyramid Dr. Neo Cortex
Blizzard Bluff Tiny Tiger
Crash Cove Coco Bandicoot
Tiger Temple Polar
2P Papu's Pyramid Crash Bandicoot
Dr. Neo Cortex
4P Tiger Temple Crash Bandicoot
Dr. Neo Cortex
Tiny Tiger
Coco Bandicoot
Blizzard Bluff Crash Bandicoot
Dr. Neo Cortex
Tiny Tiger
Coco Bandicoot

Early Menus

Menu Screens

The boot screens are incredibly basic, featuring a simple text in the center and no background at all. All of the company logos are instead presented in this manner, too. It starts with Sony Computer Entertainment, Naughty Dog, Inc., and Universal Interactive Studios. After the company screens, more screens that appears to be placeholders for the intro cutscene called "Title Loops" are displayed, which loops from one screen to the other and again featuring a sample text in the center. It cicles through Track1, Coco, Track2, Cortex, Track3, Tiny, Track4, Polar, Track5, Crash and NOxide. You must press X to skip to the main menu, otherwise the screens will keep looping forever.

A very primitive version of the game's menus is present in the files, featuring simple text and no background.

  • The menus are incredibly basic, and there is neither music, game's logo, nor transitions.
  • The text uses a yellow debug font, rather than the custom game font, and the highlighted option flashes red.
  • A white string with the internal name of each menu is displayed at the bottom left corner. It always starts with "SCR_", which is an acronym for "screen".
  • Arcade mode was originally called "Gran Prix", and High Score is pluralized.
  • Only X and Square buttons are used to select and go back in menus, respectively. In the final game, Circle and Triangle can also be used for the same actions.
  • The character select screen features a basic list containing 13 characters, sorted by their character ID. Unlockable characters are always available (including in Adventure mode's list), and it lacks Penta Penguin and Fake Crash. The character names also have short abbreviations used as placeholders.
    • The menu is not functional yet, so there is no way to proceed to the following screens without hacking. Additionally, only the first player is able to choose a character, even if the number of players is higher.
  • Normally, after choosing a character in New Game will display the CHECKING CARD message afterwards, but since there is no memory card functionality in the demo version, it softlocks the game. Bypassing the memory card detection will proceed to the save file select screen.
  • The save file select screen features four uncentered options called "Slot 1", "Slot 2", Slot 3" and "Slot 4". A white warning message is also displayed below:
If you continue without saving you will not be able save later during the game.
  • The Load Game menu is empty and will softlock the game upon entering it.
  • There is a scrapped sub-menu featuring two options: "Standard" and "Unlimited". Selecting Unlimited makes no real difference in the gameplay at this point. It always shows up when entering Time Trial, Gran Prix and Vs. modes, and it also appears in Battle mode when going back in menus, but selecting one of them will skip the number of players screen.
  • The level select screen also features a basic list, and tracks are sorted by their level ID and referred to by their internal names. Slide Coliseum and Turbo Track are always available.
    • Proto8 refers to Dingo Canyon
    • Proto9 refers to Dragon Mines
    • Desert2 refers to Blizzard Bluff
    • Island1 refers to Crash Cove
    • Temple1 refers to Tiger Temple
    • Temple2 refers to Papu's Pyramid
    • Tube1 refers to Roo's Tubes
    • Blimp1 refers to Hot Air Skyway
    • Sewer1 refers to Sewer Speedway
    • Cave1 refers to Mystery Caves
    • Castle1 refers to Cortex Castle
    • Labs1 refers to N. Gin Labs
    • Ice1 refers to Polar Pass
    • SpacE refers to Oxide Station
    • Asphalt1 refers to Coco Park
    • Asphalt2 refers to Tiny Arena
    • Secret1 refers to Slide Coliseum
    • Secret2 refers to Turbo Track
  • Selecting a track will lead to the number of laps screen, which is empty.
  • The battle arena select screen is similar to the track select, and all arenas are using placeholder names. Parking Lot, The North Bowl and Lab Basement are always available.
    • Battle1 refers to Nitro Court
    • Battle2 refers to Rampage Ruins
    • Battle3 refers to Parking Lot
    • Battle4 refers to Skull Rock
    • Battle5 refers to The North Bowl
    • Battle6 refers to Rocky Road
    • Battle7 refers to Lab Basement
  • Selecting a battle arena will lead to the Setup Battle screen, which is empty.
  • There is no cup mode in Arcade and Vs. modes.
  • 2, 3, and 4 player options are always available regardless of how many controllers are plugged in.
  • The High Scores menu is empty and will softlock the game upon entering it.

Enter Name Screen

Demo Final
CTR-TestDrive EntryName.png CTR Final EntryName.png
  • The Enter Name screen is in a rather primitive state. It works like a pause menu, the texts and letters are using the small font, the Save High Score option is called Okay instead, and an unusual message is displayed at the top: You beat the best track time!. The background box is very basic, with a different size, and lacking the green outline.
  • Selecting either Cancel or Okay won't do anything. Once you enter this screen, the game will softlock.
Demo Final
  • The "invalid option" menu sound effect is different.

Early Modes

Other game modes are hidden in the demo, but inaccessible. Adventure's game modes, such as Relic Race, CTR Challenge, and Crystal Challenge, didn't exist at this point.

3-Player Mode

CTR-Demo 3PlayerMode.png
  • Numbers would represent the player icons on the minimap, instead of blinking balls. P1 is zero, P2 is one, and P3 is two. If a Warp Orb is spawned, its number comes after the last driver number on the map, which would normally be three.
  • You can toggle the minimap by pressing Triangle, just like in 1-player mode.

Time Trial

  • The player always spawns at different positions, even though there are no opponents.
  • The timer text says "Time" instead of "Time Trial".
  • Originally, the player would be able to collect Wumpa fruits in this mode, as they are present in the road and inside Wumpa crates. In the final game, Time Trial doesn't allow the player to collect anything.

Battle

  • The "Point" text is displayed instead of the usual skull icon.
  • The "Hitpts" text is displayed instead of the usual red cross icon.
  • The "Finished!" text appears when the battle ends or a player is knocked out. There are no end of race comments.
  • There are no teams. The arrow that appears above the players when they are too far away in another player's screen is missing.
    • Because of this, there are no colored outlines for each player's screen representing the team color.
  • There is no animation of the score going to the counter.
  • There is no invincibility frame after hit.
  • Restarting the game won't reset the players' points.
  • After killing a player in Hit Point Mode, the characters will instantly freeze in place instead of disappearing. Touching them will also give knockback.

Unused Content

Unused Items

Three power-ups are present within the files but can't be accessed via normal means. One of them is the scrapped Spring power-up, which still exists in the final game, but lacks a proper icon. Invisibility and Super Engine didn't exist yet at this point in development.

Spring

CTR Spring Icon.png

The removed Spring item that still has its own icon on the disc. Interestingly, it seems this was removed later in production, because a newer version of the icon exists in the game and it can be seen flashing on the item roulette in multiplayer modes. This item can be used, both in the final game and in the demo, by using GameShark codes.

D01F6974 000F
801F6974 0005

Power Shield

CTR-Demos Shield Icon.png

  • The Power Shield lacks any animations or sound effects, and has a lighter tone of green and blue.
  • The icon is a cross inside a circle on a white background, which is a depiction of an earlier idea when the weapon was still referred as "Cure". It's also a remnant of the old weapon icon designs before getting a proper art. The icon in-game also has a bit of transparency applied to it.
  • Firing it into any crate won't give you its contents.
  • The shield won't disappear when going out of bounds or colliding with an opponent.
  • The power-up doesn't work properly in 2P modes, as the shield doesn't appear when activating it.

N. Tropy Clock

  • It lacks the blur effect onscreen and the sound effect when activated.
  • The speed reduction effect caused to opponents is weaker.
  • Going out of bounds as the affected player won't remove the effect prematurely upon respawning.

Unused Audio

There are two placeholder audio clips: One is of a man saying "Let's go" while doing an impersonation of Coco, who would later go on to have this line in the final game. The other is the same man saying "Yeah" with an accent, which a similar line was eventually used for Dingodile.

Demo Final Transcript
Let's go!
Yeah.
(Source: Garetare)

Early Jingle

This jingle found in the files has unknown purposes, but could be meant to be an early version of the final lap fanfare.

Alternate Intro Jingles

There are three more variants of the early intro jingle present in the files, which went unused in the demo.

Demo Final Notes
The same as the first, but quieter.

Unused Icons

Icons for Ripper Roo, Papu Papu, Komodo Joe, Pinstripe and N. Tropy exist, but they are only stored in Papu's Pyramid texture data. They are also assigned to the wrong characters (apart from Papu Papu and N. Tropy), although they match the boss order from Adventure mode.

  • Character icons are in a rather primitive state:
    • N. Tropy's headgear textures were simplified, and his eyebrows were altered.
    • Ripper Roo re-uses the textures of his boss portrait from Crash Bandicoot.
    • Papu Papu, Pinstripe and Komodo Joe re-use the boss portraits from their previous debuts.

Characters

Ripper Roo, Papu Papu, Komodo Joe, Pinstripe, and N. Tropy exist in the demo. Through hacking, it's possible to access them and find some interesting stuff.

  • Komodo Joe and N. Tropy use a dark blue kart.
  • N. Tropy's minimap icon is black.
  • Penta Penguin, Fake Crash, and N. Oxide are absent.

Sound Effects

The demo contains all existing sound effects and music sequences from that point in development in the audio files. Some samples are different, others have been removed, but the majority of them were missing at that point. Most of them cannot be heard in-game, as the other maps are not on the disc, rendering them unused.

Unused Sound Effects

Audio Notes
A high-pitched variant of driving in the metal surface sound effect is present.
The lap cross sound effect was already present at this point, but not implemented. Interestingly, it was removed in later builds before being added again at the end of development.
The slot crate sound effect from Crash Bandicoot: Warped is present. Its purpose is unknown.
The Nitro bounce sound effect from the previous games. Nitro crates don't bounce in this game, making it useless.
Early Final Notes
Possibly an early sound effect of the temple door opening in Tiger Temple.
An earlier click sound effect when freezing the time in Relic Race, which is the same one used in Crash Bandicoot: Warped.
The gears rotating sound effect from Dragon Mines, but high-pitched.

Missing Sound Effects

  • Character voices.
  • Ambience sound from Roo's Tubes.
  • Ambient drip from Roo's Tubes and Mystery Caves.
  • Fireball spawn and Bouncing on Turtle from Mystery Caves.
  • Flowing Water and Pipe Hiss from Sewer Speedway.
  • Spinning Blade and "Skyway Engine" (unused) from Hot Air Skyway.
  • Barrel Rolling.
  • Liquid Bubbling - Lava from Mystery Caves, Mud from Tiny Arena, and Acid Pool from N. Gin Labs.
  • Seal hazard from Polar Pass.
  • Spider hazard and Ambient Wind from Cortex Castle.
  • Both Water Splashes, which is unused in the final game.
  • Ambience sound from N. Gin Labs.
  • Stadium Audience and Neon Buzz from Tiny Arena.
  • "Glide or Wind" (unused).
  • Option Cancel/Return.
  • Letter Deletion.
  • All cutscenes sound effects.
  • All Adventure mode-related sound effects, such as hub areas objects, podium sound effects, prizes, etc.

Unused Music

The demo contains all level themes from that point in development in the files.

  • Cortex Castle, N. Gin Labs, Hot Air Skyway, Oxide Station, Slide Coliseum, Turbo Track and Nitro Court use Dingo Canyon's theme as a placeholder.
  • The rest of the battle arenas don't have a music assigned to them.
  • There are no menu or Adventure areas theme songs.
Level Demo Final Notes
Mystery Caves
The only difference is the cut extension at the end of the track, which is in the pre-console version.
Tiger Temple
There is an extra bongo instrument which was not used at all in the final game. The end also includes an extra extension, which can be heard in the pre-console version.
Polar Pass
There is also an extension at the end of the track, which is also from the pre-console version.
Sewer Speedway
Different samples in quality are used in this version. There is also a different bongo being used at the beginning. Comparing to the retail version, it simply borrows one from Aku Aku's invincibility theme. There is also less sustain in notes too.
Tiny Arena