Crash Team Racing (Aug 14, 1999 prototype): Difference between revisions

From Hidden Palace
Jump to navigation Jump to search
m (Text replacement - "masmarsrocks" to "madmarsrocks")
m (Formatting error fixed)
Line 26: Line 26:
==Notes==
==Notes==
{{Tcrf link|Proto:Crash_Team_Racing/August_14th,_1999_build}}
{{Tcrf link|Proto:Crash_Team_Racing/August_14th,_1999_build}}
* This version requires a dongle to avoid it being used in standard consoles - a dongle file and a patch file have both been provided. Either put the dongle in slot 2 or use the xdelta patch with DeltaPatcher.
 
* There are no startup screens, the game boots straight to the main menu.
*This version requires a dongle to avoid it being used in standard consoles - a dongle file and a patch file have both been provided. Either put the dongle in slot 2 or use the xdelta patch with DeltaPatcher.
* Cutscenes didn't exist at this point.
*There are no startup screens, the game boots straight to the main menu.
* There aren't any sound effects in the menus (except for the name entry screen).
*Cutscenes didn't exist at this point.
* The character select screen lacks 3D models and always uses the 4 player layout, regarding how many players are present.
*There aren't any sound effects in the menus (except for the name entry screen).
* The character menu for Adventure mode is just a basic list containing eight starter character names instead of a full 3D environment for each character.
*The character select screen lacks 3D models and always uses the 4 player layout, regarding how many players are present.
* Most of the characters icons are different.
*The character menu for Adventure mode is just a basic list containing eight starter character names instead of a full 3D environment for each character.
* There is no dialogue or voice clips throughout the gameplay.
*Most of the characters icons are different.
* Some themes have a cut extension at the end of the track that were present in the original pre-console version.
*There is no dialogue or voice clips throughout the gameplay.
* Adventure Mode starts in Gem Stone Valley, and you have access to both N. Sanity Beach and The Lost Ruins areas from the beginning. Coco Park and Tiger Temple are also accessible from the start.
*Some themes have a cut extension at the end of the track that were present in the original pre-console version.
* The requirements to unlock new areas are lower, allowing the player to get awards from multiple areas at the same time.
*Adventure Mode starts in Gem Stone Valley, and you have access to both N. Sanity Beach and The Lost Ruins areas from the beginning. Coco Park and Tiger Temple are also accessible from the start.
* There are no Uka Uka hints. Instead, Aku Aku will also guide the player when an evil character is selected.
*The requirements to unlock new areas are lower, allowing the player to get awards from multiple areas at the same time.
*The lose poses in the podium are just a copy of the first frame of the victory animations. Cortex is the only character to feature an unique lose pose at this point.
*There are no Uka Uka hints. Instead, Aku Aku will also guide the player when an evil character is selected.
* The requirements for most of the Gold and Platinum relics are placeholder times. They are usually 10 and 15 seconds less than the Sapphire times, respectively.
*The lose poses in the podium are just a copy of the first frame of the victory animations. Cortex is the only character to feature an unique lose pose at this point.
* N. Tropy is the final ghost challenge, which was eventually switched with N. Oxide. Here, instead, the first ghost the player races against is the character of their home tracks.
*The requirements for most of the Gold and Platinum relics are placeholder times. They are usually 10 and 15 seconds less than the Sapphire times, respectively.
* Mystery Caves, Hot Air Skyway, N. Gin Labs, and Turbo Track crash in Time Trial mode due to attempting to allocate over 2 MB of RAM.
*N. Tropy is the final ghost challenge, which was eventually switched with N. Oxide. Here, instead, the first ghost the player races against is the character of their home tracks.
* Most of the race tracks have minor differences.
*Mystery Caves, Hot Air Skyway, N. Gin Labs, and Turbo Track crash in Time Trial mode due to attempting to allocate over 2 MB of RAM.
* Dump verified using DIC.
*Most of the race tracks have minor differences.
* Miscellaneous Notes:
*Dump verified using DIC.
** Game is emulatable: Yes (as of April 30, 2021).
*Miscellaneous Notes:
** Game utilizes a dongle: Yes
**Game is emulatable: Yes (as of April 30, 2021).
**Game utilizes a dongle: Yes


==Screenshots==
==Screenshots==
<center><gallery mode="nolines" heights="168" widths="240">
<center><gallery mode="nolines" heights="168" widths="240">
File:CTR_Aug_14_1999_prototype_-_01.png|Title screen
File:CTR Aug 14 1999 prototype - 01.png|Title screen
File:CTR_Aug_14_1999_prototype_-_02.png|Gameplay
File:CTR Aug 14 1999 prototype - 02.png|Gameplay
File:CTR_Aug_14_1999_prototype_-_03.png|Gameplay
File:CTR Aug 14 1999 prototype - 03.png|Gameplay
File:CTR_Aug_14_1999_prototype_-_04.png|Gameplay
File:CTR Aug 14 1999 prototype - 04.png|Gameplay
File:CTR_Aug_14_1999_prototype_-_05.png|Gameplay
File:CTR Aug 14 1999 prototype - 05.png|Gameplay
File:CTR_Aug_14_1999_prototype_-_06.png|Gameplay
File:CTR Aug 14 1999 prototype - 06.png|Gameplay
File:CTR_Aug_14_1999_prototype_-_07.png|Gameplay
File:CTR Aug 14 1999 prototype - 07.png|Gameplay
File:CTR_Aug_14_1999_prototype_-_08.png|Gameplay
File:CTR Aug 14 1999 prototype - 08.png|Gameplay
File:CTR_Aug_14_1999_prototype_-_09.png|Gameplay
File:CTR Aug 14 1999 prototype - 09.png|Gameplay
File:CTR_Aug_14_1999_prototype_-_10.png|Gameplay
File:CTR Aug 14 1999 prototype - 10.png|Gameplay
File:CTR_Aug_14_1999_prototype_-_11.png|Gameplay
File:CTR Aug 14 1999 prototype - 11.png|Gameplay
</gallery></center>
</gallery></center>
==Origin==
==Origin==
Line 81: Line 82:


==See also==
==See also==
*[[News/Crash Landing|The original announcement article for this prototype.]]
*[[News/Crash Landing|The original announcement article for this prototype.]]
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]
{{Prototype Footer|{{Navbox prototype|Crash Team Racing}}}}
{{Prototype Footer|{{Navbox prototype|Crash Team Racing}}}}

Revision as of 19:48, May 1, 2021

Title Screen
Crash Team Racing (Aug 14, 1999 prototype)
Build date Aug 14, 1999 22:16:48
Build name Preview
Dump status Released
Dumped by Hwd45psx-collector
Released by GDiasHwd45InicheNikomadmarsrockspsx-collector
File release date May 1, 2021
Origin CD-R
Labels CRASH TEAM RACING PREVIEW VERSION NTSC
Dump method CloneCD (SuperMulti DVD burner)

DiscImageCreator (Plextor PX-W5224TA)

Game Crash Team Racing
System PlayStation
Genre Racing
Final build JP Nov 11, 1999
EU Oct 15, 1999
US Sep 26, 1999
Release date JP Dec 16, 1999
EU Oct 20, 1999
US Sep 30, 1999
Download Crash Team Racing (Aug 14, 1999 prototype) (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.

A prototype of Crash Team Racing for the PlayStation.

Notes

The Cutting Room Floor research
  • This version requires a dongle to avoid it being used in standard consoles - a dongle file and a patch file have both been provided. Either put the dongle in slot 2 or use the xdelta patch with DeltaPatcher.
  • There are no startup screens, the game boots straight to the main menu.
  • Cutscenes didn't exist at this point.
  • There aren't any sound effects in the menus (except for the name entry screen).
  • The character select screen lacks 3D models and always uses the 4 player layout, regarding how many players are present.
  • The character menu for Adventure mode is just a basic list containing eight starter character names instead of a full 3D environment for each character.
  • Most of the characters icons are different.
  • There is no dialogue or voice clips throughout the gameplay.
  • Some themes have a cut extension at the end of the track that were present in the original pre-console version.
  • Adventure Mode starts in Gem Stone Valley, and you have access to both N. Sanity Beach and The Lost Ruins areas from the beginning. Coco Park and Tiger Temple are also accessible from the start.
  • The requirements to unlock new areas are lower, allowing the player to get awards from multiple areas at the same time.
  • There are no Uka Uka hints. Instead, Aku Aku will also guide the player when an evil character is selected.
  • The lose poses in the podium are just a copy of the first frame of the victory animations. Cortex is the only character to feature an unique lose pose at this point.
  • The requirements for most of the Gold and Platinum relics are placeholder times. They are usually 10 and 15 seconds less than the Sapphire times, respectively.
  • N. Tropy is the final ghost challenge, which was eventually switched with N. Oxide. Here, instead, the first ghost the player races against is the character of their home tracks.
  • Mystery Caves, Hot Air Skyway, N. Gin Labs, and Turbo Track crash in Time Trial mode due to attempting to allocate over 2 MB of RAM.
  • Most of the race tracks have minor differences.
  • Dump verified using DIC.
  • Miscellaneous Notes:
    • Game is emulatable: Yes (as of April 30, 2021).
    • Game utilizes a dongle: Yes

Screenshots

Origin

Videos

Acknowledgments

A huge thank you to the whole Crash Landing team, and especially Hwd45, psx-collector, GDias, Niko, madmarsrocks, Iniche and an anonymous donor in researching and donating for this release! An extra special thanks to Niko for creating the xdelta patches and superg for supplying a memory card file.

See also