Crash Team Racing (Aug 14, 1999 prototype): Difference between revisions
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|Page name=Crash Team Racing (Aug 14, 1999 prototype) | |Page name=Crash Team Racing (Aug 14, 1999 prototype) | ||
|titlescreen=CTR_Aug_14_1999_prototype_-_01.png | |titlescreen=CTR_Aug_14_1999_prototype_-_01.png | ||
|builddate=Aug 14, 1999 | |builddate=Aug 14, 1999 21:58:14 | ||
|buildname=Preview | |buildname=Preview | ||
|status=Released | |status=Released | ||
|dumper=Hwd45, psx-collector | |dumper=Hwd45, psx-collector | ||
|releasedby=Hwd45, psx-collector, | |releasedby=Hwd45, psx-collector, Darkaiser, madmarsrocks, Iniche, Niko | ||
|filereleasedate=May 1, 2021 | |filereleasedate=May 1, 2021 | ||
|origin_type=CD-R | |origin_type=CD-R | ||
|origin_dumpmethod=CloneCD (SuperMulti DVD burner) | |origin_dumpmethod=CloneCD (SuperMulti DVD burner)<br>DiscImageCreator (Plextor PX-W5224TA) | ||
DiscImageCreator (Plextor PX-W5224TA) | |origin_ownership=Hwd45 (2021)<br>psx-collector (2021-Present) | ||
|origin_labels=CRASH TEAM RACING PREVIEW VERSION NTSC | |origin_labels=CRASH TEAM RACING PREVIEW VERSION NTSC | ||
|game=Crash Team Racing | |game=Crash Team Racing | ||
|system=PlayStation | |system=PlayStation | ||
|genre=Racing | |genre=Racing | ||
|final_builddate={{RegionDate| | |final_builddate={{RegionDate|US|Sep 26, 1999}} {{RegionDate|EU|Oct 20, 1999}} {{RegionDate|JP|Nov 11, 1999}} | ||
|release_date={{RegionDate| | |release_date={{RegionDate|US|Oct 19, 1999}} {{RegionDate|EU|Nov 24, 1999}} {{RegionDate|JP|Dec 16, 1999}} | ||
|unreleased=No | |unreleased=No | ||
|news_page=News/Crash_Landing | |||
}} | }} | ||
{{Download | {{Download | ||
Line 26: | Line 27: | ||
==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 | |||
* There are no startup screens, the game boots straight to the main menu. | *This version requires a dongle, which in this case was a memory card that would contain a specific data to be read in order to boot the game. It was used to prevent disc content from being illegally copied or distributed - a dongle file has been provided within the dump file. 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. | ||
*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: | File:CTR Aug 14 1999 prototype - 01.png|Title screen | ||
File: | File:CTR Aug 14 1999 prototype - 02.png|Character Select (Adventure) | ||
File: | File:CTR Aug 14 1999 prototype - 03.png|Character Select | ||
File: | File:CTR Aug 14 1999 prototype - 04.png|High Scores | ||
File: | File:CTR Aug 14 1999 prototype - 05.png|Level Select | ||
File: | File:CTR Aug 14 1999 prototype - 06.png|Gameplay | ||
File: | File:CTR Aug 14 1999 prototype - 07.png|Gameplay | ||
File: | File:CTR Aug 14 1999 prototype - 08.png|Gameplay | ||
File: | File:CTR Aug 14 1999 prototype - 09.png|Gameplay | ||
File: | File:CTR Aug 14 1999 prototype - 10.png|Podium | ||
File: | File:CTR Aug 14 1999 prototype - 11.png|Gameplay | ||
</gallery></center> | </gallery></center> | ||
==Origin== | ==Origin== | ||
<center><gallery mode="packed"> | <center><gallery mode="packed"> | ||
Line 78: | Line 81: | ||
==Acknowledgments== | ==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. | A huge thank you to the whole Crash Landing team, and especially Hwd45, psx-collector, Darkaiser/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== | ==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] | ||
*[http://redump.org/disc/108447/ Redump.org entry] | |||
{{Prototype Footer|{{Navbox prototype|Crash Team Racing}}}} | {{Prototype Footer|{{Navbox prototype|Crash Team Racing}}}} |
Latest revision as of 02:20, March 22, 2024
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Download Crash Team Racing (Aug 14, 1999 prototype) (info) |
A prototype of Crash Team Racing for the PlayStation.
Notes
The Cutting Room Floor research
- This version requires a dongle, which in this case was a memory card that would contain a specific data to be read in order to boot the game. It was used to prevent disc content from being illegally copied or distributed - a dongle file has been provided within the dump file. 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, Darkaiser/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