Crash Tag Team Racing (PlayStation 2)
Crash Tag Team Racing (PlayStation 2)
Crash Tag Team Racing |
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Also known as: Crash Bandicoot: Gacchanko World (JP) This game has unused areas. |
Crash Tag Team Racing is a racing and platforming game built on The Simpsons: Hit & Run's engine (as evidenced by a similar file structure and tools to mod that game working with this game).
Being the successor to 2004's Crash Twinsanity, it features character models inspired by that game, and also contains some assets from it. The game was largely coded in Lua, and it's fairly easy to view and edit its scripts.
Contents
1 Unused Cars
2 Unused Cheat Screen
3 Unused Costume
4 Unused Features
5 Unused Skybox
6 Unused Levels
7 Unused Mode
8 Unused Movies
9 Unused Music
10 Unused Powerups/Weapons
11 Unused Icons
12 Regional Differences
Unused Cars
The game contains 5 unused cars:
- "testcar": A yellow jeep.
- "testcar2": A green buggy.
- "testcar3": A blue car with tank-like "wheels".
- "CRster": A 3-wheeled orange painted car, an early version of one of Crash's cars.
- "highend_testcar": Looks the same as "testcar".
testcar
testcar2
testcar3
CRster
Note: "testcar4" is Crash's PSP car that's unlockable via the PSP link.
Unused Cheat Screen
In addition to the already implemented button based cheats, there's an unused cheat screen with a couple cheats that are unavailable in any other way. Unfortunately, the menu was not fully implemented, so it doesn't save your preferences when you exit. Exiting the screen puts you into the extras screen, suggesting that was its original location.
Unused Costume
There's a fully functional "Buckethead" costume for Crash, which gives him a textureless low polygon shape as a hat and appears to use an early version of Crash's model. Its spin model looks identical to the costume-less Crash.
It's not obtainable ingame in any way, however the game's coding suggests it being unlockable via cheat code, and belonging in Astro Land:
BeginObject Skin BucketHeadCrash
this.SetCharacterName("Crash")
this.SetSkinName("BucketHeadCrash")
this.SetLevelName("onfoot_solar")
this.SetDrivingSkinFilename("crash_buckethead_onfoot_model")
this.SetOnfootSkinFilename("crash_buckethead_onfoot_model")
this.SetSpinSkinFilename("crash_buckethead_spin_model")
this.SetCheatOnly(true)
EndObject
Unused Features
The controls.god file in the COMMON.RCF cement file can be used to bind a scrapped racing feature called the "scootch" to buttons.
It gives the player a sideways boost that damages cars on impact and maintains drifts. It's split into two directions (L2/R2 on PlayStation 2) and a stick X-axis (Right Stick on PlayStation 2) to replace the two buttons.
Unused Skybox
An unused skybox for Mystery Island known as skybox_adventure2.p3d can be found in the DEFAULT.RCF cement file.
It's unknown what the purpose of it is really.
Unused Levels
The level list in the startup.god file in the COMMON.RCF cement file contains entries for three unknown levels:
LevelTypes=..
["sandbox"]={"driving","test/sandbox"},
..
["bonus11"]={"driving","bonus/bonus11"},
..
["testbed1"]={"driving","test/testbed1"},
Note: These are not the bonus arenas from the PSP link, those are called bonus1_arena and egypt_arena.
"onfoot_hub" a.k.a the area that was at the end of the prototype trailer is an unused hub area that was most likely used for testing and was probably made as a style guide for the Tomb Town race tracks. It can be found within the DEFAULT.rcf cement file in the NTSC PS2 version.
"bonus2_arena" is an early rough version of "Hardly Ever Land", this can also be found in the DEFAULT.rcf cement file in the NTSC PS2 version aswell.
Unused Mode
There are prop layouts for a scrapped "Cone Attack" race track mode (as a 6th main mode) in the 0.RCF cement file of the NTSC-U XBOX version.
They exist only for Tyrannosaurus Wrecks and Astro Land tracks. One version of the demo also contains a layout for Track And The Beanstalk.
BeginObject Script HitCone
MiniGameControl_Get().HitProp()
EndObject
BeginObject DynamicPropMotif DynamicPropMotif1
this.SetMesh( "pylonShape" )
this.SetSimState( "pylon", "pylon" )
this.SetScript( "HitCone" )
this.SetLifetime( 1 )
this.EnableGroundTriggers( false )
this.EnableWeaponTriggers( false )
this.EnableAvatarTriggers( true )
EndObject
BeginObject DynamicProp DynamicProp1
this.SetPosition( -645.89, 22.71, -986.04 )
this.SetQuaternion( -0.28, -0.01, 0.96, 0.00 )
this.Enable( true )
this.SetMotif( "DynamicPropMotif1" )
EndObject
Unused Movies
The MOVIES.RCF cement file contains an unused "weenie_placeholder.bik" FMV. On the PlayStation 2 version, it depicts an early render of a die-o-rama or gem collecting cutscene. Its name suggests that it was a placeholder at some point.
The MOVIES.RCF Cement file of the PlayStation 2 version of the game contains an unused early version of the cutscene for unlocking the shortcut for Deep Sea Driving titled "SinkShip.bik"
An unused Radical Enterainment logo can be found in the PlayStation 2 version of the game in the MOVIES.RCF Cement file.
Unused Music
The DEFAULT.RCF cement file contains level music from Crash Twinsanity (Cavern Catastrophe and Rockslide Rumble), with filenames such as temp_race_hth.wav, suggesting temporary placeholder use in races.
Note: The Rooftop Rampage theme also exists as tempba_rooftoprampage.wav, however it is used in the arenas unlocked by linking the PlayStation 2 version to the PSP version.
Unused Powerups/Weapons
The driving_objects.god file in the "levels/common" directory describes an unused Invisibility Shield powerup pickup for the unclashed/single driver and an unused Guided Marble Missile weapon pickup for the gunner.
Forcing the Shield ingame crashes upon pickup, while the Marble Missile gets replaced with a Shark Missile on pickup.
this.SetDistributionOneToFour(POWERUPTYPE_INVISIBILITYSHIELD,0.00,0.00,0.00,0.00)
this.SetDistributionOneToFour(WEAPONTYPE_GUIDEDMARBLEMISSILE,0.00,0.00,0.00,0.00)
this.SetPowerupTextures(5,"hud3Dobjects/hud_pkp_gunner_marblemissile.bmp")
Marble Missile icon texture
Marble Missile icon ingame
Unused Icons
Hidden in giftshopicons.p3d, Icons for the PSP exclusive battle arenas "The Tragic Kingdom" and "Fight Like An Egyptian" can be found.
the icons for "Fight Like An Egyptian" and "The Tragic Kingdom" go unused in all the other versions except the PSP version. It's also worth noting that the icon for "The Tragic Kingdom" showed that the skybox was going to be the same as in the other "Happily Ever Faster" related race tracks and hub area.
"The Tragic Kingdom"
"Fight Like An Egyptian"
Regional Differences
The Japanese version turns the "Japanese Crash" costume into the default one, as well as feature versions of the other costumes based around that model. While the pre-rendered cutscenes still feature the original Crash, the Gags and Die-O-Ramas were given new versions featuring the Japanese Crash, presumably so as to keep some consistency.
The Crash Bandicoot series | |
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PlayStation | Crash Bandicoot (Prototypes) • Crash Bandicoot 2: Cortex Strikes Back (Prototype) • Crash Bandicoot: Warped (Prototypes) Crash Team Racing (Prototypes) • Crash Bash (Prototypes) |
PlayStation 2 | Crash Bandicoot: The Wrath of Cortex • Crash Nitro Kart (Prototype) Crash Twinsanity (Prototype) • Crash Tag Team Racing • Crash of the Titans • Crash: Mind Over Mutant |
GameCube | Crash Bandicoot: The Wrath of Cortex |
Xbox | Crash Bandicoot: The Wrath of Cortex |
Game Boy Advance | Crash Bandicoot 2: N-Tranced • Crash Bandicoot Purple: Ripto's Rampage • Spyro Orange: The Cortex Conspiracy |
PlayStation Portable | Crash: Mind Over Mutant |
PlayStation 4 | Crash Bandicoot N. Sane Trilogy |
Windows, Nintendo Switch | Crash Bandicoot N. Sane Trilogy |
Categories:
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