IbizaPocholo
NeoGAFs Kent Brockman
Release CTR Native Beta 5 · CTR-tools/ctr-native
CTR Native Beta 5 Fifth playtest beta for CTR Native. What's New Fixed purple token count in adventure pause menu. Fixed audio volume scaling to match PSX hardware. Fixed vehicle slope speed limit...
The video focuses on the progress of the Crash Team Racing (CTR) PC port over roughly 14 months. Initially, the PC port development was paused as the team concentrated on creating custom tracks and improving online servers. The modding community has grown substantially, enabling continued track development alongside ongoing PC port enhancements. The current build discussed is believed to be the fifth beta version of the CTR PC port.
[00:49]
This PC port contains zero Naughty Dog original code, meaning it is a complete reimplementation of the game's codebase by the modding team, entirely original and separate from the original console version. The video shows the game running with all new code, no legacy Naughty Dog elements, highlighting the significant technical achievement of rebuilding CTR from scratch.
[01:36]
Although still in beta, the PC port shows remarkably fast loading times, a sign of optimization progress. However, the build is not yet finalized and lacks some modern gaming features like consistent 60 FPS support. Despite being a work-in-progress, the game is fully playable with correct driving mechanics and core gameplay features working.
[02:30]
The creator reveals the ability to do a full playthrough of the PC port, including beating the game, which was impossible in earlier builds. This includes modes such as any% runs, as well as challenges involving tokens and relics. Previously fixed issues like frozen character animations are now resolved; characters and menus behave normally with animations fully functional.
[03:12]
The new PC port features animated menus, character movement, and smooth camera control, marking a huge improvement from earlier frozen states seen in prior beta versions.
[04:00]
A disclaimer is read:
[04:40]
- The port remains in beta and may exhibit inaccurate or buggy elements compared to the retail CTR.
- It is not yet polished.
- There is no guarantee of future 60 FPS or widescreen support, as those are planned to be community-driven enhancements. The CTR modding community is envisioned as a collaborative effort extending beyond the initial port.
Notably, save files function correctly in this build, despite no Naughty Dog code. Save and load screens operate almost instantly due to PC hardware efficiency, offering a vast improvement over original console limitations.
[05:27]
Gameplay demonstrates:
[06:18]
- Driving mechanics are accurate and responsive, with minimal bugs.
- The reserve system (used for items) works, confirming core gameplay loop integrity.
- The PC port runs smoothly on a PS5 controller, showing strong compatibility with modern peripherals.
Graphically, although unoptimized, the game looks impressively clean and sharp for a beta, underlining the potential for future graphical improvements. The sound effects are functional but louder than usual, which may be adjusted later.
[07:11]
Cutscene functionality has been implemented. The presented fifth beta build supports fully working cutscenes with camera control, creating immersive narrative moments completely within the new codebase.
[07:51]
The load/save screens benefit from PC speeds, and emulator-style features such as save states bound to F5 and F8 keys are introduced for convenience. Additional debugging features like toggling wireframe view (via F1) provide developers and players with tools to inspect game internals.
[09:50]
This robust debug functionality highlights the transparency of the PC port's inner workings, allowing comparison to the original and experimentation with glitches or special mechanics.
[11:21]
One notable gameplay physics difference is with Slide Glide Jumps (SGS), which feel somewhat off compared to the console version. This arises because:
[12:42]
- SGS techniques depend heavily on lag in the original.
- The PC port's near-zero lag alters how SGS behave, sometimes making them easier.
- Wall physics, particularly the "double tizzy" jump, are not fully replicated, leading to easier execution in the PC port.
Controls are reported as smooth and highly responsive with zero input lag observed when using a wired controller. The port enables legitimate any% runs, fully playable and crash-free.
[13:25]
Despite these positive points, some gameplay quirks remain; for instance, certain item reactions might slightly lag or misregister, possibly due to incomplete code or differences in input timing.
[14:09]
The host stresses the PC port should be considered a playable beta version — functional enough to offer the authentic CTR experience without any Naughty Dog code. If unaware of its origins, players might mistake it for the original retail game.
[14:58]
Speedrunning implications:
[15:44]
- The PC port will have its own leaderboard, separate from the original console versions.
- Reasons include vastly different loading times and performance consistency.
- There is a possibility of integrating an in-game timer, removing the need for external timing tools and enhancing fairness.
The modder highlights the massive potential for custom content, stating that the PC port can support tracks as large as an entire city (e.g., the size of Manhattan). This is due to:
[16:29]
- PC's superior hardware capabilities compared to PS1's memory constraints.
- Possibility of creating hours-long tracks and large-scale battles with many bots, impossible on the original hardware.
Examples and implications of modding possibilities include:
[17:03]
- Building a track based on Need for Speed Most Wanted's entire map.
- Creating custom challenges far beyond the size and complexity limits of the original game.
Graphical elements like crystals and background objects (ferris wheels, etc.) showcase visible beauty and detail, with occasional minor lag attributed to the host's PC rather than the port.
[18:04]
The video reiterates this is zero Naughty Dog code, emphasizing how the port faithfully recreates the gameplay and visuals with original programming.
[19:11]
In contrast to the original, the PC port experiences zero lag even during notoriously lag-prone sections such as Blizzard Bluff or hub world transitions.
[20:34]
Humorous references to Baby Cortex having been ported are made, showing custom character inclusions and unique gameplay tweaks that could be enabled easily in the PC port environment.
[21:42]
The port fully supports:
[23:34]
- All token and relic challenges.
- Hub world transitions without lag spikes.
- Boss door mechanics working using entirely fresh code.
The build is publicly available, with the fifth beta version linked in the video description for players interested in testing or exploring the PC port.
[24:21]
Developer tools include shader toggles and custom skins (e.g., Santa Claus Ukah), highlighting extended content creation and modding support.
[26:32]
The community engagement around the build involves reactive chat, contributions from contributors, and a positive atmosphere indicative of a collaborative modding culture.
[27:31]
Character swapping via F13, working wireframe modes, and dynamic skyboxes demonstrate the depth of technical features implemented.
[28:08]
Certain graphical issues remain, such as occasional skybox glitches in specific levels like Papu Pyramid, which are acknowledged as typical for an unfinished beta.
[29:42]
The host discusses the possibility of performing "Dingo Bingo", a well-known glitch allowing unexpected item manipulations in CTR. The test suggests the glitch currently crashes the PC port, signaling future work is needed to replicate all original glitches.
[31:21]
Dingo Bingo difficulty appears increased due to perfect frame rates reducing lag-dependent exploits often used in console versions.
[32:40]
Normal in-game lag is notably absent, improving race smoothness, response times, and gameplay fairness.
[36:52]
The jump height in the PC port matches 26 units on NTSC (normal for original CTR) and observes the well-known distinction between NTSC and PAL jump heights (PAL being 23 units), tied to frame rate differences. The beta port's frame rate yields accurate NTSC jump physics, confirming realistic physics replication.
[40:46]
Pause glitch effects and trophy animations perform well but require further polishing. The host humorously engages with the interface while showcasing gameplay.
[41:47]
The user queries about demo versions of Spyro 2 (a related game) being compatible; it is clarified they are not compatible due to different codebases.
[44:11]
The lack of lag in the PC port is credited with improving player performance, making difficult tricks easier to execute.
[45:48]
The host emphasizes that the PC port will almost certainly get its own speedrunning leaderboard due to distinct game mechanics and performance, distinct from PS1 and PS2 leaderboards to preserve historical fairness.
[48:38]
Notable improvements in consistency are observed, such as the boulder behavior in Blizzard Bluff, which is difficult on original hardware due to lag but perfectly consistent on PC port.
[49:39]
The port is not an emulator but a native reimplementation, capable of running at virtually unlimited FPS (up to 480 FPS tested) with none of the original's PS1 hardware limitations.
[50:26]
Key future benefits of the PC port include:
[51:54]
- Vastly expanded track sizes and content possibilities unrestricted by PS1 memory.
- Improved online integration, potentially allowing servers and mods to be centralized into a single download rather than dispersed files.
- Combined access to custom tracks, online play, and characters from one dashboard interface.
The PC port architecture allows modular loading of mods without recompiling the entire game for every change, facilitating easier mod development compared to the original.
[54:24]
Examples of creative custom track concepts made possible include:
[55:06]
- Combining all CTR tracks into one race.
- Creating 'Trackmania style' levels like Deep Dip, a long vertical track design with respawns, which would be practically impossible on the original hardware.
The host anticipates integration of projects like Project Safi (a custom track and mod hub for CTR) into the PC port, potentially via enhanced menu options.
[56:37]
While custom levels from external franchises already exist in the modding community, the PC port's capabilities pave the way for even more complex content (e.g., CTR Cars 2 tracks).
[58:51]
Gameplay footage showcases advanced techniques (e.g., SG):
[01:06:18]
- Occasional failures and successes are humorously documented, confirming full gameplay functionality.
- Custom input and speed runs demonstrate faithful recreations of game mechanics.
The complete playthrough of the fifth beta results in a successful game completion, including credits rendered with wireframe effects consistent with the engine's non-textured assets.
[01:07:39]
The final boss, Nitrous Oxide, and victory sequences function normally, confirming completeness of main story elements.
[01:09:32]
The host expresses heartfelt gratitude to the entire CTR modding community, particularly individuals like Paradise, Hendy, and Nico, for their remarkable work rebuilding and expanding CTR.
[01:10:22]
There is strong optimism about the PC port's future, emphasizing how it is "closer than expected" to realizing very large custom tracks and stable full releases.
[01:18:51]
Remaining issues are minor, focused on some visual glitches and imperfect SGS physics expected of an active beta. Despite this, the port is viewed as a major milestone, arguably close to being a finished product.
Summary Table: Key Features & Status of CTR PC Port Version 5 Beta
[TR]
Naughty Dog original code Zero code included; 100% new implementation Game completion Fully possible, including any% and relic runs Loading times Extremely fast due to PC hardware Frame rate No 60 FPS yet, but stable and smooth; testing up to 480 FPS possible Save/load system Fully functional; supports PC fast saves and emulator-style save states (F5/F8) Controller compatibility Works with PS5 controller with zero input lag Graphics & sound Unoptimized but clean graphics; sound effects sometimes louder than original Cutscenes Functional with smooth camera control Physics Very close to original, minor SGS and wall physics differences due to zero lag Lag Zero lag even in traditionally lag-heavy areas Modding potential Vastly expanded track sizes possible, online servers integration expected Debug tools Wireframe mode, camera control, shading toggles available Public availability Fifth beta is publicly available via video description Known bugs/issues Skybox glitches, Dingo Bingo glitch currently crashes game Community involvement Large and active mod team; heavy involvement from Paradise, Hendy, Nico, and others Future plans Community-driven feature expansions (60 FPS, widescreen), integrated in-game timer, leaderboards
[th]Feature[/th][th]Status/Notes[/th]
[/TR]Key Insights
- The CTR PC port is a remarkable community-driven achievement, rebuilding an entire game without original source code, enabling modding potential far beyond original hardware.
- This port provides fast, smooth, and lag-free gameplay while faithfully replicating most original gameplay elements.
- Its success marks a turning point for CTR modding, enabling creations previously unthinkable on PS1, such as massive custom tracks and centralized mod management.
- Speedrunning on PC port will require separate leaderboards because of differing performance and mechanics.
- While still in beta, the port is already very playable and visually appealing.
- The community's collaborative spirit is key to future improvements and widespread adoption.
Conclusion
The crash team racing PC port in its fifth beta represents a near-complete reimagining of the original game through entirely original code. This project brings unprecedented speed, stability, and modding potential to the franchise, promising a bright future for custom content and competitive play on PC. Despite some minor physics and visual inconsistencies expected of a beta, the port is robust enough for full playthroughs and heralds a new era of CTR community-driven development. The extensive modding capabilities and potential for expansive track sizes are particular highlights, signifying a leap forward in scope and creativity. With strong community backing and ongoing development, the final, polished PC port experience could redefine CTR for years to come.