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And if you can skip the "boss beaten" flag and the items, I'd still consider it a proper "game end glitch". And even if you do some memory corruption in other modes, triggering the ending from the Adventure mode is a legitimate ending in my opinion. I personally believe that obtaining the star via item manipulation (just like the keys are obtained) is a valid way to skip the final boss, since the game gives you all awards from doing so.I agree that simply getting the ending from the Battle mode directly doesn't mean you've completed anything. If you just consider the final state the ending cutscene, then warping to the credits is enough. If you consider star + cutscene, then you can obtain the star via item manipulation and warp to the cutscene. If you consider the oxide star as beating the game, then one item manipulation in Dingo Canyon is enough. This brings the discussion of what truly means to beat the game, and what state of the game should be considered to award completion. As you can check in the item table, it's possible to manipulate the Oxide star (08FBB0 & 0x4) and then warp to the credits. Redhotbr wrote: This is not the fastest way to watch the cutscene while having Oxide beat in RAM. The item storage glitch itself is a boring glitch to watch, but it's a quite interesting exploit which may peak people's interest to read about in the run's description.ĮDIT: clear description of the item manipulation glitch and final considerations Hub 1 was very well played, the gameplay is entertaining and optimized. I believe the author probably considered the idea of reaching the final state of the game something else (otherwise the strategy used for this run would be suboptimal), thus re-writing the rules of the category may be necessary. I personally believe that obtaining the star via item manipulation (just like the keys are obtained) is a valid way to skip the final boss, since the game gives you all awards from doing so.
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This is not the fastest way to watch the cutscene while having Oxide beat in RAM. All skips are allowed, the goal is to beat """Oxide""". This instead is the fastest completion of the game by having the final boss beaten in the game ram. This category uses the Battle Mode Warp Glitch but not to jump directly to the credits, since that method does NOT have oxide beaten in the game ram, but its just a cutscene warp.
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I have a consideration to make about the category description. Luckily for Dingo Canyon, the variable it accesses is one of your camera values, so it ends up being possible to manipulate a reasonable range of the memory, including some variables about the game completion status (e.g items, highscores). The catch is: the index number of race levels are less than the index number of battle levels, so when calculating the reward with this glitch activated, the game will access variables out of bounds in the stack. What actually happens is that when you have the battle mode end of race code running, the game makes a copy of an array to the stack and uses it to award the player. Having this in place, and joining the track Dingo Canyon (first in the array of the game), the game goes out of bounds with LEV_ID being negative due to the operation the game itself does to switch from common trophy races to crystal challenges, which usually happen in Battle Arenas (like Skull Rock). I have one suggestion about editing the explanation of the item storage glitch, the way it was explained by the author is very confusing: I'd consider removing ACE from the movie goals since no arbitrary code execution was used in this run.