Crash Team Racing Turbocharged

A PC port of Crash Team Racing, built on the community decompilation. It runs natively on Windows and Linux at up to 240 FPS, in widescreen, with a cleaned-up renderer. Or with the original PS1 look, if that’s what you prefer.

Download

Download for Windows

Build 0427a58, 6 Oct 2026, 6.3 MB

You’ll need your own NTSC-U copy of the game. No game data is included. Older builds

What’s different

Turbocharged keeps the original game logic, tracks and handling. Most of the changes are to how it looks, how smoothly it runs, and a few things in Adventure mode that always got in the way.

Hot Air Skyway with the Turbocharged renderer
The same Hot Air Skyway scene with PS1-style rendering
PS1 lookTurbocharged
Hot Air Skyway, both captured in-game. Drag the line to compare.

Graphics

  • Native 3D renderer with sub-pixel precision and perspective-correct textures, so no more wobbling polygons
  • Maximum level of detail on every track, with proper depth testing
  • MSAA and SSAA

Frame rate and widescreen

  • 30, 60, 90, 120, 144 or 240 FPS, with interpolated animation and game timing adjusted to match
  • Any aspect ratio from 4:3 up to 32:9, with a HUD that adapts to it
  • Adjustable field of view and a choice of widescreen projections

Adventure mode

  • Autosave, and a Continue option on the title screen
  • Switch character from the pause menu, or race the adventure as any character you’ve unlocked
  • Engine type (Balanced, Acceleration, Speed, Turning) chosen separately from your character
  • Kart colour picker
  • An Unlocks menu that lists every reward and what it takes to get it
  • New challenges to unlock Penta Penguin and N. Oxide
  • Relic target times on the HUD, optional mask-hint skipping, new minimaps and an HD pause screen

Carried over from High Octane

  • Four-player split screen
  • Custom cups
  • Ghost replays with an input overlay
  • Reverse and mirror tracks
  • Rebindable controls

High frame rates need a reasonably quick CPU and GPU. The supported builds are 32-bit, so on Linux you’ll need the 32-bit runtime libraries. Experimental 64-bit and ARM builds are also in the download list, untested. Full feature list on GitHub

Every option is its own switch

Nothing in Turbocharged is all-or-nothing. Each change is a separate setting, so you can have the new renderer with the original HUD and handling, or the PS1 look at a higher frame rate, or anything in between.

The preset picker shown on first launch: PS1, Vanilla+, Turbocharged and Custom

Presets are only a starting point

On first launch you pick one of four presets. Whichever you choose, every setting it changes can be switched back individually from the Options menu later.

PS1
The original game as it was: 30 FPS, 15-bit colour with dithering, and the retail AI, engines and unlocks. No enhancements.
Vanilla+
The original look, modernised: 24-bit colour, PGXP, 60 FPS, FXAA, maximum detail and a depth buffer, plus engine selection, extra unlocks and smoothed collisions.
Turbocharged
Everything in Vanilla+, plus the native 3D renderer, HD pause screen, modern minimap and HUD icons, a custom font and extended AI racers.
Custom
Starts from Vanilla+ and takes you straight to the Options menu.

Trailer

Plays from YouTube. Open it on YouTube instead

Roadmap

What’s planned next, in no particular order and with no promised dates.

Work in progress

  • 64-bit builds for Windows and Linux (x64)
  • ARM builds for Windows on ARM and Linux ARM64

Experimental builds are in the download list. They’re untested and may not work.

Planned

  • Android build
  • macOS build (possibly)
  • Online play, re-added
  • The web browser build, brought back
  • Easier PAL voice line handling
  • More font alternatives
  • Altered engine profiles

Maybe in future

  • Mod support?

Getting started

  1. Download the build for your platform above.
  2. Make a raw MODE2/2352 BIN dump of your NTSC-U retail disc.
  3. Launch the game and point the first-run setup at your BIN. It imports what it needs.
  4. Pick a preset when asked, then change any setting you like from Options.

Full setup instructions

Credits

Turbocharged is a fork of High Octane by Rinnegatamante, which is based on ctr-native and the CTR-tools decompilation. The decompilation took years of work by a lot of people, and none of this would exist without it. Thanks also to everyone behind the CTR ModSDK and the mods built with it.

Help and bug reports

If something’s broken or doesn’t work on your setup, please open an issue on GitHub. The bug report form asks for what’s needed to track it down:

  • Which build you’re using (Windows zip, Linux AppImage or tar.gz, or one of the experimental 64-bit or ARM builds) and its version
  • Your operating system, GPU and driver version
  • The settings involved, like renderer, aspect ratio and frame rate, and whether it still happens with a fresh configuration
  • Steps to make it happen again
  • The Crash Team Racing: Turbocharged.log file from the game folder (for the AppImage, that’s ~/.local/share/ctr-turbocharged)

Reports of setups that work fine are useful too, especially on hardware that hasn’t been tested yet.

Game won’t start?

Check the disc image first. It needs to be a raw MODE2/2352 BIN of the NTSC-U disc. A 2048-byte ISO won’t work, even if you rename it to .bin. On Linux, running the game from a terminal shows what went wrong.

Known issues

  • Some GPU drivers have trouble with 32-bit builds under native Wayland, so the game uses X11 (XWayland) by default.
  • Kart hue (Options › Experimental) can recolour the wrong parts of some characters.
  • The experimental 64-bit and ARM builds are untested. Ghosts, replays and saves may not carry over between them and the 32-bit builds.