This game has unused animations.
This game has a prototype article
This game has a prerelease article
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There's a whole lotta words here, but not enough pictures. Please fix this.
Crash Bandicoot is more or less one of the killer apps for the PlayStation. It also features the girlfriend that rarely appears in any other Crash game.
- 1 Unused Levels
- 2 Second Controller function
- 3 Unused bonus rounds
- 4 Hidden menu option
- 5 Unused Sounds
- 6 Unused Graphics
- 7 Unused Objects
- 8 Unused Animation
- 9 Executable Text
- 10 Regional Differences
Stormy Ascent is one of the most well-known levels in the Crash Bandicoot series to get cut. To access the level, use this GameShark code:
Programmer and Naughty Dog co-founder Andy Gavin provided commentary for its exclusion from the final version:
"It was too hard and we didn't have time to make it easier. I wish we had put it in as some kind of easter egg, as it was an awesome level, one of my favorite in the game. Long, a bit brutal, but it looked great, and had a real rhythm to it."
In 2017, the level was finally revived in the remastered version, complete with shiny new graphics. The level was originally offered as free DLC for a limited period before eventually being priced at a princely sum of $2.99 USD, although the Switch/Xbox One/PC ports and later copies of the PS4 version come with the level built-in.
An eye-catching subterranean environment, this unused level was present (and also unused) in the disc of the March 8 prototype build. While all of its assets still exist on retail copies, and remain unchanged from the March 8th build, the game freezes when forced to load the level due to its older format, rendering it unplayable. The footage of the level shown above is therefore taken from the prototype.
The level features a unique entrance not replicated anywhere else in the game, where Crash spawns airborne, and descends onto the scenery as if he had fallen down from above ground. However, the level itself is unmistakably unfinished - there are no obstacles or enemies present in this level, and the cave located across the wide acid pit leads nowhere, rendering it impossible to finish the level.
Early bonus round
There's an early bonus round present in the final game. It uses old assets. Requires moonjump to complete as the bonus layout cannot be input directly using cheat codes. Going too far in the end and completing it will therefore crash the game. There's no characters waiting at the end.
Use the Gameshark codes below to access it:
Second Controller function
By pressing Start on the second controller while on the Map or in a level, one can pause the game without the blinking PAUSED thing. The second controller can pause or unpause even if controller 1 pauses. Also controller 1 can unpause the pause made by controller 2. This feature is not present in the NTSC-U version.
Unused bonus rounds
The object code file "DispC" is responsible for selecting the bonus round when Crash collects three of any token. Within the list of bonus rounds (and bonus round levels) it can select, one of the entries is mapped to the level "Lights Out", which does not have any Tawna tokens in it. It corresponds to bonus ID "16" and goes to a long Tawna bonus round.
The NTSC-J version of the game adds four more Tawna bonus rounds to four levels which did not have them before (though "Lights Out" isn't one of them), however four more are added which go unused, only this time they are not mapped to any level at all. The bonus round IDs for these are 22, 23, 24 and 25, the first three corresponding to short Tawna bonus rounds and the last one corresponding to a long bonus round.
In the end, the NTSC-J version of the game has 30 bonus rounds in it, 5 of which go unused.
Under OPTIONS is a hidden menu option. It can be reached by modifying the value which keeps track of the menu selection. This menu not only tests the save system but also grants a few debugging features. With the menu enabled, a 63% completed save file (the default savefile) can be accessed and saved to a save slot or accessed with a provided cheat code. While in game several debugging features can also be enabled.
|L1 + R1||Invincibility|
|L1 + R2||Aku Aku (Stackable)|
|(L1+R2) + (L1+R2) + (L1+R2) + (L1+R2+R1)||Permanent Aku Aku Mask|
|(L1+L2) + (Clear a level with all boxes broken)||All gems and keys unlocked|
|(L1+L2) + (Clear a bonus round)||Game instantly 100% complete with all levels, gems and keys unlocked|
Use the Gameshark codes below to access it:
While this particular sound clip is used, it's always cut off partway through. So, you never get the luxury of hearing an extra two seconds of a door opening up in-game... What a travesty.
This generic "warp" sound effect is totally unused in retail versions. However, it was used in the April 1996 build as the sound effect for the Checkpoint Crate, which underwent rather significant changes in both animation and sound.
A leftover from the E3 1996 build of the game, pertaining to a boomerang hazard in the level Whole Hog which was later cut from the game.
Grouped in with the files for Pinstripe's boss battle, this sound is used in-game following Pinstripe's defeat, where the generator shuts down after he inadvertently breaks the glass protecting it. However, it is played at such low volume that it is almost impossible to hear.
This image is loaded into VRAM at the main menu. It doesn't draw anywhere in the game, but it was used in the E3 demo version of the game.
While this texture is in fact used in "Cortex Power", it is also grouped in with the files for "Toxic Waste", which the level does not use.
Unused Boulder Obstacles
The boulder levels used to contain 4 extra types of obstacles at some point. As shown in the images, these obstacles were a small yellow fence that covers 1/3 of the path, a slightly wider yellow fence that covers 2/3 of the path, a high fence that prevents you from jumping, and a higher version of that same fence.
Unused Guard Dog enemy
Video of the enemy in action. It's pretty interesting.
This enemy is present in the files for Heavy Machinery and Castle Machinery (using the name Dog_C for its code and GD10 for its animation/model data) and was supposed to move down a path. However, much to everyone's dismay, it's incomplete and only has this frame of animation. In Heavy Machinery, it was originally going to appear in the area where the 3rd Tawna token is and another one before the crate pile over the bouncy platform. These were placed before the April prototype was built, so the second dog path even intersects with where some falling platforms are now placed. It does not appear in the game as it is programmed to delete itself permanently as soon as it spawns.
At one point in development, the level Castle Machinery was supposed to fork into 2 paths: one that goes down and uses springs to go back up, and a faster one that goes straight forward (to the right).
The level Sunset Vista still has data for the last portion of the level that was cut after the prototype was made. It only contains the background scenery and the camera paths, however.
Unused ruins platforms
Add purpose (it's a pressure platform) and image.
The 2D ruins levels The Lost City and Sunset Vista both contain data for a ruins-themed platform that never gets used anywhere.
Present in an unused bonus level and the level completion screen in all versions of the game is an idle animation for Crash that is only used exclusively in the NTSC-J version. It is simply an extension of Crash's victory animation when he gets a gem. The animation is also seen in some Japanese Commercials for the game.
This text is from the executable, and is not used in the PlayStation version of the game, but rather the SGI version. "willie" is a reference to the game's old working title, Willie the Wombat.
|Bonus Round (Tawna)|
|Dr. Nitrus Brio|
|Dr. Neo Cortex|
The Japanese version contains five exclusive music tracks that replaced some themes of the international versions: the themes for the Tawna Bonus Round, Koala Kong, Pinstripe Potoroo, Dr. Nitrus Brio, and Dr. Neo Cortex, respectively. The original Dr. Neo Cortex theme is still heard in the intro of the Japanese version and in his and N. Brio's bonus rounds – only the final battle theme is replaced.
According to the game's music composer, the replaced tracks for the Japanese release were
An 11th hour decision made by the Sony people in Japan. They felt that the boss rounds needed to sound more 'video game-like'. The only reference they gave was music from the Main Street Electrical Parade at Disneyland. I only had a day or so to write all those themes. My favorite comment was about the original Tawna bonus round music. It roughly translated into 'the sound of the guitar mixed with the tree imagery is too nostalgic-sounding'. I’m still scratching my head on that one.— Josh Mancell
The Japanese version also made quite a few other changes:
- Before the intro, it has the "Sony Computer Entertainment Inc. Presents" line, with a different font.
- All the voices were replaced, but Crash himself is given unique lines and is much more expressive in his speech.
Can the game give you passwords?
- The password system is now hidden, requiring you to press Up, Up, Down, Down, Left, Right, Left, Right, Left, Right, Circle at the main menu to be accessed.
- TNT Crates have been changed to have bomb icons on them.
- Aku Aku provides hints upon collecting masks unless it gives you invincibility or it's hidden without a box, with a few exceptions (both of which extend to subsequent Japanese localizations).
- As could be expected, the logo was changed to Katakana as part of the localization process for Japan. The rest of the text in the game is usually written in Hiragana.
- Crash automatically begins the first level with an Aku Aku mask, so the box was removed.
- Some levels have boxes added and/or removed.
- Tawna vanishes whenever Crash approaches her in bonus rounds.
- Papu Papu (the first boss) swings his club faster and takes five hits to defeat as opposed to three. You also can't skip the small intro before the battle starts.
- Some of the level order and colored gems were changed around. Most famously, Sunset Vista was swapped with Slippery Climb, likely due to the former's high difficulty (ironically, some consider Slippery Climb to be on par with or harder than Sunset Vista, making this intent backfire).
- The Green Gem had its location moved from The Lost City to Hog Wild.
- Some levels were made easier due to having bigger platforms (like Upstream).
- If you die on boss fights, you are given 1 Aku Aku Mask instead of 2.
- Rotating the level map uses L1/R1 instead of Square/Circle.
- Crash has an extra idle animations that involves him spinning in victory (much like after being rewarded a gem), turning his head around a couple times and getting back up while embarrassed.
- Using Tawna Bonus Round Save Point in The Lost City saves the level progress to The Lost City instead of Temple Ruins.
- Tawna Bonus added to Temple Ruins, Slippery Climb, Cortex Power and Castle Machinery. You can't access the Castle Machinery SAVE POINT if you successfully complete the one in Jaws of Darkness, for some reason.
- The High Road was made shorter.
- Only one crate will smack Crash if he missed any in the level rather than all the ones he missed.
- Beating a stage and dying still brings Crash to the screen where you get your gem, and you actually can get the gem and be allowed to die... but none of the boxes you broke are saved at a checkpoint, meaning you still have to do it without death.
- Different rolling demos than other regions, with different level order.
While the European version is nearly identical to the American version, there were a few changes made (mainly or probably due to the optimisations made (or not) for the PAL refresh rate):
- The bosses Ripper Roo & Pinstripe Potoroo were slowed down, which make them easier (especially the latter).
- The countdown on TNT crates is faster.
- Crash's base movement speed and jump height have been increased (but is slower in his "invincibility" state).
- Crash's jump height is higher in general and even higher when he jumps towards the left, enough to get on obstacles 3-crates tall, such as the wall at the beginning of "The Lost City".
- The bat enemies don't reappear as fast in Lost City/Sunset Vista.
- Sometimes you can't even get 10 Wumpa fruits on a bouncing Wumpa crate.
- You don't get to the sides of the level at the same speed in Hog Wild/Whole Hog.
- Some obstacle cycles can also be out of sync.
- Different rolling demos than other regions.