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Crash Bandicoot

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Title Screen

Crash Bandicoot

Developer: Naughty Dog
Publisher: Sony Computer Entertainment
Platform: PlayStation
Released in JP: December 6, 1996
Released in US: September 9, 1996
Released in EU: November 8, 1996

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Careful, you'll lose an eye.
This page or section needs more images.
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.

Unused Levels

Stormy Ascent

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:

D0011DB2 3404
30011DB0 0022
D0011DD2 3404
30011DD0 0022
D0011DFA 3404
30011DF8 0022


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.

Cavern level

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 Brio bonus round

There's an early Brio bonus round present in the final game. It uses old assets. Requires moonjump to complete. Going too far in the end and completing it crashes the game. There's no characters waiting at the end.

Use the Gameshark codes below to access it:

D0011DB2 3404
30011DB0 0026
D0011DD2 3404
30011DD0 0026
D0011DFA 3404
30011DF8 0026

Unused Sounds

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 March 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.

While this sound is in fact used in the Koala Kong boss fight, it is also grouped with the sounds for the N.Brio boss fight. It likely would have accompanied the debris which falls from the roof when Brio hulks out and starts smashing his lab to the ground. The battle only uses the typical "slab falling to the ground" sound effect, rendering this particular sound unused in this boss fight.

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.

Unused Graphics

To do:
  • The first image is from a VRAM dump. Replace it with proper palette.
  • The wave ocean graphics at the beginning of the N. Sanity Beach are barely visible. There's much more to them than what the player sees. (Source: Shesez)
  • Unused "Monkey" texture for the cages used in the intro cinematic
Crash Bandicoot Unused LoadingStart.png

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.

Crash1 - UnusedLevel7Texture.png

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 Objects

Unused Boulder Obstacles

High, higher, and low small fences. Low wide fence.

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

Using a level viewer

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 as it only has one frame of animation. In Heavy Machinery, it was originally going to appear in the area with the 3rd Tawna token and after the mask from the bouncy platform. Note that these were placed before the March prototype was built, so the second dog path intersects with some falling platforms.

Unused sections

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

To do:
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.

Unused Animation

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.

Executable Text


This text is from the executable, and is not used in the PlayStation version of the game, but rather the SGI/OpenGL version. "willie" is a reference to the game's old working title, Willie the Wombat.

The folder streams/ is a folder that often contains full-motion video, as can be seen in many other PS1 games. It's possibly just a leftover from the cut animated intro for this game.

Regional Differences

Japanese Version

Japan-Exclusive Music

To do:
Upload the tracks.

The Japanese version contains five exclusive music tracks that replaced some themes of the US version: 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 bonus rounds – only the final battle 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
(Source: Interview by OKeijiDragon, Crash

Miscellaneous Changes

The Japanese version also made quite a few other changes:

  • All the voices were replaced, but Crash himself is given unique lines and is much more expressive in his speech.
  • The password system was removed, so the only option is to save to Memory Card.
  • 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).


  • Crash automatically begins the first level with an Aku Aku mask, so the box was 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. Also you can't skip the small intro.
  • 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.
  • If you die on boss fights, you are given 1 Aku Aku 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 use 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 without 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.

European Version

While the European version is nearly identical to the US version, there were a few changes made:

  • The boss Ripper Roo was slowed down.
  • The countdown on TNT crates is faster.
  • Crash's base movement speed and jump height has been increased.
  • At the very beginning of the level the Lost City, two Crates can be found behind an iron crate stack. In the US and Japanese version, it's impossible to jump over it because it's 3-crates tall, and Crash can only jump as high as 2 crates. For some reason, it's actually possible in the European version to jump over it from the right (and, even more oddly, not from the left).