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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.
CodeIcon.png This game has unused code.
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.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


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

Crash Bandicoot is more or less one of the killer apps for the PlayStation. Paraphrasing the original developers, "there was more content cut than content that made it into the final game".

Contents

Debug Mode

GOOL global variable 68 is a debug mode variable that is set to zero at the start of the game, never to be written again, though it is read at various points in the game, as described in this section. With hacks, this variable can be set to any non-zero value. It's used for, you guessed it, debugging various object/game behavior.

"Test Save System" Title Menu Option

American Version Japanese Version
Crash1-Debug-TitleMenu-US.png Crash1-Debug-TitleMenu-JP.png

A "TEST SAVE SYSTEM" option shows up in the title menu as the fifth (fourth in the Japanese release) option. Selecting it will bring you to a save menu that shows the game stats and which lets you see the current game password (except in the Japanese version), save the game, or overwrite a currently-selected save block. When accessed through the debug title menu option, continuing from the password or save select options will softlock the game, as it gets stuck in an object-less void with nowhere to go... If no save block has been previously selected, then the update saved game option will throw an error and will return to the title screen.

American Version Japanese Version
Crash1-Debug-SaveTestMenu-US.png Crash1-Debug-SaveTestMenu-JP.png

This screen, as with most other debug menus, is not localized for the Japanese release of the game, although this version has a fourth option that will only appear if debug mode is enabled (though since passwords are removed as alternatives to saving in this release, it's technically the third option), which when selected brings you to a badly-programmed "unformat card" menu. The mix of translated and untranslated text is due to the text object setups and text strings being re-used across menus.

Unformat Card Menu

This menu is exclusive to the Japanese release of the game and can only be accessed through the above-mentioned save menu. Due to a strange programming error, the game will enter an infinite loop after it spawns the text objects for the menu (which happens a third of a second after the menu is entered) and lock up permanently. With hacks, the menu can be fixed:

Crash1-Debug-UnformatMenuFixed.png Crash1-Debug-UnformatMenuUnformatted.png

If you press Triangle, Square and Circle simultaneously, then a new flashing "CARD UNFORMATTED" text object will spawn at the bottom of the screen and... nothing happens. The memory card function the game tries to run does not exist, and thus a whopping nothing happens. You can "unformat" the card multiple times, and keep spawning text objects. Again, nothing happens when this is done, so it is a bit pointless. Pressing the X button returns to the title screen if the unformat menu was accessed through the "TEST SAVE SYSTEM" option from before. You can also leave the menu before the game locks up, if you feel like tempting fate.

Level end screen

When Crash spawns in the level end screen, the level win state can be set depending on the button being held:

  • Holding R1 will force a level lose (as if boxes were missed).
  • Otherwise, holding L1 will force a level win (as if all boxes were broken).
Crash1-Debug-LevelEndSecret.png

In the Japanese release, a third state can be accessed if L2 is held (this is checked after R1 and before L1), which brings up a "secret" screen.

When this screen is accessed, Crash celebrates (as he would when getting a gem), you gain all six colored gems, and a message appears:

Japanese Translation
ひみつの つうろに はいれるよ!
もういちど ちょうせん しよう
You can enter a secret path! 
Let's try again.

Afterwards, the game asks you to save the game.

This hidden screen cannot be accessed in any other way, so its exact purpose is unknown.

Hmmm...
To do:
Check NTSC-J demo.

Logo Splash Intros

The company logo intros can be skipped after 0.1 seconds, as opposed to 2 seconds.

Map debug codes

In the map screen, two button combinations can be inputted:

  • Hold L1, L2, R2, Right and press R1: Unlock all levels (except key levels).
  • Hold L1, L2, R2, Left and press R1: Unlock all levels, keys, and colored gems.

Crash debug cheats

If Crash is standing still (not ducking), three button combinations can be inputted:

  • Hold L1, R1: Set debug invincibility (invulnerable to most hazards).
  • Hold L1 and press R2: Gain an Aku Aku.
  • Hold L1 and press L2: Max out the gem pools (gives all gems and keys). This will also cause a second clear gem (gem ID 0) to appear on the map screen under every level that doesn't already have a second item in it (key).

Holding L1 when Crash respawns after dying will immediately revive him and act as if he had been hurt instead. You will still lose a life and can game over, though.

Password Test Screen

Crash1-Debug-PasswordTest.png

In the title/map/options/etc. level, if the game screen (GOOL global 18) is set to 14 (memcard screen) and GOOL global 1 is set to 10, a password test screen can be accessed, meant to test the integrity of the password encoding and decoding system. Spoiler alert, the password system functions perfectly. Once this screen is entered, you cannot leave it, as none of the buttons do anything.

The password test involves generating a random set of game stats, encoding them into a password, generating the inputs for the password using an "auto-password" system used exclusively for this test, type in the generated inputs, decoding the password, and seeing if the stats came out the exact same. The game tries to test one password per frame, but since the whole process runs through a lot of code and heavy operations, the game can only test around 20 passwords per second. The test runs forever, and if a trial fails then a few "no operation" instructions execute and the test simply stops running. Despite the instructions given, no text is printed to the console (no, not your game console) if an error occurs.

Since the game tests any combination of the 26 gems, any combination of the 2 keys, and a random amount of levels from 0 to 26 (even though the actual game has 30 on the main path), the total amount of different passwords it can test is 7,247,757,312. This will take forever.

Also, the "TESTING PASSWORD SYSTEM" title flashes.

Unused Levels

Cavern grotto level

An eye-catching subterranean environment, this unused level was present (and also unused) in the disc of the April 8 prototype build. While all of its assets still exist on retail copies, and remain unchanged from the April 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. Its level ID is 04.
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. There are various old fruits laid across the path, but do not appear as they refer to removed objects.

Stormy Ascent

Stormy Ascent is one of the most infamous cut levels from the Crash Bandicoot series. Originally meant as the final level of the game, it was later cut mostly due to its brutal difficulty. To access it, use this GameShark code to boot into the level:

US EU JP
D0011DB2 3404
30011DB0 0022
D0011DD2 3404
30011DD0 0022
D0011DFA 3404
30011DF8 0022


(Source: http://crashbandicoot.boards.net/thread/1031/prototypes?page=35)

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."

The level is available as DLC in the remake.

Sunset Vista last floor

Crash1-Editor-SunsetVistaEndArea.png

Not technically an unused level, although the last floor of "Sunset Vista" continues well after the point where the level normally ends. The world geometry gets progressively more incomplete and less textured. The collision and camera function properly, but there isn't exactly much to stand on. There is an invisible wall at the far right edge at the end.

Bonus Round

An unused bonus round level, meant for super long bonus rounds, of which there are none in the game, meaning you'll need an invincibility or similar cheat to get to the end. It has been left in a vastly incomplete state, with wrong outdated textures and old files, such as the crystals at the start having wrong textures and Crash's warp in effect being rainbow-colored. Tawna is meant to be waiting at the end, but missing files will make her crash the game instead. It has a similar layout to the Brio bonus rounds, with different colors, and files for Brio are also present. It contains old versions of the code files WillC (Crash), FruiC (fruit and pickups), DispC (HUD and bonus round selection), ShadC (shadows and boss health meter), DoctC (witch doctor Aku Aku), BoxsC (boxes and explosion particles), WarpC (warp out), KongC (Koala Kong boss), BonoC (bonus rounds), GamOC (general game progress) and CardC (memory card save/load and passwords).

Unused 2D map

Included in the general map/title/options/etc. level (19) is all of the map data for a 2D map screen a la Donkey Kong Country (the final game uses the 3D map). This map data includes the background graphics and the path points, which reference a removed MapOC file. This map is used in the April 8 build. Perhaps most astonishingly, none of this map data is present in the E3 demo build of the game! Below are the background graphics for the map.

Unused objects and behavior

Unused crate type

Similar to the falling TNT boxes used in the Koala Kong boss battle and the falling empty boxes used in the level end screen when you're missing boxes, there is a falling box variant of the pickup (?) box, and it drops fruit. This type was used in earlier versions of the game, in Ripper Roo's boss battle, which has falling TNTs and falling pickup boxes. The box spawn code for normal boxes was overhauled in the Japanese version of the game, so using this crate in that version will crash the game most of the game.

Guard dog

The guard dog (code: Dog_C, graphics: GD15V+GD15G) is a completely unused enemy present in the files for "Heavy Machinery" only. Two of them are placed in the level, and don't seem to appear in-game as they immediately kill themselves and enable their no-spawn entity flag. To make the dogs functional, that code needs to be removed or commented out. The guard dog lies in wait until Crash approaches it (defaults to 6 meters of distance), upon which the dog will "shrink", signalling that it is angry and ready to attack. If Crash gets 1 meter closer than the anger distance, the dog attacks, moving down a set path at an alarmingly high speed, startling anyone unprepared. The dog hurts Crash on contact, unless he's spinning, in which case the dog will knock Crash back, similar to spinning rolling monkeys, iguanas, or Papu Papu. Like most other enemies, it can be killed with a jump or another enemy being flung at it, or with invincibility.

Unused Cortex Power entry door

A gigantic door which is supposed to appear at the beginning of "Cortex Power" and can be seen in earlier builds, which does not normally appear in-game as it does the ol' "delete itself on spawn" trick. It was probably removed due to being rather redundant, and also having clipping issues with the scenery on the sides.

Unused mafia Slim + door behavior

The mafia Slim has code to permanently (until the level is exitted) unlock a certain type of door. In the final game, the Slim on the left path at the start of "Cortex Power" links to a door which only appears in earlier builds of the game such as the April 8 build, leaving this behavior unused.

Unused level-specific mafia Slim behavior

The mafia Slim, which only appears in the level "Cortex Power", has specific behavior for "Heavy Machinery" as well. If a mafia Slim were to be placed in that level, it would differ in that the angle in which the bullets are shot at (upwards or downwards) can vary by 90 degrees in either direction, as opposed to the usual 30. The mafia Slim would also move around less while shooting (4 degrees in either direction instead of 16 degrees).

Unused level-specific platform behavior

The moving platforms and drop platforms that appear in levels like "Generator Room", "Temple Ruins", "Rolling Stones", "Boulder Dash", etc. are set to be solid from below only in the level "Toxic Waste", even though these platforms do not appear in that level.

Unused barrel and Pinstripe shadows

Both the barrels in "Toxic Waste" and Pinstripe in his boss fight spawn a shadow object, however the shadow object is specific for each of those. Unlike regular shadows, which are 3D models with a round white texture (which appears black with subtractive blending), these shadows are 2D sprites and with specific shaping for these objects. While they are fully functional, they do not appear in-game as they do the "sideways paper" trick of being rotated by 90 degrees, and therefore being completely perpendicular to the game camera, as sprites always face it, which makes them effectively invisible. The rotation can simply be removed and they will appear. They were probably removed for not giving a good enough impression of a shadow without doing true shadow projection, which itself takes a lot of processing power. Although a shadow for the barrels would definitely have been very useful...

Unused old barrel type

An older version of the regular barrels used in "Toxic Waste" can be found in BaraC. These old incomplete barrels spawn a (functional this time) barrel shadow and are always half a meter above their path spline. They accelerate over time and quickly reach an alarmingly high speed, likely an oversight due to incompleteness, and don't have the slight random bounces that the yellow barrels do. They also deal regular damage like most enemies instead of the usual squash damage. The code that turns spawned barrels into these old barrels is placed right after the code that turns spawned barrels into the new barrels, meaning it never runs and is therefore left unused.

Unused boulder fences

While only two are used in the final game, six fences for the boulder levels exist and can be used: small, medium and large versions of the low and high fences. The final game only uses the high-small and low-large obstacles, the rest go unused.

Unused warthog obstacles

The levels "Hog Wild" and "Whole Hog" have code for boomerang and native heads obstacles, and the latter has the sound effect for the boomerang, which can be seen in the May 11 build of the game in "Whole Hog". In the final game, the boomerang also projects its own shadow to make it easier to locate. No graphics for these objects exist in the final game, however.

Unused native shield

Crash1-UnusedNativeShield.png

The native wall levels "The Great Gate" and "Native Fortress" contain code and graphics for an unused native shield object which bounces Crash high up. It's perfectly functional, barring the lack of sound effects. The shield was probably cut due to being made redundant by the iron spring boxes. Its spawn ID is WalOC-1.

Unused bridge plank

BridC-0 is an unused type of bridge plank. It's used in the cliff level in the April 8 build, and all of its code remains in the final game. There are no available graphics for it, however.

Slime leftover color code

The slimes spawned from Brio's potions in his boss fight set their color to red (0xFF, 0, 0) when they spawn, but since the graphics for the slimes use a different type of animation which cannot be dynamically colored, there is no effect on their appearance. This color behavior is leftover from earlier versions of the game, where the color of the slimes indicated their vulnerability.

Unused pillar array behavior

A pillar array (the object that sets up and spawns the spinning orbiting platforms) with spawn ID RuiOC-1 will spawn pillars that wave up and down, which is never used.

These pillar arrays are re-used in Crash 2 and retain all of their used - and unused - behavior, including this bobbing.

The entities for the pillar arrays in "Temple Ruins" and "Jaws of Darkness" have data for a path (multiple positions) as opposed to just a single position, even though the pillar array objects do not move across a path. All of the path's points are in the same spot, however.

Unused sound spots

Scattered all throughout the levels "Temple Ruins" and "Jaws of Darkness", near background flames, are various objects with spawn ID RuiOC-13. In earlier versions of the game, they play a flame torch ambiance sound effect, though the sound effect and the code to play it have been removed for the final release, making them just a small waste of memory and processor power.

Unused ruins platform

The levels "The Lost City" and "Sunset Vista" contain data for a platform which goes completely unused. This platform is relatively simple: it goes down when Crash lands on it and then tries to come back up. Its default parameters for friction and strength are quite bad and it's very easy to repeatedly jump on the platform and have it go below the death plane for Crash. Its simplistic nature is probably the reason it's never used, as it doesn't do anything particularly unique. Its spawn ID is RWaOC-6.

Unused orbiting platform array variants

The oribiting see-saw platform arrays in "The Lost City" and "Sunset Vista" which spawn the respective platforms can spawn them in 8 different formations, although only formations 0, 5 (identical to 0) and 7 are used, leaving five of them unused.

Unused lizard variant

LizaC-0 is an unused green lizard variant. This lizard always looks at player, and always jumps on the same spot, with minor tracking on the Z dimension. Just like the other two lizards types in the game, the jump height and active range can be set using the 1st and 3rd spawn parameters respectively.

Unknown unused Kong object

The file KongC, used for the Koala Kong boss fight, contains code for an object (KongC-1) that is never used. This object is invisible, and is offset by a random amount in the X and Z axes. It selects a random amount of time from 1.5 seconds to 5.5 seconds to spend in a dummy animation, which then repeats forever, thus doing nothing. It is first "seen" in the E3 demo, where Kong spawns three of these. In the E3 demo however, they have no code other than returning as soon as they spawn, rendering them just as useless there.

Unused Kong boss phases

A few elements in the Koala Kong boss fight have defined behavior after Kong has taken at least four damage, which cannot be normally accessed as the boss only has four health points.

After Kong takes four damage, he will spawn a TNT on his third and fourth steps while carrying a boulder (or boulder throw), on the opposite side of the first step's TNT and on the opposite side of that TNT respectively.

The minecart spawner has a pattern for when Kong has taken four and five damage:

  • 4 damage: Spawn cart, wait 2 seconds (repeat 3 times), wait 6 seconds.
  • 5 damage: Spawn cart, wait 1.2 seconds (repeat 4 times), wait 6 seconds.

Unused castle gate variant

The castle levels ("Stormy Ascent", "Lights Out", "The Lab", "Fumbling in the Dark", "Slippery Climb") have code in CasOC for an older variant of the iron gates which opens verrrrrry slowly (takes about 9 seconds), creaks for half a second and shuts down very quickly. These can be seen in the April 8 build in "The Lab", where they use spawn ID CasOC-3. In the final game, this spawn ID is wired to the same code as CasOC-1 which is used for the more functional doors.

Unused castle floor variant

The open-close trapdoors in "The Lab" come in 2 variants: timed, which open and close based on the ingame timer, and triggered, which require action boxes to open. Each of these variants has two spawn IDs, which determine whether the graphics used for the floor are the floor with polygons on the front or not (this is to prevent clipping issues when the floor is right after some other type of floor). In the final game, the triggered floor with no front polygons is never used.

Unused 2D Lab Assistant setups

The way the lab assistants in the 2D castle levels ("Stormy Ascent" and "Slippery Climb") throw their potions is determined from a small list of setups, one for "Stormy Ascent" and another for "Slippery Climb" (which is also the default). Setup 1 for "Slippery Climb" is not used, and neither are the default setups for each of the levels.

Unused ending epilogues

Hmmm...
To do:
Check NTSC-U.

The normal ending after defeating Cortex was originally meant to, similarly to the ending in "The Great Hall", play a series of epilogues with each of the six boss characters. This cutscene-level has all the data needed for epilogues and even specific (placeholder) text for it, but the normal ending cutscene simply never plays them. With hacks, the epilogue can still be played just fine. The reason for their (partial) removal is unknown, possibly to make 100% completion have at least some sort of reward. In the NTSC-J version, the Pinstripe and Cortex epilogues have their translated level name as the title, possibly by accident/coincidence.

Unused screen offset variables

GOOL globals 44 and 45 set the horizontal and vertical offset of the screen projection respectively, and are completely unused besides being set to zero on boot. The vertical screen shake also offsets the screen projection, but is stored separately.

Unused Graphics

3D Objects

These are various graphics that are referenced in code files and are present in the level data but are not actually used at all. Due to a change in the Naughty Dog toolchain as the game was developed, it no longer detected unused graphics properly, which is why these cannot be found in builds like the April 8 build.

These are referenced in RivOC ("Upstream" and "Up the Creek").

These are referenced in BridC ("The High Road" and "Road to Nowhere").

These are referenced in RuiOC ("Temple Ruins", "Jaws of Darkness").

These are referenced in RWaOC ("The Lost City", "Sunset Vista").

As the three castle levels "Lights Out", "The Lab" and "Fumbling in the Dark" are all the same theme, despite "The Lab" being considerably different, various assets are shared between them with considerable differences. These are referenced in CasOC.

Textures

Crash1-Tex-WillT 0 6.png

This tiny texture is present in WillT and is actually technically used in a lot of places, but always as a sort of invisible or placeholder graphic (as specifying graphics is required for a few things). It appears to be an 8x8 resized version of the old Aku Aku fairy sprite.


Crash1-Tex-sky3W.png

This is the full skydome texture for "Cortex Power". Only parts of it go unused, but the parts of the skydome that are used are extremely difficult to see in-game anyway.


Crash1-Tex-s2 9W.png

This is the full skydome texture for "N. Sanity Beach". Only parts of it go unused, but the parts of the skydome that are used are extremely difficult to see in-game anyway.


Crash1-Tex-skynW.png

This is the full skydome texture for the Ripper Roo boss level. Only parts of it go unused, but the parts of the skydome that are used are extremely difficult to see in-game anyway.


Crash Bandicoot Unused LoadingStart.png

This particular sprite is located in LogoT but is never used in the final game, as it was a leftover from the E3 demo version. The "PRESS START" sprite used during demos is located in Dem2T.


Crash1 - UnusedLevel7Texture.png

While this texture is in fact used in "Cortex Power", it is also grouped in with the files for "Toxic Waste" (Lev7T), a level that does not use this texture.


Crash1-Tex-OldBarrel.png

An unused barrel texture in "Toxic Waste" (Lev7T). Possibly a remnant of the old barrel type.


Crash1-Tex-IntroMonkey.png Crash1-Tex-IntroMonkeyJ.png

A "MONKEY" texture for the cages in the intro cutscene, also localized to Japanese. In-game, hard-to-see cages just have "kangaroo" on them instead.


Crash1-Tex-Op2pT 0 6.png

This font, present in Op2pT, is only used for unused epilogue text.

Oversights

River fish shadow oversight

The fish in the levels "Upstream" and "Up the Creek" spawn a shadow, but it never appears in-game because the fish never set their shadow flag.

Normal Fixed
Crash1-ShadowRiverFishNormal.png Crash1-ShadowRiverFishFixed.png

Ripper Roo shadow oversight

Ripper Roo spawns a shadow in his boss fight, but it never appears in-game because the shadow flag is never set.

Normal Fixed
Crash1-ShadowRooNormal.png Crash1-ShadowRooFixed.png

Pinstripe boss generator oversight

Due to an oversight in how the screen shake variable is checked, at the end of the Pinstripe boss battle when Pinstripe shoots the generator, the screen is moved up slightly and then back down after a few seconds. The original intent is to keep the screen shaking until the boss ends and Crash celebrates, which looks very nauseating anyway. The oversight happens in this piece of code for the generator:

if (SHAKEY < 0) {
    SHAKEY = 4.0
}
else {
    SHAKEY = -4.0
}

At first, SHAKEY is set to -4. After the game finishes setting up its graphics matrices using the -4 value, it automatically flips the sign of SHAKEY and sets it one value closer to zero (in this case, -4 becomes 3). On the next frame, this code runs again: SHAKEY is not lower than zero, so it is set to -4. The game uses -4, sets it to 3, etc.. At the end of the boss fight, the value is set to zero, returning the screen to normal. This can be fixed if the branch condition is flipped.

"Lights Out" skydome

The level "Lights Out" actually has a skydome, meant to be seen when Crash takes the yellow gem platform up and outside the castle. Unfortunately, this nice view is never seen in-game as the model for the sky isn't set to ignore the natural darkness of the level. Oops.

Unused sounds & sound oversights

The generator that is destroyed in Pinstripe's boss battle plays a sound that is played at such low volume that it is nearly impossible to hear in-game.

The sound of the boomerang hazard in the level "Whole Hog", itself not used in the final game.

The Japanese sound effect for Brio getting hit (the English version being a sort of "doh!") plays at a stupidly low volume in-game and is therefore inaudible.

Unused Bonus Round IDs

The way bonus rounds work is that the game chooses a bonus round ID and the bonus round level separately. Each of the bonus round levels is split up into four sections, and each section spawns a set of objects (boxes) according to the bonus round ID. Even though all bonus round levels have four sections, the ending may be after the second, third or fourth sections. This means that you can play a bonus that's normally a Brio bonus in the Cortex bonus level or the long Tawna bonus level. There are five bonus levels in the game, one of which goes unused:

  • 24: Short Tawna bonus (2 sections long).
  • 25: Brio bonus (3 sections long).
  • 26: Unused bonus (4 sections long).
  • 33: Long Tawna bonus (3 sections long).
  • 34: Cortex bonus (3 sections long).

Bonus round IDs are also not linearly mapped to levels. Which bonus level Crash gets teleported to and which bonus round ID to use is determined in DispC, based on which type of pickup Crash has collected 3 of and the level you are in.

Pickup Level Bonus ID Bonus Level
Tawna Jungle Rollers 0 33
The Great Gate 4 34
Upstream 10 33
Rolling Stones 8 34
Native Fortress 1 33
Up the Creek 11 34
The Lost City 12 33
Temple Ruins
NTSC-J only.
28 33
Road to Nowhere 13 34
Sunset Vista 5 33
Heavy Machinery 18 33
Cortex Power
NTSC-J only.
27 33
Generator Room 2 33
Toxic Waste 6 33
The High Road 3 34
Slippery Climb
NTSC-J only.
29 33
Lights Out 16 34
Jaws of Darkness 17 34
Castle Machinery
NTSC-J only.
26 33
The Lab 19 33
(default) 0 33
Cortex Sunset Vista 9 34
Jaws of Darkness 15 34
Brio Rolling Stones 14 25
The Lost City 7 25
Heavy Machinery 21 25
Slippery Climb 20 25

"Lights Out" does not have any Tawna pickups in it, so bonus round 16 goes unused. In the NTSC-J version of the game, 8 new bonus rounds are added, and bonus rounds 22, 23, 24 and 25 are not used.

Code Revisions

Hmmm...
To do:
Document.

Code for one object may not be the same across levels.


Dummy files

Every version of the game contains dummy files to pad out the game's disc content, likely as an anti-piracy/online download measurement. The PAL and NTSC-U versions of the game contain the file ZBSPTREE.WAD, which is a little over 300MB in size and is filled with useless garbage data. The NTSC-J version of the game contains the files ABSPTREE.WAD, the same size as the previous file, and ZTAIL.WAD, a 40MB file filled with zeros. The game never checks for any of these at any point, and thus they can be safely removed. The moral quandary here is whether you want to harm the integrity of your game or not...

Executable Text

Hmmm...
To do:
Some completely unused text and some other interesting things.

Regional Differences

Crash Bandicoot has three distinct versions that were released, one version for each of the three regions. They were made and released in the order NTSC-U, PAL, and then NTSC-J. The NTSC-U version will be considered the base version, as it was released first.

PAL

Most of the PAL differences will come down to timing changes necessary due to the conversion from 30 frames per second to 25 frames per second. The region-agnostic "velocity" function used throughout the game code will, at full speed (25 frames per second), output a value that's around 100.09766% of the truly correct value, versus the approximate average of 99.61% in the NTSC versions. This means that objects move faster, gravity is more powerful, etc. Various frame values are run through a *25/30 operation to convert them to PAL framerate.

Hmmm...
To do:
Document.

NTSC-J

NTSC-U NTSC-J
Crash Bandicoot-title.png
Crash1-LoadUS.png
Crash1-LogoJP.png
Crash1-LoadJP.png
  • The title logo and loading screen images were localized accordingly.
  • The title menu uses the PAL background, which has a resolution of 512x256, instead of the NTSC-U one, which has the correct resolution (512x240).
  • The level names are changed to sound more like Japanese idioms and expressions.
  • Crash is overall a lot more vocal, such as making expressions whenever he ends a level, gets hit, enters a level or gets hit with a box in the level end screen. All of his previous voicelines have also been dubbed to Japanese expressions, along with Brio and Cortex.
  • Various actions that previously required pressing X to continue now require X or Circle (and sometimes even Start), as is customary for Japanese games.
  • During the map screen, camera rotation is done using R1/L1 instead of Square/Circle, as Circle and X are both used to select the level.
NTSC-U NTSC-J
Crash1-TNTBoxUS.png Crash1-TNTBoxJP.png
  • TNT boxes now have a bomb icon instead of the text "TNT".
NTSC-U NTSC-J
Crash1-CardContinueUS.png Crash1-CardContinueJP.png
  • Passwords are no longer used as alternatives to saving the game, all menus have had their password options removed. The game also no longer gives you Final Passwords. All of the code for these screens that no longer appear was not removed, and their text wasn't localized, so they remain just as functional.
NTSC-U NTSC-J
Crash1-CardPassword1US.png
Crash1-CardPassword2US.png
Crash1-CardPassword1JP.png
Crash1-CardPassword2JP.png
  • Despite passwords being removed from all menus, the password input menu can still be accessed with a cheat code on the title menu: Up, Up, Down, Down, Left, Right, Left, Right, Left, Right, Circle.

Crash1-AkuHint.png

  • Aku Aku will give the player a hint whenever he's collected. Each level has specific hints which are played depending on how many hints Aku Aku has tried to give in the level. Aku Aku will not try to give a hint if he would otherwise give Crash invincibility when collected. The hints are skipped with X or Circle, which unfortunately still make you jump or spin afterwards.
  • The first Aku Aku box in "N. Sanity Beach" was removed, as the game gives Crash an Aku Aku at the beginning automatically (but not if you die). Along with this change is a (luckily inoffensive) bug, where Aku Aku will read certain pointers as if they were game coordinates and initially spawn way out of bounds if the player skips the intro cutscene instead of letting it play out.
  • Due to the first level giving an Aku Aku automatically, entering it with 2 or more will downgrade it to just one Aku Aku mask, making it so the automatic hint does not grant Crash invincibility.
  • Two levels were swapped on the map due to difficulty: "Sunset Vista" and "Slippery Climb", despite the latter taking place in Cortex's castle and the former having the castle in the background. Not that the level order in the original release made much more sense anyway.
  • A few colored gems were moved around: "Hog Wild" now gives the green gem, "The Lost City" now gives the red gem (making a revisit to "Road to Nowhere" no longer necessary for 100%) and "Slippery Climb" gives a clear gem.
  • Four levels have been given Tawna bonus rounds for extra save points: "Temple Ruins", "Slippery Climb", "Cortex Power" and "Castle Machinery". As such, the box count has increased by 3 in those levels. Since "Jaws of Darkness" saves at the next level, completing its bonus round will make the "Castle Machinery" bonus round inaccessible.
NTSC-U NTSC-J
Crash1-BonusTawnaUS.png Crash1-BonusTawna1JP.png
Crash1-BonusTawna2JP.png
  • Tawna in the bonus round disappears after she gives you the save point, instead of sticking around and looking to the side every now and then.
  • You can now die and still get a gem in a level, but boxes broken are still not saved with checkpoints. In the level end screen, only one box ever falls on Crash's head.
NTSC-U NTSC-J
Crash1-LevelEndLoseUS.png Crash1-LevelEndLoseJP.png
  • The level end screen will still tell you the amount of gems and keys you have acquired, even if you missed boxes.
  • Regardless of the type of save point that's acquired (save point, gem save or key save), the flavor text with the game completion percentage will always say "SAVE POINT" (セーブポイント), leaving the untranslated "GEM SAVE" and "KEY SAVE" textures unused.

Crash1-IdleStance2-0.png Crash1-IdleStance2-1.png Crash1-IdleStance2-2.png Crash1-IdleStance2-3.png

  • Crash has an extra idle animation, the full version of the animation that plays when Crash earns a gem. In this idle animation, Crash spins and celebrates before looking around and getting back up with an embarrassed face.
  • The boulder has been slowed down by 2%.
NTSC-U NTSC-J
Crash1-RiverLevelUS.png
Crash1-RiverVenusUS.png
Crash1-RiverBranchUS.png
Crash1-RiverLeafUS.png
Crash1-RiverLevelJP.png
Crash1-RiverVenusJP.png
Crash1-RiverBranchJP.png
Crash1-RiverLeafJP.png
  • The platforms in the river levels "Up the Creek" and "Upstream" are larger. The venus fly traps are 10% larger, the branch leaves are 20% larger, and the floating leaves are 30% larger.
  • The river levels now have an ambience sound.
NTSC-U NTSC-J
Crash1-PapuPapuUS.png Crash1-PapuPapuJP.png
  • Papu Papu has two extra hit points, where he swings his club 25% and 50% faster than normal, on the 4th and 5th phases respectively.
NTSC-U NTSC-J
Crash1-HighRoadUS.png Crash1-HighRoadJP.png
  • "The High Road" was significantly cut down in length. The level is simply an empty void past where it ends on this version.
  • For some reason, the pushers and slide platforms in "The Lost City", "Sunset Vista", "Slippery Climb" and "Stormy Ascent" will try to normalize their cycle timers based on the game lag when they spawn, which has the adverse effect of extending the cycle timers far too much if Crash dies and the game has to read the disc before he can respawn, as it is considered game lag. One of the flags for the pushers bypasses this.
NTSC-U NTSC-J
Crash1-AkuBoxLev7US.png
Crash1-AkuBoxLevtUS.png
Crash1-AkuBoxLevFUS.png
Crash1-AkuBoxLev7JP.png
Crash1-AkuBoxLevtJP.png
Crash1-AkuBoxLevFJP.png
  • An Aku Aku box was added to "Toxic Waste", the start of "Jaws of Darkness", and the start of "The Lab".
  • Some of the box code was altered, with no functional difference besides one unused box type no longer functioning.
  • The PAL anti-piracy warning screen present in all PAL PlayStation games is left unused (9MapP).
  • Different rolling demos and a different demo order, to accommodate for any possible gameplay changes: Intro, "Jungle Rollers", "Papu Papu", "The Great Gate", "Boulders", "Jaws of Darkness", "The Lab". This means "The Lost City" no longer has a demo.
NTSC-U NTSC-J
Crash1-CardLoad1US.png
Crash1-CardLoad2US.png
Crash1-CardLoad1JP.png
Crash1-CardLoad2JP.png
  • The memory card menu now uses the BIOS font for the save block names, due to the large amount of characters that can be displayed. The old font and old text code is left unused.
  • The idle animation of Crash throwing up a wumpa fruit and having it land on him has been improved, it now uses a flag to determine when Crash has been hit with it, instead of simply doing the head scratch six times (the maximum amount of head scratches is now 50).
  • A potential bug where the fruit that spawns from combo kills does not spawn has been fixed.
  • A possible softlock when the memory card screen tries to spawn at the end of bonus rounds has been fixed.
  • A potential bug where the fruit that spawns from bat auto-kills does not spawn has been fixed.
  • The cut-off point for frametime at which gold Aku Aku spawns particles quickly has been lowered from 30ms to 27ms.
  • The speed value for the path-following platforms which must be stood on to start moving used throughout the game (usually horizontally) has been changed from a "units per frame" value to a "units per second" value, making it more stable and scale with the amount of lag. On spawn, it multiplies its spawn parameter for speed by 30 (NTSC framerate).
  • The speed value for the turtles has been changed from a "units per frame" value to a "units per second" value, making it more stable and scale with the amount of lag. On spawn, it multiplies its spawn parameter for speed by 30 (NTSC framerate).
  • The speed value for the ruins crushers has been from a "units per frame" value to a "units per second" value, making it more stable and scale with the amount of lag.
  • The speed value for the ruins bats has been from a "units per frame" value to a "units per second" value, making it more stable and scale with the amount of lag.
  • Brio now makes a "gibberish" sound when you come near him in his boss fight.
  • Lab Assistants can now be killed with invincibility even while they're electrified.
  • There is now a 1 in 3 chance for Cortex to laugh whenever he charges his gun, instead of being guaranteed.
  • Cortex only has one "attack" sound, instead of two.
  • Cortex now has a sound effect for getting hit.
  • Cortex's hoverboard now only has a 1 in 2 chance to make an explosion sound if it explodes when it breaks.
  • The game waits half a second longer at the end of the Cortex boss fight to take you to the game end cutscene level.
  • The credits are much longer.

Japanese-Exclusive Music

Level Music
Bonus Round (Tawna)
Koala Kong
Pinstripe Potoroo
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 cutscene 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
(Source: Interview by OKeijiDragon, Crash Mania.net)