Crash Bandicoot/Unused Graphics
This is a sub-page of Crash Bandicoot.
Contents
- 1 Unused 2D Map
- 2 Unused 2D Map (fixed)
- 3 3D Objects
- 4 Textures
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. This map data includes the background graphics and the path points, which reference a removed MapOC file. This map is used in the April 8th, 1996 prototype. Perhaps most astonishingly, none of this map data is present in the May 11th, 1996 prototype of the game! Below are the background graphics for the map.
Unused 2D Map (fixed)
The graphics are intended to render on a standard 4:3 TV screen, here's what they would've looked like:
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 April 8th, 1996 prototype.
River Levels
These are referenced in RivOC (Upstream and Up the Creek).
Bridge Levels
These are referenced in BridC (The High Road and Road to Nowhere).
Temple Levels
These are referenced in RuiOC (Temple Ruins and Jaws of Darkness).
Ruins Levels
These are referenced in RWaOC (The Lost City and Sunset Vista).
Castle Levels
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
Aku Aku Fairy
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.
Cortex Power Backdrop
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.
N. Sanity Beach Backdrop
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.
Ripper Roo Backdrop
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.
Early "Press Start" Text
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.
Toxic Waste Leftovers
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.
Barrel Variant
An unused barrel texture in Toxic Waste (Lev7T). Possibly a remnant of the old barrel type.
Monkey Cage Sign
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.
Unused Font
This font, present in Op2pT, is only used for unused epilogue text.
Early HUD Leftovers
The unused cavern level contains an early version of the WillT texture page depicting many early variations of sprites used in the game. These textures are all used in the April 8th, 1996 prototype.
HUD Counters
An early version of the font used for the Wumpa and life counters. This version of the number font uses the "Lithos" font, and becomes more orange as the number gets higher.
"Continue" Letters
Originally, checkpoint crates would say "CONTINUE" in giant letters when you opened them, which is what the "C" initially stood for on the checkpoint crate box.
Pause Text
Unused | Used |
---|---|
An early, crude version of the text that appears when the game is paused that has some pretty brief grammar.
Early Tawna Icon
Unused | Used |
---|---|
Tawna's icon but with different coloring that reflects her appearance in prototype versions of the game (and also her appearance in The Great Hall in the final game).
POW Crate
Also found in the cavern level's WillT texture page is a completely removed "POW" crate. These crates are colored normally with blue lines and "POW" written on them in bright yellow text with a blue stroke similarly to a TNT crate. These crates appear in some levels of the April 8th, 1996 prototype.
Save Screen Text
These unused text graphics can be found in the unused bonus round, using a font that doesn't particularly fit into the rest of the game.
Early Save Icon
This early version of the save icon for the game can be found in the same location as the textures above. This one is a still image instead of being animated and has a different background.