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Crash Bandicoot/Unused Graphics

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This is a sub-page of Crash Bandicoot.

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:

Crash1-UnusedMap-1MapP AR.png Crash1-UnusedMap-2MapP AR.png Crash1-UnusedMap-4MapP AR.png

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.

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.