If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Crash Bandicoot: The Wrath of Cortex
| Crash Bandicoot: The Wrath of Cortex |
|---|
|
Also known as: Crash Bandicoot: La vengeance de Cortex (FR), Crash Bandicoot 4: Sakuretsu! Majin Power (JP)
|
Crash Bandicoot: The Wrath of Cortex is the first game in the series released on multiple consoles, and is also the first Crash platformer not developed by Naughty Dog. Originally being conceptualized as a free-roaming title, the final product was cobbled together in about 1 year of development after a fallout with Universal Interactive and Sony. Most long-time fans say it shows.
| To do: Create a prerelease page for the game. There's a lot of intriguing footage on YouTube. |
Contents
Sub-Page
| Prototype Info |
Debug Menus
| To do: Codes for all Xbox versions and Japanese GameCube version (if they exist). |
At least four separate debug menus of varying functionality can be accessed via one of the following Action Replay codes in the GameCube version:
GameCube -| NTSC-U | PAL |
|---|---|
| Z7PV-QWZN-6K06P AYDJ-NJPZ-6571A 23H6-N320-UNXCT HV27-R2PC-JJEDC T732-EA87-0XW25 J5P9-M0WR-Y3GRN VR53-KNA2-G5NJU PNF8-K5RC-TY1HJ CR7T-U0MH-3ME3A E9FZ-A3QA-YCERP |
BQPU-EDZM-RGRVU J2KJ-WVPC-X9Z98 GVHE-D9KT-86EZ0 R6AM-8U8W-UVZTW U9WY-9ZCV-A61PB BD8X-5AUQ-00WVZ 6MUF-NX6T-Z0UHK FVGX-2G02-KX899 JMXM-RB1Y-6ZQ5U E9FZ-A3QA-YCERP |
The following codes activate the debug menu for a varying number of PS2 versions, respective to the region and game version. Hold the corresponding button while paused to activate the menu:
PS2 -| NTSC | NTSC Greatest Hits | PAL | PAL Platinum |
|---|---|---|---|
| Main Menu: (R2) E0020001 0064684C D1D56642 0000FDFF 205ADC2C FF090A00 Cutscene Debugger: (L1) E0020001 0064684C D1D56642 0000FBFF 205ADC2C FF0D0400 Draw Settings: (L2) E0020001 0064684C D1D56642 0000FEFF 205ADC2C FF0A0A00 Memory Information: (R1) E0020001 0064684C D1D56642 0000F7FF 205ADC2C FF0B0A00 |
Main Menu: (R2) E0020001 0063E764 D1D4F5C2 0000FDFF 205A43DC FF0A0A00 Cutscene Debugger: (L1) E0020001 0063E764 D1D4F5C2 0000FBFF 205A43DC FF0E0400 Draw Settings: (L2) E0020001 0063E764 D1D4F5C2 0000FEFF 205A43DC FF0B0A00 Memory Information: (R1) E0020001 0063E764 D1D4F5C2 0000F7FF 205A43DC FF0C0A00 |
Main Menu: (R2) E0020001 0062FB4C D1D3FDAA 0000FDFF 20591FDC FF090A00 Cutscene Debugger: (L1) E0020001 0062FB4C D1D3FDAA 0000FBFF 20591FDC FF0D0400 Draw Settings: (L2) E0020001 0062FB4C D1D3FDAA 0000FEFF 20591FDC FF0A0A00 Memory Information: (R1) E0020001 0062FB4C D1D3FDAA 0000F7FF 20591FDC FF0B0A00 |
Main Menu: (R2) E0020001 0063235C D1D43302 0000FDFF 2059340C FF0A0A00 Cutscene Debugger: (L1) E0020001 0063235C D1D43302 0000FBFF 2059340C FF0E0400 Draw Settings: (L2) E0020001 0063235C D1D43302 0000FEFF 2059340C FF0B0A00 Memory Information: (R1) E0020001 0063235C D1D43302 0000F7FF 2059340C FF0C0A00 |
Main Menu
This menu contains the options typical of a debug menu in a platformer, and was likely used extensively during testing. Any option labelled in bold can be toggled on or off.
| Name | Function |
|---|---|
| RESTART LEVEL | Warps you to the beginning of a level. |
| RESET LEVEL | Contrary to its description, this option doesn't reset the level itself, but instead resets your box count to 0. |
| GOTO LEVEL | Brings you to a rather neatly organised screen that allows you to warp to any level in the game. Curiously, Lo-Lo's levels are classed as "Weather" as opposed to the "Wind" moniker used elsewhere in the game, and the Game Over screen is actually classed as its own level alongside the 5 unlockable "Bonus" levels. |
| INVINCIBILITY | Does exactly what you think it would do. When turned on, a small "Invincible" notice flashes at the top of the screen. |
| GOTO NEXT CHECKPOINT | Sends you to the next Checkpoint Crate in a level. It does not however send you to the end of the level if you use it at the final Checkpoint Crate. |
| GOTO LAST CHECKPOINT | Sends you to the previous Checkpoint Crate in a level. |
| OPEN GAME | Instantly maxes out all of the Crystal, Gem, and Relic totals, granting you 106% and consequently completing the game. This function is identical to the hidden "WOMBAT" cheat that is in the Xbox and GameCube versions but absent from the PS2 one. |
| LIFT PLAYER | Predictably, allows you to moon jump by holding the button down. |
| PLAYER COORDINATE | Displays your current XYZ coordinates. This option differentiates itself from most other coordinate tests by constantly tracking your character's movement as opposed to remaining static. |
| EXTRA MOVES | When activated, gives you all of the post-boss "Power-Ups", including the Super Belly Flop which can only be found in a gem path. |
| RESET GAME | The polar opposite of the "Open Game" function above, this option resets your progress back to 0%. |
Cutscene Debugger
Press Z + R in the main menu.
As the name implies, this "menu" tests the "cutscenes" which play in the game. Note that this isn't a comprehensive list, as it omits any "vortex conversations" with the Elemental Masks and Crunch, in addition to the hologram conversations which play upon defeating a boss or starting a new game.
| Name | Function |
|---|---|
| LOGOS | Displays all of the developer logos. Riveting stuff. Since the Universal and Travellers Tales credits are directly linked to the title screen, it also serves as a warp to the title screen. |
| INTRO1 | Plays the intro cutscene. Curiously, despite being labelled as "INTRO1", it isn't split up, and actually plays the full cutscene with no interruptions. |
| INTRO2 | Appears to do nothing of significance, as it simply warps Crash back to the Hub. However, looking at the internal files reveals it was more than likely used to store the models, animations, and scene transitions used for the intro, as opposed to actually containing cutscene data. |
| OUTRO1 | Plays the regular ending. |
| OUTRO2 | Plays the 100% ending, obtained by collecting all of the Gems and Relics. |
Draw Settings
Press Z + L in the main menu.
Presumably controls the draw settings in the game.
DRAW DISTANCE: %i/%i FOG NEAR: %i/%i FOG FAR: %i/%i FOG RED: %i/255 FOG GREEN: %i/255 FOG BLUE: %i/255 FOG OPACITY: %i/127 HAZE RED: %i/255 HAZE GREEN: %i/255 HAZE BLUE: %i/255 HAZE WOBBLE: %i/255
Memory Information
Press Z + Y in the main menu.
Shows how much memory is being used up by the game at a current moment in time, relative to the presumed limit.
SUPERBUFFER USED: %.2fMB/%.2fMB HIGHALLOCADDR: %.2fMB/32.00MB
joytest_050702.bin
| To do: Figure out if it's still possible to get it to connect. |
Exclusively in the GameCube version is an extra GBA ROM that appears to have been used for testing.
Unused Models
| To do: There's so much more. |
Jungle Rumble Animals
Several stampeding animals meant to be seen in the level Jungle Rumble, but in the final game, only rhinoceroses are seen. They still remain in the game's code and can be put back in the level, except for the warthog.
Tornado Alley Animals
A cow and a pig mean't to be seen in Tornado Alley. Weirdly enough thought, a shots of this unused cow model was actually made and used in the game but only in the level Gold Rush on some of the background's wagons.
Snowhog.hgo
A small blue hedgehog with spikes and a striped hat, likely intended for a Winter level.
StFshBlu.hgo
A blue starfish.
DragFly.hgo
A squinty striped dragonfly.
Clam.hgo
A clam with big eyeballs.
Geko.hgo
An oddly-colored gecko with a jetpack, purpose unknown.
Lion.hgo
A lion, purpose unknown.
Mole.hgo
An anthropomorphic mole creature, likely meant to be seen in one of the minecart levels.
Mouse.hgo
A small, orange, very simple mouse.
GunBoat.hgo
A Cortex-themed turret.
Bee.hgo
A small bee.
Unused Graphics
The aptly-named "STUFF" folder found in the main directory has an assortment of seemingly random bits and pieces dated far earlier than most of the content on the disc, some of them predating the game's release by a good year and a half.
All Versions
These can be found in all three versions of the game.
Dated all the way back to June 9, 2000, this simplistic looking font is chronologically one of the earliest resources put into the game. The file name ("ARIEL32") suggests it is merely the word processing font Arial, used as a placeholder by the developers until the typical stylised font was created. However, the font is clearly closer to Franklin Gothic than Arial, as can be seen by the uppercase G and Q, as well as the lowercase g. This can also be found in Finding Nemo.
"COL16", dated June 13, 2000. Some kind of 16-color test image, featuring a green-to-red gradient and some solid colored rectangles.
"COL256", also dated June 13, 2000. The same image as above, but with a 256-color palette.
"ENVTXT", dated October 26, 2001. A basic bumpy chrome texture.
A very early smoke texture, dated even earlier than ARIEL32 (May 3, 2000). It may have been a remnant from the project animation demo of Crash And Burn, which was pitched to Universal Interactive by Traveller's Tales prior to coding the game.
"SPECTXTF", a small white dot with no obvious purpose. The "SPEC" part of the filename may imply that it was used as a specular highlight.
"TTUNNEL", a larger white spot, purpose unknown.
"CLOUDSLO", an even larger white spot. May have been an early cloud texture that was replaced with a far more refined graphic.
Xbox and GameCube
The Xbox and GameCube versions contains a few early and placeholders graphics that aren't in the PS2 version of the game (for some reasons).
myload.raw a placeholder for the loading screen that was used in some earlier builds of the game like the one at E3 2001. The actual loading screen is just text saying "LOADING" against a black background.
copyr1.raw is a splash screen for Traveller's Tales. The one used is 3D during the intro sequence.
testfont.bmp is an unused font. It was used when the game was in early development, and contains older HUD icons for Crash and Coco as seen in trailers.
Xbox
Skycube.dds and WaterCubemap.dds are an image of the interior of the Microsoft building. It's from the DirectX SDK.
lega2l.bmp is a screenshot of the opening sequence's copyright screen, dated 2001, while the Xbox version came out in 2002.
GameCube
The GameCube version similarly contains leftover data from an SDK, more specifically, an entire folder labeled "carddemo". Normally used for an application designed to test saving and loading data from a GameCube Memory Card.
Curiously, the Heiho (the Japanese name of Shy Guy) and Yoshi .tpls appear to use sprites ripped directly from Yoshi Sample.
Unused Text
The Test Zone
b\testzone\test TEST ZONE
References to an area known as the "Test Zone" exist in memory, grouped in with the text for all of the level names, internal or otherwise. It can't be accessed by any means in-game, but its existence can be proven by these references.
Development Instructions
An absolute crapload of decompiled text related to game development, graphic pointers, and errors exist on the disc. There is far too much to put on one page, but a sample of what it contains can be seen below:
unknown condition code %d unknown condition '%s' at line %d Tex Anim Assembler Fatal Error: too many labels Tex Anim Assembler Fatal Error: too many global labels scriptname untiltex TexAnim Processor Alert: Call Stack Overflow at (%d) TexAnim Processor Alert: Call Stack Underflow at (%d) TexAnim Processor Alert: Too Many Nested Repeat Loops at (%d) TexAnim Processor Alert: REPEND without REPEAT at (%d) TexAnim Processor Alert: UNTILTEX without REPEAT at (%d) Alpha multiply underflow unsupported rendertarget type unsupported texture format Quantized - %d colours Texture width MUST be a power of two, not %d Texture height MUST be a power of two, not %d Loaded default mpg Unknown Viftag (%08d)- stopping decode VIF code decoded length does not match dmatag length Duff frame pointer Misaligned DMATAG Misaligned DMATAG reference Unknown tag id NuGCutRigidSysFixUp: cannot fixup rigid object EnableFlags Debug Id
Provisional Level Names
| To do: These level names are actually used in the PAL French versions. |
Viewing the game's text in a hex editor shows a few early level names grouped next to their finalized counterparts in memory.
BANDICOOT ON ICE
Appears directly before "Arctic Antics", the first level in the game. It was likely changed due to bearing too much of a resemblance to the existing level name "Ice Station Bandicoot".
ROK A GO GO
An early name for "Rumble in the Roks", the first boss battle against Crunch with the Earth Elemental. It is unknown why it was changed.
H2O - OH NO!
An incredibly minor change was made to make this name flow more effectively - it therefore changed from "H2O - OH NO!" to "H2 OH NO".
roknrol
The name for the music file in the level "Bamboozled". Could either stand for "ROK N' ROLL" or "ROCK N' ROLL". The first is likely a pun on the character "Rok-Ko", the boss from the first warp room, which this level is in.
Miscellaneous
Test message
A very generic test message. Hey, if it works...
proximity_crate
A crate type which goes unused in this game. As the only indicator of this crate's existence is textual, it is unknown how it would function in-game.
MIDGET
A placeholder name closely tied to the cheat menu documented above, that seems to replace any selected name upon using the "RESET GAME" function. It is more than likely an internal joke between the developers.
Unused Stages
| To do: Get better videos and info on how to access these. Also, there are a lot of either early or unfinished stages to add. |
Unused stages can be found in the game, all of which retain some form of playability.
Fire Island
An all-red level with geysers and volcanoes. There are no sounds for any of the fire effects, volcanoes, or geysers.
Airship Level
You needed to destroy the guns in Neo Cortex's airship from Weathering Heights using the Glider. Compared to the other unused levels, this one is the most finished. It is also plausible to think that Weathering Heights was an extra part of this level.
Use the code below and enter Arctic Antics to start the level.
| GameCube NTSC-U |
|---|
| AHTP-UHEJ-JM6YC URNQ-RA43-BVRWW |
E3 Warp Room
An early warp room almost identical to the one seen in early trailers of the game and at the E3 2001 showfloor demo is still present on the disc, although most of its features have been removed. This old remnant contains numerous differences to the warp room used in the retail product.
For starters, it is far more primitive in design and only contains 5 warp pads. The collision is mostly removed, rendering the hub difficult to navigate. The warp pads themselves feature holograms depicting the respective level overlaid onto the pad itself, a feature which wasn't carried over to the final version. They also don't warp you anywhere, and attempting to walk onto the pads causes you to fall through the floor, as the pads also lack collision.
Use the Action Replay code below to access the warp room.
| GameCube NTSC-U |
|---|
| X2H5-8250-CK98K GUEF-YT7Q-7RY3F R8EE-UEQZ-M6WAE |
Unfinished Fahrenheit Frenzy
An unfinished version of Fahrenheit Frenzy, with a few differences. Notably, some objects are either completely missing or don't load correctly.
Test level
| To do: Get a video of the entire level. |
A test level is present in the game files.
Unused Voice Clips
| To do: Check Xbox and GameCube versions. Also, find more unused clips. |
There are two unused voice clips in the PS2 version of the game.
This voice clip from Coco seems to have been the dialogue at the start of the cut airship level, as evidenced by Coco mentioning Crash having to destroy guns on Cortex's airship.
This voice clip from Aku Aku is a remake of the voice clip from Crash 3.
Regional Differences
- The Japanese version features a different title call during the logo, though it still retains the original English voices for the Universal Interactive and Traveller's Tales logos.
- The Japanese version has a different (but mostly similar) animation for the logo itself, and changes the original title screen music to the Japanese Crash Bandicoot theme song that was featured in ads and previous releases in the country.
- The Japanese version includes gameplay tips from Aku Aku, which was a customary change that had been in place since the original game.
- The Japanese version has some different animations, and the dance at the credits screen resembles more his Japanese dance.
Revisional Differences
- The original PS2 version is notorious for its long load times, averaging around 45 seconds. According to the founder of Traveller's Tales, this was actually a leftover of a small minigame earlier in development that would occur where you could move Crash through hyperspace and collect Wumpa Fruit as he warped into the level, and any Wumpa Fruit collected would be added to your totals when the level loaded. However, due to a fraudulent patent Namco had over loading screen minigames at the time it had to be removed, and due to time constraints the long load times from when the minigame still existed couldn't be removed.
- The Greatest Hits re-release shrunk them down to a much more tolerable 15 second average.
- The GameCube and Xbox versions reduce them even further. In addition, both feature altered load screens -- the GameCube version completely removes the falling animation and simply shows the text "LOADING" against a black background, while the Xbox version uses a fairly different falling animation through a green vortex instead of a red-and-blue gradient background with particles shooting up, and the camera angle is dynamic instead of fixed.
- The Xbox version has higher quality textures and improved lighting, most notably adding fur to the Bandicoots.
- The Xbox version is also the only one natively capable of running in 480p.
- The PS2 version is the only version to include a unique theme for Medieval Madness, the Xbox and GameCube versions instead just reuse the song from the Gauntlet.
- In the PS2 version, when menu options are highlighted, they flash orange and blue. The GameCube and Xbox versions have the currently selected menu option permanently blue and pulsing in and out.
- The music stops when pausing the game in the PS2 version; the other versions leave it playing.
- The GameCube port has a rather poor framerate that often dips below 30; similar issues also caused the GameCube port of Twinsanity to be scrapped.
- The GameCube version includes exclusive content in the form of an unlockable minigame called Crash Blast, which can be played by linking with a copy of Crash Bandicoot: The Huge Adventure.
- The Xbox release is the only version where the music properly loops; in other versions it abruptly stops before restarting.
| The Crash Bandicoot series | |
|---|---|
| PlayStation | Crash Bandicoot (Prototypes) • Cortex Strikes Back (Prototypes) • Warped (Prototypes) • Crash Team Racing (Prototypes) • Crash Bash (Prototypes) |
| PlayStation 2 | The Wrath of Cortex (Prototypes) • Crash Nitro Kart (Demos) • Crash Twinsanity (Prototypes) • Crash Tag Team Racing • Crash of the Titans • Mind Over Mutant |
| GameCube | The Wrath of Cortex • Crash Nitro Kart • Crash Tag Team Racing |
| Xbox | The Wrath of Cortex • Crash Nitro Kart • Crash Twinsanity • Crash Tag Team Racing |
| Game Boy Advance | The Huge Adventure • N-Tranced • Crash Bandicoot Purple: Ripto's Rampage • Spyro Orange: The Cortex Conspiracy • Crash of the Titans |
| Nintendo DS | Crash Boom Bang! |
| PlayStation Portable | Mind Over Mutant |
| PlayStation 4, Xbox One, Nintendo Switch | N. Sane Trilogy • Crash Team Racing Nitro-Fueled • It's About Time |
| Windows | N. Sane Trilogy • It's About Time |
| PlayStation 5 | It's About Time |
| Adobe Shockwave | Nitro Mini Golf |
- Games developed by Traveller's Tales
- Games developed by Eurocom
- Games published by Universal Interactive Studios
- Games published by Konami
- PlayStation 2 games
- GameCube games
- Xbox games
- Games released in 2001
- Games with unused areas
- Games with unused enemies
- Games with unused graphics
- Games with unused models
- Games with unused text
- Games with debugging functions
- Games with hidden level selects
- Games with regional differences
- Games with revisional differences
- To do
- Crash Bandicoot series
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Eurocom
Games > Games by developer > Games developed by TT Games > Games developed by Traveller's Tales
Games > Games by platform > GameCube games
Games > Games by platform > PlayStation 2 games
Games > Games by platform > Xbox games
Games > Games by publisher > Games published by Konami
Games > Games by publisher > Games published by Universal Interactive > Games published by Universal Interactive Studios
Games > Games by release date > Games released in 2001
Games > Games by series > Crash Bandicoot series













