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Crash Twinsanity (PlayStation 2, Xbox)

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Title Screen

Crash Twinsanity

Also known as: Crash Bandicoot 5: Crash & Cortex no Yabou?!? (JP)
Developer: Traveller's Tales
Publisher: Vivendi Universal Games
Platforms: PlayStation 2, Xbox
Released in JP: November 9, 2004
Released in US: August 30, 2004
Released in EU: October 8, 2004
Released in AU: October 26, 2004


ObjectIcon.png This game has unused objects.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


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

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Specifically: This page has been on the "todo" list for four years now.

Crash Twinsanity is a very, very, very unfinished game, and as a result a lot of unused content remains on the disc.

Hmmm...
To do:
* Finish rewriting, as not much has been done other than the bob and the description.
  • Replace any unnecessary videos with static images.
  • Create a prototype page for the demo included with Official UK PlayStation 2 Magazine Disc 50.
  • Document the many deleted scenes. source
  • Revisional differences.
  • Document leftover remnants of the E3 demo hub world.
  • Document the many levels that were planned but were cut.

Subpages

Blank.png
Unused Text
Crash 6?

Hidden Graphics

Crashtwinsanity guyhead.png

An image of a man's head that can be found in many .rm* archives. This is used for the yellow rings on the logs on the sides of the boat that takes Crash back and forth from Iceberg Lab.

Unused Animations

By using GameShark codes, the player can access a number of scripts that are unfinished or cannot be seen under normal circumstances. Many of these scripts lack collision or any sort of in-game functionality.

Crash

COM_CRASH_ABOUT_TO_WIN_BRAWL

COM_CRASH_ABOUT_TO_LOSE_BRAWL

COM_CRASH_WIN_BRAWL

COM_CRASH_LOSE_BRAWL

COM_CRASH_VEHICLE_GROUND_TRICK_FWD

COM_CRASH_JOIN_COOP

COM_CRASH_STOMP_KICK_LAND

COM_CRASH_SUPER_KNEE_DROP_HANG

COM_CRASH_PUNCH

COM_CRASH_SUPER_PUNCH

COM_CRASH_FLYING_KICK

COM_CRASH_WRESTLE_CREATURE

COM_TIKI_MON_FIREBALL_DEFAULT

Crash has some attacking animations that may suggest that the game was going to include more deeply engrained combat mechanics, (à la Crash of the Titans), though the traditional spin, slide & belly flop were maintained instead. Attempting the Fireball animation will remove Crash from sight, turning him invisible thanks to a missing model.

It should be noted that "CRASH_PUNCH" & "CRASH_WRESTLE_CREATURE" were explicitly known to be scrapped concepts later on, as the punch animation survived long enough to be eventually included in a demo build of Twinsanity, albeit with the loss of the slide move. Developer FakeNina (Paul Gardner), explains that a wrestling mechanic very similar to the Rollerbrawl function was to be planned for a mini-game on N.Sanity Island, where Crash would have to pin down a blue monkey for long enough to escape its offence.

(Source: Crash Mania)

"CRASH_VEHICLE_GROUND_TRICK_FWD" seems to be related to a scrapped race track dubbed 'Krazy Komodo Crash Course', a parody/tribute to the Sega game OutRun. According to developer SpaceCat (Keith Webb), the other two islands from Crash Bandicoot were going to appear in the game, and the Second Island would have contained this race track. Cortex would sit in the passenger seat complaining about Crash's driving ability. The gimmick of this was that the vehicle had no brakes.

(Source: Crash Mania)

Interestingly enough, "CRASH_JOIN_COOP" suggests that the game was intended to incorporate co-op play to some degree, probably during the levels where Crash and Cortex work together - this is furthered by the "CORTEX_LEAVE_COOP" animation being left in the game as well.

(Source: Crash Mania)

Cortex

TIKI_MON_FIREBALL

COM_CORTEX_GAME_ACTOR_MOVE_PACMAN

COM_CORTEX_GAME_ACTION_MOVE_INVADERS

COM_CORTEX_LEAVE_COOP

The first of these scripts (which appears to be an effect file for a scrapped Tikimon attack) strangely replaces Cortex's ray gun with a TNT crate, though the effect otherwise plays as normal, because the attack was never finished. The other two scripts reduce Cortex's model to a white shade; the textures for them were never finished. Their names may suggest that Cortex would have mini-games inspired off of these classic arcade games, though they could also just be file naming oddities.

Interestingly enough, "CORTEX_LEAVE_COOP" suggests that the game was intended to incorporate co-op play to some degree, probably during the levels where Crash and Cortex work together - this is furthered by the "CRASH_JOIN_COOP" animation being left in the game as well.

(Source: Crash Mania)

Unused Sounds

Dialogue

Hmmm...
To do:
A few voice clips can be heard in this video. There's even more in the Xbox version.

A voice clip of Cortex giving a hint about spinning back the green plasma blasts from the first boss can be found in AMERICAN.MB.

Intended to be used for scenarios when Crash and Cortex are forced to work together. It may have been cut due to proving irritating upon hearing it repeatedly.

A cheeky reference to Naughty Dog, the company that originally created the marsupial to begin with. It very likely would have been used when Cortex "spanked" Crash during rollerbrawl.

Unused Music

Ice Climb

This unused theme immediately follows Iceberg Lab in the game's memory. While no direct confirmation of this is possible, its internal location heavily implies it would've been used for Ice Climb, which reuses Iceberg Lab's theme in the final game.

Iceberg Lab (Sped Up)

A sped-up version of the Iceberg Lab music.

Boiler Room Doom

An unused track originally composed for "Boiler Room Doom". While it does play, it's only for some few seconds in the credits sequence. It has an odd position in the music file, being at the end after almost every ambience sound (this track has ID 136, while the music track before that has ID 64 and corresponds to the final boss music), implying it was only added back to be in the credits scene.

Misplaced Objects

Hmmm...
To do:
Add screenshots or videos.
  • In Ant Agony, if you look up while near a pile of boxes you can see a Nitro box oddly floating in the ceiling.
  • Shortly after destroying Dingodile's house, but just before passing the frozen Rhynoc, there's an inaccessible Life Crate on top of the mountain on the right.

Unused Characters

Nina & Cortex

Hmmm...
To do:
Get a better video (and a much shorter one at that).

Using glitches and exploits, you can play as Nina with Cortex attached. Due to some of the coding being removed, the game will freeze if you attempt to move unless you move while spinning.

Using glitches, it's possible to achieve an effect similar to this. Nina will be grabbing Cortex but Cortex will act as if he was being grabbed by Crash (pressing X then Circle will throw Cortex while punching at the same time). However, you won't be able to grab Cortex again after throwing him.


Evil Coco

Evil Coco was supposed to be Evil Crash's sister she would've been planned to appear in a cutscene but she was scrapped late into development due to time constraints.

CrashTwinsanity-Evilcoco ingame.png

Unused Objects

Hoverboard

By using codes or going out-of-bounds, it is possible to activate an invisible, controllable hoverboard. It is extremely buggy, though, and neither Crash or Cortex have animations for riding it.

Unused Stages

Gone A Bit Coco

It's common knowledge Coco was supposed to have her own stage, entered by going into her head. However it's not as common to actually see gameplay of it, and this footage of it from old pre-release gameplay is likely one of the only in-game samples we'll get to see.

Early N.Gin's Battleship

Jon Burton, founder of Traveller's Tales, shared a very early prototype of Twinsanity on his YouTube page, showcasing an almost entirely different version of N.Gin's battleship. Including different level design, an early version of the N.Gin and N.tropy/N.Brio boss fight (the latter of which has barely any collision or working animations), and an early, buggy version of the Rusty Walrus chase scene.

Version Differences

NTSC 1.0

  • It runs at a 512x448 resolution on PS2 and 640x480 on XBOX.
  • The game crashes sometimes after Dingodile (specifically, when his model gets too far after you beat him).
  • The 100% completion FMV is the therapy session in this version.
  • This version contains some crates that don't exist in other versions.
  • Skipping FMV's requires waiting a second.
  • Cortex's and Mechabandicoot's plasma is huge compared to other versions.
  • The short area after the bus chase and before switching to Cortex has an unlocked camera.
  • There is no checkpoint right outside the top lab's interior and Cortex's position inside is far from the entrance.
  • The world checkpoint outside the 10th dimension lab doesn't auto-activate upon leaving the lab.
  • After loading the game, the "Autosave Enabled" screen doesn't appear.
  • Dying while activating the first Boiler Room Doom cutscene will lock Crash in place.
  • The checkpoint in front of the first ice wall in the Ice Climb exterior will not activate from a distance.
  • An additional checkpoint exists next to the world checkpoint at the start of Rockslide Rumble.
  • Next to Evil Crash's hut, one of the rocky platforms on the way to the gem has different collision than its visuals.
  • A big tree exists right next to the farm, which lets players bypass Totem Hokum easily
  • The corridor just before the final boss contains a couple enemies

Xbox Version

  • Texture quality is overall better.
  • The lighting on characters and environments is mostly non-existent, making the characters and objects look darker.
  • NTSC and PAL share the same save slots.
  • Tip text at the bottom of the screen is higher up.
  • HUD counters are closer to the icons.
  • The game doesn't clean up particles after dying immediately.
  • Earning a life by getting 100 Wumpa fruit doesn't play a sound.
  • Loading the game requires confirmation.
  • Particles in general are more sparse, usually with a shorter lifetime.
  • Transitions into and out of cutscenes show the game's logo in the bottom left corner of the screen.
  • Some cutscenes desync from the audio due to ingame lag.
  • FMV Extras are called that way in the menu instead of "Movie". The name was also localized accordingly.
  • The rising slime in Classroom Chaos emits a sound that stays forever if the room is left by quitting or loading.
  • Pressing the A button brings up the main menu on the title screen (in addition to the Start button).
  • Scenery crystals and icicles are more opaque.
  • The sound of Cavern Catastrophe's drill opening is different.
  • The NTSC XBOX version is region-free, the other versions are not.
  • The PAL Platinum version is identical to the original PAL version.
  • The XBOX version works on the XBOX 360, although it suffers from big slowdowns.

These are exclusive to the XBOX variant of NTSC-U:

  • Respawning on a world crate with autosave on saves the game every time.
  • On some checkpoints, after loading the game for the first time, the game unpauses with the autosave screen open.

These are exclusive to the XBOX variant of PAL:

  • The ':' symbol is missing from the font affecting the game time on save files, sound options, and the worm minigame timer.
  • Due to the 50hz refresh rate, the sliding bug doesn't happen.
  • There is no Spanish localization.

PAL Versions

  • This version runs at a 512x512 resolution on PS2 and 640x480 on XBOX.
  • The 100% completion FMV is a short animation montage in this version.
  • The font is smaller in order to fit letters from various languages in the font texture.
  • It has less gameplay lag than NTSC.
  • Some crashes (like the Dingodile one) were fixed.
  • Bodyslamming onto higher surfaces snaps less.
  • The Spyro trailer is unavailable ingame.
  • Lives are taken and shown immediately when the animation starts, instead of after the fadeout.
  • The airship departing cutscene was changed to show a different angle of the scene.
  • Walking near the fence at Farmer Ernest's farm will detach Cortex from Crash.
  • These are exclusive to the PS2 variant of PAL:
  • Due to the 50hz refresh rate, the sliding bug doesn't happen.
  • Evil Crash has pathing problems in Bandicoot Pursuit making him run in circles in some places.
  • The menus are very slow.
  • A save cancelling confirmation was added.
  • The room before the last classroom has no enemies.
  • This is the only version missing the Spyro trailer from the disc.
  • Stunned Coco doesn't damage Crash.
  • Resetting Nina's walljumping tutorial is fixed.

Japanese Version

  • It runs at a 512x448 resolution.
  • The 100% completion FMV is a short animation montage in this version.
  • Crashing fixes from the PAL version were ported over to this one.
  • Lives are reduced and shown immediately when the death animation starts, rather than after the fadeout.
  • The airship departing cutscene was changed to show a different angle of the scene.
  • Many menu actions and skipping cutscenes requires pressing circle instead of X.
  • Confirming the 'Continue without saving' screen puts you into the pause screen.
  • As with usual Crash Japanese localization, the TNT and Nitro crate textures were changed accordingly.
  • The shoulder button icons are on different heights.
  • Sliding is as tight as on PAL, but the random deviation from NTSC-U still exists.
  • Rusty Walrus's pathing is broken.
  • Evil Crash has pathing problems in Bandicoot Pursuit making him run in circles in some places.
  • Bodyslamming works just like on NTSC-U.
  • The disc contains the Spyro trailer, however it's unavailable ingame.
  • Walking near the fence at Farmer Ernest's farm will detach Cortex from Crash.
  • Stunned Coco doesn't damage Crash.
  • The room before the last classroom has no enemies.
  • Resetting Nina's walljumping tutorial is fixed.
  • Characters in galleries (except McDonalds and the Test one) have more fingers than in other versions.

NTSC 2.0

  • The 100% completion FMV is the therapy session in this version.
  • Crashing fixes from the PAL version were ported over to this one.
  • The airship departing cutscene was changed to show a different angle of the scene.
  • Walking near the fence at Farmer Ernest's farm will detach Cortex from Crash.
  • The room before the last classroom has no enemies.


(Source: Crash Mania)
(Source: Beyond Twinsanity)