If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Croc 2 (Windows, PlayStation)/Out of Bounds

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Croc 2 (Windows, PlayStation).

Outside several of the levels in Croc 2 are misplaced and leftover planes.

Sailor Village

Sand Pits

Croc2-SV-Sandpc.png

There are sand pits beneath the Ginger Soda crates.

Green Planes

Croc2-SV-Grass.png

Some green planes can be found floating just under the sand near Soveena's area. With how close it is to the grass, it's likely a leftover from an earlier version of the village.

Additional Tunnel

The tunnel near the boat has a bridge floating above it. Part of this can be seen if Croc pushes against the gate, but the top part can only be seen through hacking Croc out of bounds. It's perfectly positioned, suggesting the tunnel could be explored at one stage, although it could also be a copy-paste from the other two tunnels. It was removed in the PC version entirely.

Also, if Croc paddles through the water at the opposite end (near where the Sailor King is sitting), the flow switches direction abruptly mid-way through the tunnel.

Stray Plane

CrocSailorVillage-StrayPlane.png

The last out of bounds object is this stray plane. It's a considerable distance away from the rest of the level, but is closest to Soveena the Squid's entrance.

It's Just Snowball Madness!

Croc2-SnowballMadness-Path.png

This small, broken path can be found close to the end of the track. You can actually catch a glimpse of this during gameplay, by running off the edge of the nearest path:

Croc2-Snowball-IG.png

Roger Red Ant

Croc2-RRA-Room.png

As if this level wasn't already one of the longest there is in the game, there was apparently going to be another room for Croc to get through. This area floats near the rest of the level.

Hang Glider Valley

Croc2-HangGliderValley-Parts.png

These two objects are located high above the rest of the level. It's worth noting that the texture used for them is only used here, and not in the actual level itself.

Chase the Choo Choo Train

Croc2-ChooChooLeftovers.png

Nestled between the rooms is this partially constructed wall.

Lava Lamp Larry Cutscene

Croc2-FirePitCutscene.png

The cutscene introducing the Fire Pit Monster has a pathway leading to the wall, which cannot be seen under normal circumstances.

Lava Lamp Larry

Croc2-FirePitArena.png

Underneath the level is a barrier-like wall that goes all the way around it. A better picture of this arena can be seen in a model viewer:

Croc2-FirePit.png

Race Day at Goldrock

Croc2-RDAG-Wall.png

This wall can be found a good distance away from the rest of the level.

Venus Fly Von-Trappe

Cave Walls

Croc2-VenusFlyVonTrappe-Walls.png

These two stray walls can be found floating outside the level.

Lava Wall

Croc2-VenusFlyVonTrappe-LavaWall.png

This partially constructed lava wall is also floating outside the level, further away from both the other two unused walls as well as further from the rest of the level in general.

Caveman Tribe - Secret Mine

A plane is placed far away from the rest of the level. I mean, really, really, far away:

Croc2-CavemanSecretMap.png

That little orange blip at the top is actually this:

Croc2-CavemanSecret.png

Up the Waterfall

There are two partially constructed rooms floating between areas. Both of these rooms 'lock' you into the area as though they were part of regular gameplay.

Room One

Croc2-UtW-Scraps1.png Croc2-UtW-Scraps1Swim.png

The first is this enclosed room. It does contain a space for a door, but most interesting is that Croc will actually swim in certain parts of this area, hinting at what it once was.

Room Two

Croc2-UtW-Scraps2.png

The second enclosed area has an entrance, but Croc doesn't swim here and the room has no floor collision of any type.

Bride of the Dungeon of Defright

Croc2-BotDoD-Room.png

There's an incomplete room suspended in the air, near the fog room, suggesting that the level was planned to be longer than it ended up being. It has two entrances, but no floor, ceiling or doors. Unlike most of these areas, the room has no collision.


(Source: RadSpyro)