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Prerelease:Crash Bandicoot

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This page details prerelease information and/or media for Crash Bandicoot.

Hmmm...
To do:
  • Document everything from Crash Mania that hasn't been covered. More specifically, everything by David Siller in the artwork section. Keeping in mind that his side is decently biased.
  • Cover the game's August 1995 production bible.

Sub-Pages

CrashBandicoot UnusedNaughtyDogSketch.jpg
Concept Art
Sketches, unused characters and much more!

Early Preview

Some of the earliest screenshots of the game can be identified by the presence of different fruits, which were later replaced by the iconic Wumpa fruit. Interestingly, leftovers of this very early code are still present in the April 8th, 1996 prototype. These images were featured on the GamePro magazine issue 091 (April 1996). Also according to the magazine article, the game's music and sound effects weren't available for previewing.[1]

Demo Music

During the game's development, Josh Mancell, the lead composer, would create demonstration tracks in order to narrow down the sort of feel and theming Naughty Dog wanted for the music in the game. Some of these tracks have been released on Mancell's SoundCloud page and other websites.

Track Description
The first demo track for the main theme. The melody was repurposed into the music for the second half of the "N. Sanity Beach" level.
The second demo track for the main theme.
A demo track for jungle levels.
A demo track titled "Jungle Boulders", for boulder levels.
A demo track for boulder levels.
The first demo track for ruins levels.
The second demo track for ruins levels.
A demo track for bridge levels, resembling the final one.
A demo track created for mountain levels.
A demo track created for village levels.
A demo track created for factory levels. The track is titled "PowerPlant".
A demo track created for factory levels. The track is titled "PowerPlant Ambience" and resembles the music for "Generator Room".
A demo track for the Papu Papu boss theme titled "Papu Papu Ambience".
A demo track for the Komodo Brothers' theme (then named Kimodo Brothers), characters created for the original Crash Bandicoot but only first showed up in the sequel.

Scrapped Cartoon Animation

On July 18, 2015, game producer David Siller, posted on his Youtube channel footage of an unused cartoon animation of Crash Bandicoot.

During the game's early development, Universal commissioned traditionally animated cutscenes to be used in the game. Like all of Universal's animation at the time, they were done by a Korean studio called Akom, known for their work on shows like Tiny Toon Adventures and Animaniacs. They produced an intro and an ending for the game. The singing narration was done by Jim Cummings, who was a prominent voice actor in many 1990s cartoon shows. As for why the animation went unused, Dave Siller explained:

It was based on ideas for where we were going with this IP at that time. It was probably too ambitious in nature and was also trying to be humorous. It was never used or even embedded in the game as a hidden "easter egg" treat. Once UIS licensed the game to Sony for publication, Sony did not want it utilized since they were heavily pushing the "3D" agenda. There are many close to the development of the original game that do not even know that this material even existed.

— David Siller

According to him in the comments, the animation was also "a somewhat prototype to further flesh out ideas for a possible cartoon series" if the game was successful enough. Though the game was successful, a cartoon TV series never came to be.

The introduction cutscene shows almost every character in the game, including Tiny Tiger and the Komodo Brothers (with their original designs). In addition, Tawna has a pink shirt and green shorts, just like in earlier versions of the game. The only character notably absent is Aku Aku but it's difficult to say whether he was considered a proper character at that point, or even finalized to begin with. The initial background with the islands was based off concept art for the game, as were many of the characters' animated frames.


(Source: Crash Mania)

Resources

No exact dates

  • The Crash Bandicoot Files: How Willy the Wombat Sparked Marsupial Mania (Mostly May 1995? But has stuff that's arguably either earlier or later, including the script to that one animated intro)
  • Documents allegedly written by Joe Pearson uploaded on Crash Mania (Has a script for an opening sequence that is marked as having been revised in February 20, 1995, but the rest of the pages are unclear)
  • David siller's levels (one is dated feburary 10 1995, but some of these pages come after the finalized designs as Crash is drawn)
  • David Siller misc (One is dated March 26, 1996. Crash is sometimes called willy/willey here)
  • David siller game design (One is dated October 22, 1995. Another is dated December 1994. Crash is sometimes called willy/willey here)

The Crash Mania stuff can also be found in a release of developer documents, allegedly by Assembler Games member Spaceman.

References