Prerelease:Crash Twinsanity (PlayStation 2, Xbox)/Prerelease Material
This is a sub-page of Prerelease:Crash Twinsanity (PlayStation 2, Xbox).
Trailer 1
This trailer, released on May 25th 2004, was spliced together with early gameplay footage, videos of a later build than that one, and demo footage. The section focuses on this video alone, so differences covered in the early gameplay footage will be skipped.
- The game at this point had voice acting, proper sound effects and music - all of which are heard in the video.
- However, the music made for the trailer was not made by Spiralmouth.
- The HUD still uses the Crash Nitro Kart font, however proper icons were added.
- Screen centering options were added, as evidenced by the footage shuffling around in position in a frame comparison.
- Cortex's firing animations are missing facial animations.
- Getting gems doesn't have a HUD animation.
N. Sanity Island
- 0:10 The beach has more structures than before, but it's still missing many objects.
- 0:42 Mecha Bandicoot has a different weapon.
- 0:44 The camera is unlocked in the boss battle.
- 0:45 Mecha's defeat animation seems to be inside a cutscene.
- 0:57 Cortex's running animation is different.
- 0:58 The object layout is much closer to final, however the platform with the gem is missing here.
- 1:03 Crash's spanking animation is different.
Iceberg Lab
- 0:34 Instead of huge floating machines, the slide switches are big signs with a red target on them.
- 0:36 Ice Climb has many more objects, however it's still missing Wumpa Fruit, gems and crates.
- 0:50 There is a checkpoint crate right outside Uka's arena. Breaking the ice will just make it disappear, and Uka Uka will still be frozen. His textures are also incorrect. This is likely the only exit from the arena as seen in the early gameplay footage.
- 0:55 The chunk seems to turn sharply left, making it unlike any seen in the game.
Academy of Evil
- 0:15 This kind of zig-zaggy corridor doesn't exist in Cortex's section of Classroom Chaos in the final game.
- 0:53 An early version of Boiler Room Doom was shown, with a different artstyle than final. Junction corridors appear mid-level instead of just at the start and end.
- Right after this part, it appears to be the beginning of the second-to-last puzzle in the final game.
- 0:54 This shot covers a corner pipe catcher, likely in the first valve puzzle.
- Interestingly, this short part contains the Travellers Tales watermark. It may be connected to the full source of the Gone a Bit Coco footage.
Xbox Preview Build
The following screenshots are more general ones released online and distributed via press kit. They depict the Xbox build, as apparent by similar visuals (crystals, anti-aliasing) and a full 480p framebuffer.
General Differences
- Aku Aku's feathers are colorless.
- The life counter is placed all the way on the right side of the screen.
- Particles are few and far between.
N. Sanity Island
- The crate layout is different.
- The checkpoint doesn't have a range activation.
- The first totem in the back is missing spikes.
- A life crate is missing.
- Cortex's running animation is different.
- The ending cutscene of Doc-Amok is the demo's.
- Tikimon has no healthbar.
- Tikimon's slam particles are different.
- There is an oddly-placed Wumpa Fruit on the left, floating high above the ground.
Cavern Catastrophe
- Some platform textures are darker.
- The crystals that Crash and Cortex have to hit are completely opaque and don't shine.
Uka Uka
- Uka Uka's healthbar is misplaced.
- The textures on moving metal surfaces are brighter.
Slip Slide Icecapades
- There's a switch misplaced in the ground.
- No Humiliskate particle effects.
- The textures on moving metal surfaces are brighter.
Boiler Room Doom
Rooftop Rampage
- Chimneys appear to not work, as the player must have stepped on the far right one in order to progress.
- There is a chunk of the level loaded in the background.
Madame Amberly
- Masks can appear during cutscenes.
- The organ platforms are made of wood.
- Uka's face is misplaced.
- Madame Amberly has no healthbar.
- Cortex's ammo is visible during the boss fight.
Ant Agony
- The corridor in the background is missing a door.
- The platform behind the Flamer is missing crates.
- Crates and Wumpa Fruit are missing.
Trailer 2
This trailer was made and released much closer to release and contains gameplay closer to final. It was also included in Spyro: A Hero's Tail.
- The trailer contains multiple voicelines that don't appear in the final game, such as Cortex's "Don't touch me!" and "Will this suffering never end?".
- 0:24 The camera in Cavern Catastrophe is different.
- 0:25 This cutscene uses Cortex's demo animation, yet contains natives from the final version's cutscene. The yellow gem is also misplaced out of bounds.
- 0:26 Uka's boss bar is misplaced.
- 0:28 Cortex has a different running animation.
- 0:35 This part of the cutscene is not present in the final game.
- 0:49 Uka's eyes are misplaced.
- 0:51 The camera is not locked in the airship.
- 0:54 The purple gem is placed above a rock in the second part of the N.Sanity Island hub instead of at the puzzle in the back of the picture.
- 0:55 The puzzle in the background grants the red gem instead of the purple gem.
- 0:59 Slip Slide Icecapades' long rail contains the green gem instead of the crystal.
- 1:02 The crate layout is different, with random platforms around the area where the 3 switches are.
- 1:04 Gas pipes do not seem to activate during the character switching cutscene.
- 1:06 The lighting of the textures in Boiler Room Doom is different.
Press Kit
This video included in the 2004 Vivendi Universal Games Press Kit covers a build that is close to final, yet a few differences can be spotted.
- The life counter animation is different, and the counter itself is more to the right.
- Level music isn't muted in the Humiliskate intro. The sound effect when kicking Cortex is also missing.
- There is no sound for sliding and grinding while Humiliskating.
- No Humiliskate particle effects.
- The rail before the second Humiliskate cutscene appears broken.
- The extending platform in Boiler Room Doom has different visuals.
- Colorful particles appear when the Rollerbrawl spawns.
- Rollerbrawl spawns on the ground instead of in the air.
- The camera is different in Cavern Catastrophe.
- The game doesn't pause on the death fadeout.
- Bees appear under the area where Cortex gets stung by bees. His animation is also different.
Prima's Official Guide Build
The following screenshots are from a strategy guide where a build closer to the Press Kit, but with a lot of small differences was used.
General Differences
- Earning a life animated the icon across the screen, like in the old games.
- The life counter is far off the right side of the screen.
- Uka's eyes are misplaced.
N. Sanity Island
- The belly-flop tutorial text doesn't have a line break.
- The yellow gem is placed where it would have a spring crate with two life crates in the final game.
- The shortcut cave has some sand around it.
- The purple gem is on the totem instead of the clear one.
- The clock icon has a different shape.
Jungle Bungle
- It seems to have replaced the blue and red gems above.
- The skunk always spawns at the center of the path in the final game.
Cavern Catastrophe
- The platform and elevator textures are much darker.
- The camera in Cavern is different.
- There is an extra section under the hole that was removed in the final game.
- The crate layout at the end of the drill chase is different.
Totem Hokum
- Cortex's running animation is different.
- The last section of the River Rollerbrawl uses a boatman. In the final game he was replaced by two mantraps.
Iceberg Lab
- This world checkpoint appears to have no range based activation.
- This instantly opening door style is different.
- This checkpoint doesn't exist in the final game.
Ice Climb
- After the cutscene, the checkpoint doesn't automatically activate here.
High Seas Hi-Jinks
- This checkpoint doesn't exist in the final game.
- This checkpoint clips through the ground.
- Rusty's pathing is broken causing him to run into walls and turn around.
Academy of Evil
- Janitors do not exist in the hub in the final game.
Boiler Room Doom
- The extending bridge looks different, with a different model and texture.
Classroom Chaos
- Hall Monitors have an unusually huge shadow.
- Carpets are missing.
Rockslide Rumble
- Gem tunnels in Rockslide have way more TNT crates.
- This checkpoint doesn't exist in the final game.